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https://github.com/OpenTTD/OpenTTD
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* Fix #13299: Merge IT_INVALID and INVALID_INDUSTRYTYPE * Codefix: Use NUM_INDUSTRYTILES where it's intended
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@@ -316,7 +316,7 @@ class BuildIndustryWindow : public Window {
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void UpdateAvailability()
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{
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this->enabled = this->selected_type != INVALID_INDUSTRYTYPE && (_game_mode == GM_EDITOR || GetIndustryProbabilityCallback(this->selected_type, IACT_USERCREATION, 1) > 0);
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this->enabled = this->selected_type != IT_INVALID && (_game_mode == GM_EDITOR || GetIndustryProbabilityCallback(this->selected_type, IACT_USERCREATION, 1) > 0);
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}
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void SetupArrays()
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@@ -335,7 +335,7 @@ class BuildIndustryWindow : public Window {
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* and raw ones are loaded only when setting allows it */
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if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _settings_game.construction.raw_industry_construction == 0) {
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/* Unselect if the industry is no longer in the list */
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if (this->selected_type == ind) this->selected_type = INVALID_INDUSTRYTYPE;
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if (this->selected_type == ind) this->selected_type = IT_INVALID;
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continue;
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}
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@@ -344,7 +344,7 @@ class BuildIndustryWindow : public Window {
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}
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/* First industry type is selected if the current selection is invalid. */
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if (this->selected_type == INVALID_INDUSTRYTYPE && !this->list.empty()) this->selected_type = this->list[0];
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if (this->selected_type == IT_INVALID && !this->list.empty()) this->selected_type = this->list[0];
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this->UpdateAvailability();
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@@ -354,8 +354,8 @@ class BuildIndustryWindow : public Window {
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/** Update status of the fund and display-chain widgets. */
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void SetButtons()
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{
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this->SetWidgetDisabledState(WID_DPI_FUND_WIDGET, this->selected_type != INVALID_INDUSTRYTYPE && !this->enabled);
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this->SetWidgetDisabledState(WID_DPI_DISPLAY_WIDGET, this->selected_type == INVALID_INDUSTRYTYPE && this->enabled);
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this->SetWidgetDisabledState(WID_DPI_FUND_WIDGET, this->selected_type != IT_INVALID && !this->enabled);
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this->SetWidgetDisabledState(WID_DPI_DISPLAY_WIDGET, this->selected_type == IT_INVALID && this->enabled);
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}
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/**
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@@ -406,7 +406,7 @@ class BuildIndustryWindow : public Window {
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public:
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BuildIndustryWindow() : Window(_build_industry_desc)
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{
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this->selected_type = INVALID_INDUSTRYTYPE;
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this->selected_type = IT_INVALID;
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this->CreateNestedTree();
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this->vscroll = this->GetScrollbar(WID_DPI_SCROLLBAR);
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@@ -512,7 +512,7 @@ public:
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/* We've chosen many random industries but no industries have been specified */
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SetDParam(0, STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY);
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} else {
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if (this->selected_type != INVALID_INDUSTRYTYPE) {
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if (this->selected_type != IT_INVALID) {
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const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
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SetDParam(0, (_settings_game.construction.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY : STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY);
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} else {
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@@ -558,7 +558,7 @@ public:
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case WID_DPI_INFOPANEL: {
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Rect ir = r.Shrink(WidgetDimensions::scaled.framerect);
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if (this->selected_type == INVALID_INDUSTRYTYPE) {
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if (this->selected_type == IT_INVALID) {
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DrawStringMultiLine(ir, STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES_TOOLTIP);
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break;
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}
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@@ -676,11 +676,11 @@ public:
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}
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case WID_DPI_DISPLAY_WIDGET:
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if (this->selected_type != INVALID_INDUSTRYTYPE) ShowIndustryCargoesWindow(this->selected_type);
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if (this->selected_type != IT_INVALID) ShowIndustryCargoesWindow(this->selected_type);
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break;
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case WID_DPI_FUND_WIDGET: {
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if (this->selected_type != INVALID_INDUSTRYTYPE) {
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if (this->selected_type != IT_INVALID) {
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && GetIndustrySpec(this->selected_type)->IsRawIndustry()) {
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Command<CMD_BUILD_INDUSTRY>::Post(STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY, TileIndex{}, this->selected_type, 0, false, InteractiveRandom());
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this->HandleButtonClick(WID_DPI_FUND_WIDGET);
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@@ -734,7 +734,7 @@ public:
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IntervalTimer<TimerWindow> update_interval = {std::chrono::seconds(3), [this](auto) {
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if (_game_mode == GM_EDITOR) return;
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if (this->selected_type == INVALID_INDUSTRYTYPE) return;
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if (this->selected_type == IT_INVALID) return;
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bool enabled = this->enabled;
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this->UpdateAvailability();
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