(svn r10329) -Feature [FS#812]: (patch) option to select the "default" rail type when you start a new game or load a game. This is done either static, i.e. rail, electrified rail, monorail and maglev, or dynamic which takes either the first or last available railtype or the railtype that is used most on the map.

This commit is contained in:
rubidium 2007-06-25 19:13:55 +00:00
parent 992d64b0fb
commit 8b2c8b6164
6 changed files with 72 additions and 0 deletions

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@ -1106,6 +1106,14 @@ STR_CONFIG_PATCHES_ADVANCED_VEHICLE_LISTS :{LTBLUE}Use the
STR_CONFIG_PATCHES_LOADING_INDICATORS :{LTBLUE}Use loading indicators: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_TIMETABLE_ALLOW :{LTBLUE}Enable timetabling for vehicles: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_TIMETABLE_IN_TICKS :{LTBLUE}Show timetable in ticks rather than days: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE :{LTBLUE}Default rail type (after new game/game load): {ORANGE}{STRING1}
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_RAIL :Normal Rail
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_ELRAIL :Electrified Rail
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_MONORAIL :Monorail
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_MAGLEV :Maglev
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_FIRST :First available
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_LAST :Last available
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_MOST_USED :Most used
STR_CONFIG_PATCHES_MAX_TRAINS :{LTBLUE}Max trains per player: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_MAX_ROADVEH :{LTBLUE}Max road vehicles per player: {ORANGE}{STRING1}

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@ -85,6 +85,7 @@ void ResetMusic();
extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern Player* DoStartupNewPlayer(bool is_ai);
extern void ShowOSErrorBox(const char *buf);
extern void SetDefaultRailGui();
const char *_default_blitter = "8bpp-optimized";
@ -692,6 +693,7 @@ static void MakeNewGameDone()
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
SettingsDisableElrail(_patches.disable_elrails);
SetDefaultRailGui();
MarkWholeScreenDirty();
}
@ -1858,6 +1860,7 @@ bool AfterLoadGame()
if (CheckSavegameVersion(38)) _patches.disable_elrails = false;
/* do the same as when elrails were enabled/disabled manually just now */
SettingsDisableElrail(_patches.disable_elrails);
SetDefaultRailGui();
/* From version 53, the map array was changed for house tiles to allow
* space for newhouses grf features. A new byte, m7, was also added. */

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@ -26,6 +26,12 @@
#include "newgrf_station.h"
#include "train.h"
#include "bridge_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "station_map.h"
#include "tunnel_map.h"
static RailType _cur_railtype;
static bool _remove_button_clicked;
static DiagDirection _build_depot_direction;
@ -1223,4 +1229,56 @@ void ReinitGuiAfterToggleElrail(bool disable)
MarkWholeScreenDirty();
}
void SetDefaultRailGui()
{
if (_local_player == PLAYER_SPECTATOR) return;
extern RailType _last_built_railtype;
RailType rt = (RailType)_patches.default_rail_type;
if (rt >= RAILTYPE_END) {
if (rt == RAILTYPE_END + 2) {
/* Find the most used rail type */
RailType count[RAILTYPE_END];
memset(count, 0, sizeof(count));
for (TileIndex t = 0; t < MapSize(); t++) {
if (IsTileType(t, MP_RAILWAY) ||
IsLevelCrossingTile(t) ||
IsRailwayStationTile(t) ||
(IsTunnelTile(t) && GetTunnelTransportType(t) == TRANSPORT_RAIL) ||
(IsBridgeTile(t) && GetBridgeTransportType(t) == TRANSPORT_RAIL)
) {
count[GetRailType(t)]++;
}
}
rt = RAILTYPE_RAIL;
for (RailType r = RAILTYPE_ELECTRIC; r < RAILTYPE_END; r++) {
if (count[r] >= count[rt]) rt = r;
}
/* No rail, just get the first available one */
if (count[rt] == 0) rt = RAILTYPE_END;
}
switch (rt) {
case RAILTYPE_END + 0:
rt = RAILTYPE_RAIL;
while (rt < RAILTYPE_END && !HasRailtypeAvail(GetPlayer(_local_player), rt)) rt++;
break;
case RAILTYPE_END + 1:
rt = GetBestRailtype(GetPlayer(_local_player));
break;
default:
break;
}
}
_last_built_railtype = _cur_railtype = rt;
Window *w = FindWindowById(WC_BUILD_TOOLBAR, 0);
if (w != NULL && w->wndproc == BuildRailToolbWndProc) {
SetupRailToolbar(_cur_railtype, w);
SetWindowDirty(w);
}
}

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@ -1351,6 +1351,7 @@ const SettingDesc _patch_settings[] = {
SDT_BOOL(Patches, advanced_vehicle_list, S, 0, true, STR_CONFIG_PATCHES_ADVANCED_VEHICLE_LISTS, NULL),
SDT_BOOL(Patches, timetable_in_ticks, S, 0, false, STR_CONFIG_PATCHES_TIMETABLE_IN_TICKS, NULL),
SDT_BOOL(Patches, loading_indicators, S, 0, true, STR_CONFIG_PATCHES_LOADING_INDICATORS, RedrawScreen),
SDT_VAR(Patches, default_rail_type, SLE_UINT8, S,MS, 4, 0, 6, 0, STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE, NULL),
/***************************************************************************/
/* Construction section of the GUI-configure patches window */

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@ -654,6 +654,7 @@ static const char *_patches_ui[] = {
"advanced_vehicle_list",
"loading_indicators",
"timetable_in_ticks",
"default_rail_type",
};
static const char *_patches_construction[] = {

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@ -134,6 +134,7 @@ struct Patches {
bool prefer_teamchat; // Choose the chat message target with <ENTER>, true=all players, false=your team
bool advanced_vehicle_list; // Use the "advanced" vehicle list
bool loading_indicators; // Show loading indicators
uint8 default_rail_type; ///< The default rail type for the rail GUI
uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
uint8 window_snap_radius; // Windows snap at each other if closer than this