mirror of https://github.com/OpenTTD/OpenTTD
(svn r7028) -Fix [FS#200]: Scenario bridges/tunnels cannot be demolished; now it's possible to
delete tunnels/bridges owned by nobody.release/0.5
parent
ed3c75f532
commit
5535e370c5
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@ -110,7 +110,10 @@ int32 CmdRemoveRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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owner = IsLevelCrossingTile(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile);
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if (owner == OWNER_TOWN && _game_mode != GM_EDITOR) {
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if (IsTileType(tile, MP_TUNNELBRIDGE)) { // index of town is not saved for bridge (no space)
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/* Are we removing a piece of road below a bridge, or not. If below
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* a bridge we need to calculate the town's index as it is not saved
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* in the map array (no space) */
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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t = ClosestTownFromTile(tile, _patches.dist_local_authority);
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} else {
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t = GetTownByTile(tile);
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@ -549,29 +549,37 @@ TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
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return tile;
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}
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static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
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{
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/* Floods can remove anything as well as the scenario editor */
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if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true;
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/* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
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if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
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/* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */
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if (IsTileOwner(tile, OWNER_TOWN) && (_patches.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
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return false;
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}
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static int32 DoClearTunnel(TileIndex tile, uint32 flags)
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{
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Town *t;
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Town *t = NULL;
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TileIndex endtile;
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uint length;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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// in scenario editor you can always destroy tunnels
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if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
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if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !IsTileOwner(tile, OWNER_TOWN))
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return CMD_ERROR;
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}
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if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
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endtile = CheckTunnelBusy(tile, &length);
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if (endtile == INVALID_TILE) return CMD_ERROR;
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_build_tunnel_endtile = endtile;
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t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
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// check if you're allowed to remove the tunnel owned by a town
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// removal allowal depends on difficulty settings
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if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
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t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
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/* Check if you are allowed to remove the tunnel owned by a town
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* Removal depends on difficulty settings */
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if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
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SetDParam(0, t->index);
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return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
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@ -620,7 +628,7 @@ static int32 DoClearBridge(TileIndex tile, uint32 flags)
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TileIndexDiff delta;
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TileIndex endtile;
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Vehicle *v;
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Town *t;
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Town *t = NULL;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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@ -660,11 +668,7 @@ static int32 DoClearBridge(TileIndex tile, uint32 flags)
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tile = GetSouthernBridgeEnd(tile);
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}
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// floods, scenario editor can always destroy bridges
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if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
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if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !IsTileOwner(tile, OWNER_TOWN))
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return CMD_ERROR;
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}
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if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
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endtile = GetOtherBridgeEnd(tile);
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@ -685,11 +689,15 @@ static int32 DoClearBridge(TileIndex tile, uint32 flags)
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);
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if (v != NULL) return_cmd_error(VehicleInTheWayErrMsg(v));
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t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
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// check if you're allowed to remove the bridge owned by a town.
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// removal allowal depends on difficulty settings
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if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
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if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) return CMD_ERROR;
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t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
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/* Check if you are allowed to remove the bridge owned by a town
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* Removal depends on difficulty settings */
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if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
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SetDParam(0, t->index);
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return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
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}
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}
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if (flags & DC_EXEC) {
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