mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r20323) -Codechange: Move Delete town code to a command.
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@ -137,6 +137,7 @@ CommandProc CmdFoundTown;
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CommandProc CmdRenameTown;
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CommandProc CmdRenameTown;
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CommandProc CmdDoTownAction;
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CommandProc CmdDoTownAction;
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CommandProc CmdExpandTown;
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CommandProc CmdExpandTown;
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CommandProc CmdDeleteTown;
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CommandProc CmdChangeSetting;
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CommandProc CmdChangeSetting;
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CommandProc CmdChangeCompanySetting;
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CommandProc CmdChangeCompanySetting;
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@ -289,6 +290,7 @@ static const Command _command_proc_table[] = {
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DEF_CMD(CmdRenameTown, CMD_SERVER), // CMD_RENAME_TOWN
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DEF_CMD(CmdRenameTown, CMD_SERVER), // CMD_RENAME_TOWN
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DEF_CMD(CmdDoTownAction, 0), // CMD_DO_TOWN_ACTION
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DEF_CMD(CmdDoTownAction, 0), // CMD_DO_TOWN_ACTION
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DEF_CMD(CmdExpandTown, CMD_OFFLINE), // CMD_EXPAND_TOWN
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DEF_CMD(CmdExpandTown, CMD_OFFLINE), // CMD_EXPAND_TOWN
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DEF_CMD(CmdDeleteTown, CMD_OFFLINE), // CMD_DELETE_TOWN
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DEF_CMD(CmdSellShip, 0), // CMD_SELL_SHIP
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DEF_CMD(CmdSellShip, 0), // CMD_SELL_SHIP
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DEF_CMD(CmdBuildShip, 0), // CMD_BUILD_SHIP
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DEF_CMD(CmdBuildShip, 0), // CMD_BUILD_SHIP
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@ -236,6 +236,7 @@ enum Commands {
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CMD_RENAME_TOWN, ///< rename a town
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CMD_RENAME_TOWN, ///< rename a town
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CMD_DO_TOWN_ACTION, ///< do a action from the town detail window (like advertises or bribe)
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CMD_DO_TOWN_ACTION, ///< do a action from the town detail window (like advertises or bribe)
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CMD_EXPAND_TOWN, ///< expand a town
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CMD_EXPAND_TOWN, ///< expand a town
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CMD_DELETE_TOWN, ///< delete a town
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CMD_SELL_SHIP, ///< sell a ship
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CMD_SELL_SHIP, ///< sell a ship
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CMD_BUILD_SHIP, ///< build a new ship
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CMD_BUILD_SHIP, ///< build a new ship
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@ -45,6 +45,7 @@
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#include "townname_type.h"
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#include "townname_type.h"
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#include "core/random_func.hpp"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "core/backup_type.hpp"
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#include "depot_base.h"
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#include "table/strings.h"
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#include "table/strings.h"
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#include "table/town_land.h"
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#include "table/town_land.h"
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@ -2348,6 +2349,70 @@ CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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return CommandCost();
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return CommandCost();
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}
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}
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/**
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* Delete a town (scenario editor only).
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* @param tile Unused.
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* @param flags Type of operation.
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* @param p1 Town ID to delete.
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* @param p2 Unused.
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* @param text Unused.
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* @return Empty cost or an error.
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*/
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CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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if (_game_mode != GM_EDITOR) return CMD_ERROR;
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Town *t = Town::GetIfValid(p1);
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if (t == NULL) return CMD_ERROR;
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/* Stations refer to towns. */
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const Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->town == t) {
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/* Non-oil rig stations are always a problem. */
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if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
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/* We can only automatically delete oil rigs *if* there's no vehicle on them. */
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CommandCost ret = DoCommand(st->airport.tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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}
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}
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/* Depots refer to towns. */
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const Depot *d;
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FOR_ALL_DEPOTS(d) {
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if (d->town == t) return CMD_ERROR;
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}
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/* Check all tiles for town ownership. */
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for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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switch (GetTileType(tile)) {
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case MP_ROAD:
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if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index) {
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/* Can we clear this tile? */
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CommandCost ret = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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}
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break;
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case MP_TUNNELBRIDGE:
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if (IsTileOwner(tile, OWNER_TOWN) &&
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ClosestTownFromTile(tile, UINT_MAX) == t) {
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/* Can we clear this bridge? */
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CommandCost ret = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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}
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break;
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default:
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break;
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}
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}
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/* The town destructor will delete everything related to the town. */
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if (flags & DC_EXEC) delete t;
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return CommandCost();
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}
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/**
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/**
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* Factor in the cost of each town action.
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* Factor in the cost of each town action.
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* @see TownActions
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* @see TownActions
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@ -33,8 +33,6 @@
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#include "townname_func.h"
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#include "townname_func.h"
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#include "townname_type.h"
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#include "townname_type.h"
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#include "core/geometry_func.hpp"
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#include "core/geometry_func.hpp"
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#include "station_base.h"
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#include "depot_base.h"
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#include "genworld.h"
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#include "genworld.h"
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#include "table/sprites.h"
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#include "table/sprites.h"
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@ -466,65 +464,11 @@ public:
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break;
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break;
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case TVW_DELETE: // delete town - only available on Scenario editor
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case TVW_DELETE: // delete town - only available on Scenario editor
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if (this->CanDeleteTown()) {
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DoCommandP(0, this->window_number, 0, CMD_DELETE_TOWN | CMD_MSG(STR_ERROR_TOWN_CAN_T_DELETE));
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delete this->town;
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} else {
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ShowErrorMessage(STR_ERROR_TOWN_CAN_T_DELETE, INVALID_STRING_ID, WL_INFO);
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}
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break;
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break;
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}
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}
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}
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}
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/**
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* Can we delete the town?
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* Or in other words, does anything refer to this town?
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* @return true if it's possible
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*/
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bool CanDeleteTown() const
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{
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/* Stations refer to towns. */
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const Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->town == this->town) {
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/* Non-oil rig stations are always a problem. */
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if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return false;
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/* We can only automatically delete oil rigs *if* there's no vehicle on them. */
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if (DoCommand(st->airport.tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR).Failed()) return false;
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}
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}
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/* Depots refer to towns. */
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const Depot *d;
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FOR_ALL_DEPOTS(d) {
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if (d->town == this->town) return false;
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}
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/* Check all tiles for town ownership. */
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for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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switch (GetTileType(tile)) {
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case MP_ROAD:
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if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->town->index) {
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/* Can we clear this tile? */
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if (DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR).Failed()) return false;
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}
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break;
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case MP_TUNNELBRIDGE:
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if (IsTileOwner(tile, OWNER_TOWN) &&
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ClosestTownFromTile(tile, UINT_MAX) == this->town) {
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/* Can we clear this bridge? */
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if (DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR).Failed()) return false;
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}
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break;
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default:
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break;
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}
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}
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return true;
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}
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virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
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virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
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{
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{
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switch (widget) {
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switch (widget) {
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