Changeset - r13097:c59fc0ed2eeb
[Not reviewed]
master
0 5 0
smatz - 15 years ago 2009-09-21 20:22:56
smatz@openttd.org
(svn r17608) -Codechange: use CmdFoundTown when founding 'Random town' too
5 files changed with 73 insertions and 46 deletions:
0 comments (0 inline, 0 general)
src/callback_table.cpp
Show inline comments
 
@@ -37,7 +37,6 @@ CommandCallback CcCloneVehicle;
 
CommandCallback CcPlaySound10;
 
CommandCallback CcPlaceSign;
 
CommandCallback CcTerraform;
 
CommandCallback CcFoundTown;
 
CommandCallback CcGiveMoney;
 

	
 
/* rail_gui.cpp */
 
@@ -61,6 +60,10 @@ CommandCallback CcBuildShip;
 
CommandCallback CcBuildWagon;
 
CommandCallback CcBuildLoco;
 

	
 
/* town_gui.cpp */
 
CommandCallback CcFoundTown;
 
CommandCallback CcFoundRandomTown;
 

	
 
/* group_gui.cpp */
 
CommandCallback CcCreateGroup;
 

	
 
@@ -93,6 +96,7 @@ CommandCallback * const _callback_table[
 
	/* 0x16 */ CcCloneVehicle,
 
	/* 0x17 */ CcGiveMoney,
 
	/* 0x18 */ CcCreateGroup,
 
	/* 0x19 */ CcFoundRandomTown,
 
};
 

	
 
const int _callback_table_count = lengthof(_callback_table);
src/command.cpp
Show inline comments
 
@@ -296,7 +296,7 @@ static const Command _command_proc_table
 
	{CmdSellShareInCompany,                         0}, // CMD_SELL_SHARE_IN_COMPANY
 
	{CmdBuyCompany,                                 0}, // CMD_BUY_COMANY
 

	
 
	{CmdFoundTown,                        CMD_OFFLINE}, // CMD_FOUND_TOWN
 
	{CmdFoundTown,          CMD_NO_TEST | CMD_OFFLINE}, // CMD_FOUND_TOWN
 
	{CmdRenameTown,                        CMD_SERVER}, // CMD_RENAME_TOWN
 
	{CmdDoTownAction,                               0}, // CMD_DO_TOWN_ACTION
 

	
src/town.h
Show inline comments
 
@@ -163,7 +163,6 @@ void UpdateAllTownVirtCoords();
 
void InitializeTown();
 
void ShowTownViewWindow(TownID town);
 
void ExpandTown(Town *t);
 
Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout);
 

	
 
enum TownRatingCheckType {
 
	ROAD_REMOVE         = 0,
 
@@ -239,6 +238,7 @@ enum TownActions {
 
DECLARE_ENUM_AS_BIT_SET(TownActions);
 

	
 
extern const byte _town_action_costs[TACT_COUNT];
 
extern TownID _new_town_id;
 

	
 
/**
 
 * Calculate a hash value from a tile position
src/town_cmd.cpp
Show inline comments
 
@@ -56,6 +56,7 @@
 

	
 
Town *_cleared_town;
 
int _cleared_town_rating;
 
TownID _new_town_id;
 

	
 
uint32 _cur_town_ctr;     ///< iterator through all towns in OnTick_Town
 
uint32 _cur_town_iter;    ///< frequency iterator at the same place
 
@@ -174,6 +175,7 @@ enum TownGrowthResult {
 
};
 

	
 
static bool BuildTownHouse(Town *t, TileIndex tile);
 
static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
 

	
 
static void TownDrawHouseLift(const TileInfo *ti)
 
{
 
@@ -1581,7 +1583,7 @@ static CommandCost TownCanBePlacedHere(T
 
		return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
 
	}
 

	
 
	return CommandCost();
 
	return CommandCost(EXPENSES_OTHER);
 
}
 

	
 
/** Create a new town.
 
@@ -1592,6 +1594,7 @@ static CommandCost TownCanBePlacedHere(T
 
 * @param p1  0..1 size of the town (@see TownSize)
 
 *               2 true iff it should be a city
 
 *            3..5 town road layout (@see TownLayout)
 
 *               6 use random location (randomize \c tile )
 
 * @param p2 town name parts
 
 * @param text unused
 
 * @return the cost of this operation or an error
 
@@ -1605,6 +1608,7 @@ CommandCost CmdFoundTown(TileIndex tile,
 
	bool city = HasBit(p1, 2);
 
	TownLayout layout = (TownLayout)GB(p1, 3, 3);
 
	TownNameParams par(_settings_game.game_creation.town_name);
 
	bool random = HasBit(p1, 6);
 
	uint32 townnameparts = p2;
 

	
 
	if (size > TS_RANDOM) return CMD_ERROR;
 
@@ -1612,22 +1616,34 @@ CommandCost CmdFoundTown(TileIndex tile,
 

	
 
	if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
 

	
 
	CommandCost cost = TownCanBePlacedHere(tile);
 
	if (CmdFailed(cost)) return cost;
 

	
 
	/* Allocate town struct */
 
	if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
 

	
 
	CommandCost cost(EXPENSES_OTHER);
 
	if (!random) {
 
		cost = TownCanBePlacedHere(tile);
 
		if (CmdFailed(cost)) return cost;
 
	}
 

	
 
	/* Create the town */
 
	if (flags & DC_EXEC) {
 
		Town *t = new Town(tile);
 
		_generating_world = true;
 
		UpdateNearestTownForRoadTiles(true);
 
		DoCreateTown(t, tile, townnameparts, size, city, layout);
 
		if (random) {
 
			const Town *t = CreateRandomTown(20, townnameparts, size, city, layout);
 
			if (t == NULL) {
 
				cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
 
			} else {
 
				_new_town_id = t->index;
 
			}
 
		} else {
 
			Town *t = new Town(tile);
 
			DoCreateTown(t, tile, townnameparts, size, city, layout);
 
		}
 
		UpdateNearestTownForRoadTiles(false);
 
		_generating_world = false;
 
	}
 
	return CommandCost();
 
	return cost;
 
}
 

	
 
/**
 
@@ -1744,7 +1760,7 @@ static TileIndex FindNearestGoodCoastalT
 
	return INVALID_TILE;
 
}
 

	
 
Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
 
static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
 
{
 
	if (!Town::CanAllocateItem()) return NULL;
 

	
 
@@ -1762,10 +1778,6 @@ Town *CreateRandomTown(uint attempts, To
 
		/* Make sure town can be placed here */
 
		if (CmdFailed(TownCanBePlacedHere(tile))) continue;
 

	
 
		uint32 townnameparts;
 
		/* Get a unique name for the town. */
 
		if (!GenerateTownName(&townnameparts)) break;
 

	
 
		/* Allocate a town struct */
 
		Town *t = new Town(tile);
 

	
 
@@ -1793,6 +1805,7 @@ bool GenerateTowns(TownLayout layout)
 
	uint num = 0;
 
	uint difficulty = _settings_game.difficulty.number_towns;
 
	uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
 
	uint32 townnameparts;
 

	
 
	SetGeneratingWorldProgress(GWP_TOWN, n);
 

	
 
@@ -1802,22 +1815,28 @@ bool GenerateTowns(TownLayout layout)
 
	do {
 
		bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
 
		IncreaseGeneratingWorldProgress(GWP_TOWN);
 
		/* Get a unique name for the town. */
 
		if (!GenerateTownName(&townnameparts)) continue;
 
		/* try 20 times to create a random-sized town for the first loop. */
 
		if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
 
		if (CreateRandomTown(20, townnameparts, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
 
	} while (--n);
 

	
 
	if (num != 0) return true;
 

	
 
	/* If num is still zero at this point, it means that not a single town has been created.
 
	 * So give it a last try, but now more aggressive */
 
	if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
 
		if (Town::GetNumItems() == 0) {
 
			if (_game_mode != GM_EDITOR) {
 
				extern StringID _switch_mode_errorstr;
 
				_switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
 
			}
 
		}
 
		return false;  // we are still without a town? we failed, simply
 
	if (GenerateTownName(&townnameparts) &&
 
			CreateRandomTown(10000, townnameparts, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
 
		return true;
 
	}
 
	return true;
 

	
 
	/* If there are no towns at all and we are generating new game, bail out */
 
	if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
 
		extern StringID _switch_mode_errorstr;
 
		_switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
 
	}
 

	
 
	return false;  // we are still without a town? we failed, simply
 
}
 

	
 

	
src/town_gui.cpp
Show inline comments
 
@@ -848,6 +848,15 @@ void CcFoundTown(bool success, TileIndex
 
	}
 
}
 

	
 
void CcFoundRandomTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
 
{
 
	if (success) {
 
		tile = Town::Get(_new_town_id)->xy;
 
		SndPlayTileFx(SND_1F_SPLAT, tile);
 
		ScrollMainWindowToTile(tile);
 
	}
 
}
 

	
 
/** Widget numbers of town scenario editor window. */
 
enum TownScenarioEditorWidgets {
 
	TSEW_CLOSEBOX,
 
@@ -963,6 +972,18 @@ public:
 
		this->SetDirty();
 
	}
 

	
 
	void ExecuteFoundTownCommand(TileIndex tile, bool random, StringID errstr, CommandCallback cc)
 
	{
 
		uint32 townnameparts;
 
		if (!GenerateTownName(&townnameparts)) {
 
			ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, errstr, 0, 0);
 
			return;
 
		}
 

	
 
		DoCommandP(tile, this->town_size | this->city << 2 | this->town_layout << 3 | random << 6,
 
				townnameparts, CMD_FOUND_TOWN | CMD_MSG(errstr), cc);
 
	}
 

	
 
	virtual void OnPaint()
 
	{
 
		this->DrawWidgets();
 
@@ -975,20 +996,10 @@ public:
 
				HandlePlacePushButton(this, TSEW_NEWTOWN, SPR_CURSOR_TOWN, HT_RECT, NULL);
 
				break;
 

	
 
			case TSEW_RANDOMTOWN: {
 
			case TSEW_RANDOMTOWN:
 
				this->HandleButtonClick(TSEW_RANDOMTOWN);
 
				_generating_world = true;
 
				UpdateNearestTownForRoadTiles(true);
 
				const Town *t = CreateRandomTown(20, this->town_size, this->city, this->town_layout);
 
				UpdateNearestTownForRoadTiles(false);
 
				_generating_world = false;
 

	
 
				if (t == NULL) {
 
					ShowErrorMessage(STR_ERROR_NO_SPACE_FOR_TOWN, STR_ERROR_CAN_T_GENERATE_TOWN, 0, 0);
 
				} else {
 
					ScrollMainWindowToTile(t->xy);
 
				}
 
			} break;
 
				this->ExecuteFoundTownCommand(0, true, STR_ERROR_CAN_T_GENERATE_TOWN, CcFoundRandomTown);
 
				break;
 

	
 
			case TSEW_MANYRANDOMTOWNS:
 
				this->HandleButtonClick(TSEW_MANYRANDOMTOWNS);
 
@@ -1030,14 +1041,7 @@ public:
 

	
 
	virtual void OnPlaceObject(Point pt, TileIndex tile)
 
	{
 
		uint32 townnameparts;
 
		if (!GenerateTownName(&townnameparts)) {
 
			ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, STR_ERROR_CAN_T_FOUND_TOWN_HERE, 0, 0);
 
			return;
 
		}
 

	
 
		DoCommandP(tile, this->town_size | this->city << 2 | this->town_layout << 3, townnameparts,
 
				CMD_FOUND_TOWN | CMD_MSG(STR_ERROR_CAN_T_FOUND_TOWN_HERE), CcFoundTown);
 
		this->ExecuteFoundTownCommand(tile, false, STR_ERROR_CAN_T_FOUND_TOWN_HERE, CcFoundTown);
 
	}
 

	
 
	virtual void OnPlaceObjectAbort()
0 comments (0 inline, 0 general)