(svn r17603) -Codechange: since now, towns are 'founded' instead of 'built'

This commit is contained in:
smatz 2009-09-21 18:16:00 +00:00
parent 60a13f49bd
commit 15511678e3
9 changed files with 18 additions and 18 deletions

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@ -37,7 +37,7 @@ CommandCallback CcCloneVehicle;
CommandCallback CcPlaySound10;
CommandCallback CcPlaceSign;
CommandCallback CcTerraform;
CommandCallback CcBuildTown;
CommandCallback CcFoundTown;
CommandCallback CcGiveMoney;
/* rail_gui.cpp */
@ -77,7 +77,7 @@ CommandCallback * const _callback_table[] = {
/* 0x06 */ CcBuildLoco,
/* 0x07 */ CcBuildRoadVeh,
/* 0x08 */ CcBuildShip,
/* 0x09 */ CcBuildTown,
/* 0x09 */ CcFoundTown,
/* 0x0A */ CcBuildRoadTunnel,
/* 0x0B */ CcBuildRailTunnel,
/* 0x0C */ CcBuildWagon,

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@ -146,7 +146,7 @@ DEF_COMMAND(CmdBuyShareInCompany);
DEF_COMMAND(CmdSellShareInCompany);
DEF_COMMAND(CmdBuyCompany);
DEF_COMMAND(CmdBuildTown);
DEF_COMMAND(CmdFoundTown);
DEF_COMMAND(CmdRenameTown);
DEF_COMMAND(CmdDoTownAction);
@ -296,7 +296,7 @@ static const Command _command_proc_table[] = {
{CmdSellShareInCompany, 0}, // CMD_SELL_SHARE_IN_COMPANY
{CmdBuyCompany, 0}, // CMD_BUY_COMANY
{CmdBuildTown, CMD_OFFLINE}, // CMD_BUILD_TOWN
{CmdFoundTown, CMD_OFFLINE}, // CMD_FOUND_TOWN
{CmdRenameTown, CMD_SERVER}, // CMD_RENAME_TOWN
{CmdDoTownAction, 0}, // CMD_DO_TOWN_ACTION

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@ -242,7 +242,7 @@ enum {
CMD_SELL_SHARE_IN_COMPANY, ///< sell a share from a company
CMD_BUY_COMPANY, ///< buy a company which is bankrupt
CMD_BUILD_TOWN, ///< build a town
CMD_FOUND_TOWN, ///< found a town
CMD_RENAME_TOWN, ///< rename a town
CMD_DO_TOWN_ACTION, ///< do a action from the town detail window (like advertises or bribe)

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@ -80,7 +80,7 @@ extern const TextColour _fios_colours[];
void ShowBuildBridgeWindow(TileIndex start, TileIndex end, TransportType transport_type, byte bridge_type);
void ShowBuildIndustryWindow();
void ShowBuildTownWindow();
void ShowFoundTownWindow();
void ShowMusicWindow();

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@ -343,7 +343,7 @@ public:
this->HandleButtonClick(DPIW_FUND_WIDGET);
if (Town::GetNumItems() == 0) {
ShowErrorMessage(STR_ERROR_MUST_BUILD_TOWN_FIRST, STR_ERROR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
ShowErrorMessage(STR_ERROR_MUST_FOUND_TOWN_FIRST, STR_ERROR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
} else {
extern void GenerateIndustries();
_generating_world = true;
@ -378,7 +378,7 @@ public:
/* Show error if no town exists at all */
if (Town::GetNumItems() == 0) {
SetDParam(0, indsp->name);
ShowErrorMessage(STR_ERROR_MUST_BUILD_TOWN_FIRST, STR_ERROR_CAN_T_BUILD_HERE, pt.x, pt.y);
ShowErrorMessage(STR_ERROR_MUST_FOUND_TOWN_FIRST, STR_ERROR_CAN_T_BUILD_HERE, pt.x, pt.y);
return;
}

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@ -2026,9 +2026,9 @@ STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Are you
# Town generation window (SE)
STR_FOUND_TOWN_CAPTION :{WHITE}Town Generation
STR_FOUND_TOWN_NEW_TOWN_BUTTON :{BLACK}New Town
STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Construct new town
STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Found new town
STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Random Town
STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Build town in random location
STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Found town in random location
STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Many random towns
STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Cover the map with randomly placed towns
@ -3279,7 +3279,7 @@ STR_ERROR_PROTECTED :{WHITE}This com
# Town related errors
STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}Can't build any towns
STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}Can't rename town...
STR_ERROR_CAN_T_BUILD_TOWN_HERE :{WHITE}Can't build town here...
STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}Can't found town here...
STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... too close to edge of map
STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... too close to another town
STR_ERROR_TOO_MANY_TOWNS :{WHITE}... too many towns
@ -3292,7 +3292,7 @@ STR_ERROR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Can't ge
STR_ERROR_CAN_T_BUILD_HERE :{WHITE}Can't build {STRING} here...
STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY :{WHITE}Can't construct this industry type here...
STR_ERROR_INDUSTRY_TOO_CLOSE :{WHITE}... too close to another industry
STR_ERROR_MUST_BUILD_TOWN_FIRST :{WHITE}... must build town first
STR_ERROR_MUST_FOUND_TOWN_FIRST :{WHITE}... must found town first
STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN :{WHITE}... only one allowed per town
STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... can only be built in towns with a population of at least 1200
STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... can only be built in rainforest areas

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@ -827,7 +827,7 @@ static void ToolbarScenGenTown(Window *w)
{
w->HandleButtonClick(TBSE_TOWNGENERATE);
SndPlayFx(SND_15_BEEP);
ShowBuildTownWindow();
ShowFoundTownWindow();
}
static void ToolbarScenGenIndustry(Window *w)

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@ -1596,7 +1596,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) return CMD_ERROR;

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@ -840,7 +840,7 @@ void ShowTownDirectory()
new TownDirectoryWindow(&_town_directory_desc);
}
void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
void CcFoundTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (success) {
SndPlayTileFx(SND_1F_SPLAT, tile);
@ -1032,12 +1032,12 @@ public:
{
uint32 townnameparts;
if (!GenerateTownName(&townnameparts)) {
ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, STR_ERROR_CAN_T_BUILD_TOWN_HERE, 0, 0);
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_BUILD_TOWN | CMD_MSG(STR_ERROR_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
CMD_FOUND_TOWN | CMD_MSG(STR_ERROR_CAN_T_FOUND_TOWN_HERE), CcFoundTown);
}
virtual void OnPlaceObjectAbort()
@ -1054,7 +1054,7 @@ static const WindowDesc _found_town_desc(
NULL, _nested_found_town_widgets, lengthof(_nested_found_town_widgets)
);
void ShowBuildTownWindow()
void ShowFoundTownWindow()
{
if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
AllocateWindowDescFront<FoundTownWindow>(&_found_town_desc, 0);