Allow selecting any preset terrain when creating a town.

The option of "grass with flowers" is removed. If you want that, select grass, then select frill up terrain.
This commit is contained in:
2025-03-09 15:30:11 -04:00
committed by Celtic Minstrel
parent 6188494d09
commit 96e92b1655
2 changed files with 14 additions and 22 deletions

View File

@@ -16,15 +16,10 @@
<led name='med' anchor='lg' relative='pos-in pos' top='6' left='0'>Medium (48x48)</led> <led name='med' anchor='lg' relative='pos-in pos' top='6' left='0'>Medium (48x48)</led>
<led name='sm' anchor='med' relative='pos-in pos' top='6' left='0'>Small (32x32)</led> <led name='sm' anchor='med' relative='pos-in pos' top='6' left='0'>Small (32x32)</led>
</group> </group>
<text anchor='preset' relative='abs pos-in' top='3' left='50' width='105' height='14'>Preset terrain:</text> <text anchor='preset' relative='abs pos-in' top='0' left='50' width='105' height='14'>Preset terrain:</text>
<!-- <pict name='preset' anchor='size' relative='pos-in pos' type='ter' num='0' top='4' left='6'/>
TODO: Put a field and a Choose button so they can pick any base terrain they want. <text name='preset-name' anchor='preset' relative='pos pos-in' top='0' left='6' width='120' height='13'/>
--> <button name='choose-preset' anchor='preset' relative='pos pos-in' type='regular' top='14' left='6'>Choose</button>
<group name='preset'> <button name='cancel' anchor='preset' relative='pos-in pos' type='regular' def-key='esc' top='4' left='58'>Cancel</button>
<led name='cave' anchor='size' relative='pos-in pos' top='2' left='26' state='red'>Just cave floor</led>
<led name='grass' anchor='cave' relative='pos-in pos' top='6' left='0'>Plain Grass</led>
<led name='flowers' anchor='grass' relative='pos-in pos' top='6' left='0'>Grass with flowers</led>
</group>
<button name='cancel' anchor='preset' relative='pos-in pos' type='regular' def-key='esc' top='4' left='38'>Cancel</button>
<button name='okay' anchor='cancel' relative='pos pos-in' type='regular' top='0' left='0'>OK</button> <button name='okay' anchor='cancel' relative='pos pos-in' type='regular' top='0' left='0'>OK</button>
</dialog> </dialog>

View File

@@ -1561,12 +1561,19 @@ aNewTown::~aNewTown() {
} }
bool new_town() { bool new_town() {
ter_num_t preset = 0;
cChoiceDlog new_dlg("new-town", {"okay", "cancel"}); cChoiceDlog new_dlg("new-town", {"okay", "cancel"});
new_dlg->getControl("num").setTextToNum(scenario.towns.size()); new_dlg->getControl("num").setTextToNum(scenario.towns.size());
new_dlg->getControl("choose-preset").attachClickHandler([&preset](cDialog& me, std::string, eKeyMod) {
preset = choose_text(STRT_TER, preset, &me, "Select a preset terrain:");
dynamic_cast<cPict&>(me["preset"]).setPict(scenario.ter_types[preset].picture);
me["preset-name"].setText(scenario.ter_types[preset].name);
return true;
});
new_dlg->getControl("preset-name").setText(scenario.ter_types[preset].name);
if(new_dlg.show() == "cancel") return false; if(new_dlg.show() == "cancel") return false;
std::string size = dynamic_cast<cLedGroup&>(new_dlg->getControl("size")).getSelected(); std::string size = dynamic_cast<cLedGroup&>(new_dlg->getControl("size")).getSelected();
std::string preset = dynamic_cast<cLedGroup&>(new_dlg->getControl("preset")).getSelected();
if(size == "lg") scenario.addTown(AREA_LARGE); if(size == "lg") scenario.addTown(AREA_LARGE);
else if(size == "med") scenario.addTown(AREA_MEDIUM); else if(size == "med") scenario.addTown(AREA_MEDIUM);
@@ -1577,17 +1584,7 @@ bool new_town() {
for(short i = 0; i < town->max_dim; i++) for(short i = 0; i < town->max_dim; i++)
for(short j = 0; j < town->max_dim; j++) for(short j = 0; j < town->max_dim; j++)
if(preset == "cave") { town->terrain(i,j) = preset;
town->terrain(i,j) = 0;
} else {
town->terrain(i,j) = 2;
if(preset == "flowers") {
if(get_ran(1,0,8) == 0)
town->terrain(i,j) = 3;
else if(get_ran(1,0,10) == 0)
town->terrain(i,j) = 4;
}
}
undo_list.add(action_ptr(new aNewTown(scenario.towns.back()))); undo_list.add(action_ptr(new aNewTown(scenario.towns.back())));
change_made = true; change_made = true;