Files @ r24498:e9114d9ab04a
Branch filter:

Location: cpp/openttd-patchpack/source/src/widgets/town_widget.h

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file town_widget.h Types related to the town widgets. */

#ifndef WIDGETS_TOWN_WIDGET_H
#define WIDGETS_TOWN_WIDGET_H

/** Widgets of the #TownDirectoryWindow class. */
enum TownDirectoryWidgets {
	WID_TD_SORT_ORDER,       ///< Direction of sort dropdown.
	WID_TD_SORT_CRITERIA,    ///< Criteria of sort dropdown.
	WID_TD_FILTER,           ///< Filter of name.
	WID_TD_LIST,             ///< List of towns.
	WID_TD_SCROLLBAR,        ///< Scrollbar for the town list.
	WID_TD_WORLD_POPULATION, ///< The world's population.
};

/** Widgets of the #TownAuthorityWindow class. */
enum TownAuthorityWidgets {
	WID_TA_CAPTION,      ///< Caption of window.
	WID_TA_ZONE_BUTTON,  ///< Turn on/off showing local authority zone.
	WID_TA_RATING_INFO,  ///< Overview with ratings for each company.
	WID_TA_COMMAND_LIST, ///< List of commands for the player.
	WID_TA_SCROLLBAR,    ///< Scrollbar of the list of commands.
	WID_TA_ACTION_INFO,  ///< Additional information about the action.
	WID_TA_EXECUTE,      ///< Do-it button.
};

/** Widgets of the #TownViewWindow class. */
enum TownViewWidgets {
	WID_TV_CAPTION,        ///< Caption of window.
	WID_TV_VIEWPORT,       ///< View of the center of the town.
	WID_TV_INFO,           ///< General information about the town.
	WID_TV_CENTER_VIEW,    ///< Center the main view on this town.
	WID_TV_SHOW_AUTHORITY, ///< Show the town authority window.
	WID_TV_CHANGE_NAME,    ///< Change the name of this town.
	WID_TV_CATCHMENT,      ///< Toggle catchment area highlight.
	WID_TV_EXPAND,         ///< Expand this town (scenario editor only).
	WID_TV_DELETE,         ///< Delete this town (scenario editor only).
};

/** Widgets of the #FoundTownWindow class. */
enum TownFoundingWidgets {
	WID_TF_NEW_TOWN,          ///< Create a new town.
	WID_TF_RANDOM_TOWN,       ///< Randomly place a town.
	WID_TF_MANY_RANDOM_TOWNS, ///< Randomly place many towns.
	WID_TF_TOWN_NAME_EDITBOX, ///< Editor for the town name.
	WID_TF_TOWN_NAME_RANDOM,  ///< Generate a random town name.
	WID_TF_SIZE_SMALL,        ///< Selection for a small town.
	WID_TF_SIZE_MEDIUM,       ///< Selection for a medium town.
	WID_TF_SIZE_LARGE,        ///< Selection for a large town.
	WID_TF_SIZE_RANDOM,       ///< Selection for a randomly sized town.
	WID_TF_CITY,              ///< Selection for the town's city state.
	WID_TF_LAYOUT_ORIGINAL,   ///< Selection for the original town layout.
	WID_TF_LAYOUT_BETTER,     ///< Selection for the better town layout.
	WID_TF_LAYOUT_GRID2,      ///< Selection for the 2x2 grid town layout.
	WID_TF_LAYOUT_GRID3,      ///< Selection for the 3x3 grid town layout.
	WID_TF_LAYOUT_RANDOM,     ///< Selection for a randomly chosen town layout.
};

#endif /* WIDGETS_TOWN_WIDGET_H */