mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r20665) -Codechange: make clearing object tiles behave (more) like TTDPatch
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@ -326,6 +326,9 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
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Object *o = Object::GetByTile(tile);
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TileArea ta = o->location;
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CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * ta.w * ta.h / 5);
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if (spec->flags & OBJECT_FLAG_CLEAR_INCOME) cost.MultiplyCost(-1); // They get an income!
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/* Water can remove everything! */
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if (_current_company != OWNER_WATER) {
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if ((spec->flags & OBJECT_FLAG_AUTOREMOVE) == 0 && flags & DC_AUTO) {
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@ -339,15 +342,15 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
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} else if (CheckTileOwnership(tile).Failed()) {
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/* We don't own it!. */
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return_cmd_error(STR_ERROR_OWNED_BY);
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} else if ((spec->flags & OBJECT_FLAG_AUTOREMOVE) == 0 && !_cheats.magic_bulldozer.value) {
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} else if ((spec->flags & OBJECT_FLAG_CANNOT_REMOVE) != 0 && (spec->flags & OBJECT_FLAG_AUTOREMOVE) == 0) {
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/* In the game editor or with cheats we can remove, otherwise we can't. */
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return CMD_ERROR;
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if (!_cheats.magic_bulldozer.value) return CMD_ERROR;
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/* Removing with the cheat costs more in TTDPatch / the specs. */
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cost.MultiplyCost(25);
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}
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}
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CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * ta.w * ta.h);
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if (spec->flags & OBJECT_FLAG_CLEAR_INCOME) cost.MultiplyCost(-1); // They get an income!
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switch (type) {
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case OBJECT_HQ: {
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Company *c = Company::Get(GetTileOwner(tile));
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@ -130,7 +130,7 @@ extern const ObjectSpec _original_objects[] = {
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M(STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, 10, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT),
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M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, 8, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT),
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M(STR_TOWN_BUILDING_NAME_STATUE_1, 0x11, 0, 0, 5, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_ONLY_IN_SCENEDIT), // Yes, we disallow building this everywhere. Happens in "special" case!
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M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND, 0x11, 10, 2, 0, OBJECT_FLAG_AUTOREMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_CLEAR_INCOME | OBJECT_FLAG_HAS_NO_FOUNDATION | OBJECT_FLAG_ALLOW_UNDER_BRIDGE),
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M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND, 0x11, 10, 10, 0, OBJECT_FLAG_AUTOREMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_CLEAR_INCOME | OBJECT_FLAG_HAS_NO_FOUNDATION | OBJECT_FLAG_ALLOW_UNDER_BRIDGE),
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M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS, 0x22, 0, 0, 7, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME),
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};
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