diff options
author | Darkvater <Darkvater@openttd.org> | 2005-05-12 00:18:30 +0000 |
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committer | Darkvater <Darkvater@openttd.org> | 2005-05-12 00:18:30 +0000 |
commit | eb4233e8e9e1e6f4b9ce4eb3a7182b1282985f26 (patch) | |
tree | d790be3fa8129c0c0146ef2a1e78c42a8d13bbf2 /settings_gui.c | |
parent | 562a32c3ee7b1c3ebf87968bd57163dada00d941 (diff) | |
download | openttd-eb4233e8e9e1e6f4b9ce4eb3a7182b1282985f26.tar.xz |
(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame().
- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands.
- CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP.
- CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
Diffstat (limited to 'settings_gui.c')
-rw-r--r-- | settings_gui.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/settings_gui.c b/settings_gui.c index 5ef7d8770..f6af41354 100644 --- a/settings_gui.c +++ b/settings_gui.c @@ -176,8 +176,10 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) } break; case 14: /* Town names */ - if (_game_mode == GM_MENU) - DoCommandP(0, e->dropdown.index, 0, NULL, CMD_SET_TOWN_NAME_TYPE | CMD_MSG(STR_EMPTY)); + if (_game_mode == GM_MENU) { + _opt_ptr->town_name = e->dropdown.index; + InvalidateWindow(WC_GAME_OPTIONS, 0); + } break; case 17: /* Autosave options */ _opt_ptr->autosave = e->dropdown.index; @@ -205,25 +207,23 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) } +/** Change the side of the road vehicles drive on (server only). + * @param x,y unused + * @param p1 the side of the road; 0 = left side and 1 = right side + * @param p2 unused + */ int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2) { - if (flags & DC_EXEC) { - _opt_ptr->road_side = p1; - InvalidateWindow(WC_GAME_OPTIONS,0); - } - return 0; -} + /* Check boundaries and you can only change this if NO vehicles have been built yet */ + if (p1 > 1 || RoadVehiclesAreBuilt()) return CMD_ERROR; -int32 CmdSetTownNameType(int x, int y, uint32 flags, uint32 p1, uint32 p2) -{ if (flags & DC_EXEC) { - _opt_ptr->town_name = p1; + _opt_ptr->road_side = p1; InvalidateWindow(WC_GAME_OPTIONS,0); } return 0; } - static const Widget _game_options_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 14, 11, 369, 0, 13, STR_00B1_GAME_OPTIONS, STR_018C_WINDOW_TITLE_DRAG_THIS}, @@ -369,24 +369,24 @@ static GameOptions _opt_mod_temp; static void GameDifficultyWndProc(Window *w, WindowEvent *e) { switch (e->event) { - case WE_PAINT: { - uint32 click_a, click_b, disabled; - int i; - int y, value; - - w->click_state = (1 << 3) << _opt_mod_temp.diff_level; // have current difficulty button clicked + case WE_CREATE: /* Setup disabled buttons when creating window */ // disable all other difficulty buttons during gameplay except for 'custom' w->disabled_state = (_game_mode != GM_NORMAL) ? 0 : (1 << 3) | (1 << 4) | (1 << 5) | (1 << 6); - if (_game_mode == GM_EDITOR) - SETBIT(w->disabled_state, 7); + if (_game_mode == GM_EDITOR) SETBIT(w->disabled_state, 7); if (_networking) { SETBIT(w->disabled_state, 7); // disable highscore chart in multiplayer if (!_network_server) SETBIT(w->disabled_state, 10); // Disable save-button in multiplayer (and if client) } + break; + case WE_PAINT: { + uint32 click_a, click_b, disabled; + int i; + int y, value; + w->click_state = (1 << 3) << _opt_mod_temp.diff_level; // have current difficulty button clicked DrawWindowWidgets(w); click_a = _difficulty_click_a; |