diff options
-rw-r--r-- | src/town_gui.cpp | 61 |
1 files changed, 27 insertions, 34 deletions
diff --git a/src/town_gui.cpp b/src/town_gui.cpp index 74e5bc4a6..c97e77693 100644 --- a/src/town_gui.cpp +++ b/src/town_gui.cpp @@ -874,32 +874,33 @@ static const NWidgetPart _nested_found_town_widgets[] = { }; /** Found a town window class. */ -struct FoundTownWindow : Window -{ +struct FoundTownWindow : Window { private: - static TownSize town_size; - static bool city; - static TownLayout town_layout; + TownSize town_size; ///< Selected town size + TownLayout town_layout; ///< Selected town layout + bool city; ///< Are we building a city? public: - FoundTownWindow(const WindowDesc *desc, WindowNumber window_number) : Window() + FoundTownWindow(const WindowDesc *desc, WindowNumber window_number) : + Window(), + town_size(TS_MEDIUM), + town_layout(_settings_game.economy.town_layout), + city(false) { this->InitNested(desc, window_number); - town_layout = _settings_game.economy.town_layout; - city = false; this->UpdateButtons(); } void UpdateButtons() { for (int i = TSEW_SIZE_SMALL; i <= TSEW_SIZE_RANDOM; i++) { - this->SetWidgetLoweredState(i, i == TSEW_SIZE_SMALL + town_size); + this->SetWidgetLoweredState(i, i == TSEW_SIZE_SMALL + this->town_size); } - this->SetWidgetLoweredState(TSEW_CITY, city); + this->SetWidgetLoweredState(TSEW_CITY, this->city); for (int i = TSEW_LAYOUT_ORIGINAL; i <= TSEW_LAYOUT_RANDOM; i++) { - this->SetWidgetLoweredState(i, i == TSEW_LAYOUT_ORIGINAL + town_layout); + this->SetWidgetLoweredState(i, i == TSEW_LAYOUT_ORIGINAL + this->town_layout); } this->SetDirty(); @@ -914,14 +915,14 @@ public: { switch (widget) { case TSEW_NEWTOWN: - HandlePlacePushButton(this, TSEW_NEWTOWN, SPR_CURSOR_TOWN, HT_RECT, PlaceProc_Town); + HandlePlacePushButton(this, TSEW_NEWTOWN, SPR_CURSOR_TOWN, HT_RECT, NULL); break; case TSEW_RANDOMTOWN: { this->HandleButtonClick(TSEW_RANDOMTOWN); _generating_world = true; UpdateNearestTownForRoadTiles(true); - const Town *t = CreateRandomTown(20, town_size, city, town_layout); + const Town *t = CreateRandomTown(20, this->town_size, this->city, this->town_layout); UpdateNearestTownForRoadTiles(false); _generating_world = false; @@ -937,7 +938,7 @@ public: _generating_world = true; UpdateNearestTownForRoadTiles(true); - if (!GenerateTowns(town_layout)) { + if (!GenerateTowns(this->town_layout)) { ShowErrorMessage(STR_ERROR_NO_SPACE_FOR_TOWN, STR_ERROR_CAN_T_GENERATE_TOWN, 0, 0); } UpdateNearestTownForRoadTiles(false); @@ -945,19 +946,19 @@ public: break; case TSEW_SIZE_SMALL: case TSEW_SIZE_MEDIUM: case TSEW_SIZE_LARGE: case TSEW_SIZE_RANDOM: - town_size = (TownSize)(widget - TSEW_SIZE_SMALL); + this->town_size = (TownSize)(widget - TSEW_SIZE_SMALL); this->UpdateButtons(); break; case TSEW_CITY: - city ^= true; - this->SetWidgetLoweredState(TSEW_CITY, city); + this->city ^= true; + this->SetWidgetLoweredState(TSEW_CITY, this->city); this->SetDirty(); break; case TSEW_LAYOUT_ORIGINAL: case TSEW_LAYOUT_BETTER: case TSEW_LAYOUT_GRID2: case TSEW_LAYOUT_GRID3: case TSEW_LAYOUT_RANDOM: - town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL); + this->town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL); this->UpdateButtons(); break; } @@ -972,30 +973,22 @@ public: virtual void OnPlaceObject(Point pt, TileIndex tile) { - _place_proc(tile); - } - - virtual void OnPlaceObjectAbort() - { - this->RaiseButtons(); - this->UpdateButtons(); - } - - static void PlaceProc_Town(TileIndex tile) - { uint32 townnameparts; if (!GenerateTownName(&townnameparts)) { ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, STR_ERROR_CAN_T_BUILD_TOWN_HERE, 0, 0); return; } - DoCommandP(tile, town_size | city << 2 | town_layout << 3, townnameparts, CMD_BUILD_TOWN | CMD_MSG(STR_ERROR_CAN_T_BUILD_TOWN_HERE), CcBuildTown); + DoCommandP(tile, this->town_size | this->city << 2 | this->town_layout << 3, townnameparts, + CMD_BUILD_TOWN | CMD_MSG(STR_ERROR_CAN_T_BUILD_TOWN_HERE), CcBuildTown); } -}; -TownSize FoundTownWindow::town_size = TS_MEDIUM; // select medium-sized towns per default; -bool FoundTownWindow::city; -TownLayout FoundTownWindow::town_layout; + virtual void OnPlaceObjectAbort() + { + this->RaiseButtons(); + this->UpdateButtons(); + } +}; static const WindowDesc _found_town_desc( WDP_AUTO, WDP_AUTO, 160, 162, 160, 162, |