mirror of https://github.com/OpenTTD/OpenTTD
(svn r150) -Fix: [1010833] Turning on the magic bulldozer removes oil rigs
-Fix: [993493] Buildings on water -Feature: Water floods everything, including vehicles.release/0.4.5
parent
b5a0840621
commit
7b02cd3248
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@ -431,7 +431,7 @@ int32 CmdSellLandArea(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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tile = TILE_FROM_XY(x,y);
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if (!CheckTileOwnership(tile))
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if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER)
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return CMD_ERROR;
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if (!EnsureNoVehicle(tile))
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@ -378,7 +378,14 @@ static int32 ClearTile_Industry(uint tile, byte flags)
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{
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Industry *i = DEREF_INDUSTRY(_map2[tile]);
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if ((_current_player == OWNER_WATER || _game_mode != GM_EDITOR) && !_cheats.magic_bulldozer.value) {
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/* * water can destroy industries
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* in editor you can bulldoze industries
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* with magic_bulldozer cheat you can destroy industries
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* (area around OILRIG is water, so water shouldn't flood it
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*/
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if ((_current_player != OWNER_WATER && _game_mode != GM_EDITOR &&
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!_cheats.magic_bulldozer.value) ||
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(_current_player == OWNER_WATER && i->type == IT_OIL_RIG) ) {
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SET_DPARAM16(0, STR_4802_COAL_MINE + i->type);
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return_cmd_error(STR_4800_IN_THE_WAY);
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}
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@ -2520,6 +2520,7 @@ STR_B002_OIL_REFINERY_EXPLOSION :{BLACK}{BIGFONT}Oil refinery explosion near {
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STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS:{BLACK}{BIGFONT}Factory destroyed in suspicious circumstances near {TOWN}!
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STR_B004_UFO_LANDS_NEAR :{BLACK}{BIGFONT}'UFO' lands near {TOWN}!
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STR_B005_COAL_MINE_SUBSIDENCE_LEAVES :{BLACK}{BIGFONT}Coal mine subsidence leaves trail of destruction near {TOWN}!
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STR_B006_FLOOD_VEHICLE_DESTROYED :{BLACK}{BIGFONT}Floods!{}At least {COMMA16} presumed missing or dead after deadly floods!
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STR_BRIBE_FAILED :{WHITE}Your attempted bribery has been
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STR_BRIBE_FAILED_2 :{WHITE}discovered by a regional investigator
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@ -1151,7 +1151,7 @@ int32 CmdConvertRail(int ex, int ey, uint32 flags, uint32 p1, uint32 p2)
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static int32 RemoveTrainDepot(uint tile, uint32 flags)
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{
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if (!CheckTileOwnership(tile) && !(_current_player==17))
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if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER)
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return CMD_ERROR;
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if (!EnsureNoVehicle(tile))
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@ -630,7 +630,7 @@ int32 CmdBuildRoadDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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static int32 RemoveRoadDepot(uint tile, uint32 flags)
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{
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if (!CheckTileOwnership(tile))
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if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER)
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return CMD_ERROR;
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if (!EnsureNoVehicle(tile))
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@ -905,7 +905,7 @@ int32 CmdRemoveFromRailroadStation(int x, int y, uint32 flags, uint32 p1, uint32
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// make sure the specified tile belongs to the current player, and that it is a railroad station.
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if (!IS_TILETYPE(tile, MP_STATION) || _map5[tile] >= 8 || !_patches.nonuniform_stations) return CMD_ERROR;
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st = DEREF_STATION(_map2[tile]);
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if (!CheckOwnership(st->owner) || !EnsureNoVehicle(tile)) return CMD_ERROR;
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if (_current_player != OWNER_WATER && (!CheckOwnership(st->owner) || !EnsureNoVehicle(tile))) return CMD_ERROR;
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// if we reached here, it means we can actually delete it. do that.
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if (flags & DC_EXEC) {
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@ -948,12 +948,15 @@ uint GetStationPlatforms(Station *st, uint tile)
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}
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static int32 RemoveRailroadStation(Station *st, uint32 flags)
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static int32 RemoveRailroadStation(Station *st, TileIndex tile, uint32 flags)
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{
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uint tile;
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int w,h;
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int32 cost;
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/* if there is flooding and non-uniform stations are enabled, remove platforms tile by tile */
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if (_current_player == OWNER_WATER && _patches.nonuniform_stations)
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return DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_FROM_RAILROAD_STATION);
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/* Current player owns the station? */
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if (_current_player != OWNER_WATER && !CheckOwnership(st->owner))
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return CMD_ERROR;
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@ -2434,7 +2437,7 @@ static int32 ClearTile_Station(uint tile, byte flags) {
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st = DEREF_STATION(_map2[tile]);
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if (m5 < 8)
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return RemoveRailroadStation(st, flags);
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return RemoveRailroadStation(st, tile, flags);
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// original airports < 67, new airports between 83 - 114
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if (m5 < 0x43 || ( m5 >= 83 && m5 <= 114) )
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@ -114,39 +114,24 @@ static uint GetSlopeTileh_Unmovable(TileInfo *ti)
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static int32 ClearTile_Unmovable(uint tile, byte flags)
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{
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byte m5 = _map5[tile];
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//Town *t;
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if (m5 & 0x80) {
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if (_current_player == OWNER_WATER)
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return DoCommandByTile(tile, OWNER_WATER, 0, flags, CMD_DESTROY_COMPANY_HQ);
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return DoCommandByTile(tile, OWNER_WATER, 0, DC_EXEC, CMD_DESTROY_COMPANY_HQ);
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return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN);
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}
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if (m5 == 3) // company owned land
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return DoCommandByTile(tile, 0, 0, flags, CMD_SELL_LAND_AREA);
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//t = ClosestTownFromTile(tile, _patches.dist_local_authority + 20); // needed for town penalty
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// checks if you're allowed to remove unmovable things. no remove under rating "%difficulty setting"
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if (_game_mode != GM_EDITOR) {
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if (flags & DC_AUTO || !_cheats.magic_bulldozer.value)
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return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
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/*if (!CheckforTownRating(tile, flags, t, UNMOVEABLE_REMOVE))
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return CMD_ERROR;
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*/
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}
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// checks if you're allowed to remove unmovable things
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if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
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return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
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if (flags & DC_EXEC) {
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DoClearSquare(tile);
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// decreases the town rating by 250;
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/*if (_game_mode != GM_EDITOR)
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ChangeTownRating(t, -250, -100);
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*/
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}
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// return _price.build_industry*0.34;
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return 0;
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}
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52
water_cmd.c
52
water_cmd.c
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@ -4,6 +4,9 @@
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#include "viewport.h"
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#include "command.h"
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#include "town.h"
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#include "news.h"
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static void FloodVehicle(Vehicle *v);
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bool IsShipDepotTile(TileIndex tile)
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{
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@ -506,11 +509,60 @@ static void TileLoopWaterHelper(uint tile, const int16 *offs)
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}
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_current_player = OWNER_WATER;
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{
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Vehicle *v = FindVehicleBetween(tile, tile, 0);
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if (v != NULL) {FloodVehicle(v);}
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}
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if (DoCommandByTile(tile,0,0,DC_EXEC, CMD_LANDSCAPE_CLEAR) != CMD_ERROR)
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ModifyTile(tile, MP_SETTYPE(MP_WATER) | MP_MAPOWNER | MP_MAP5 | MP_MAP2_CLEAR | MP_MAP3LO_CLEAR | MP_MAP3HI_CLEAR,OWNER_WATER,0);
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}
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}
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static void FloodVehicle(Vehicle *v)
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{
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Vehicle *u;
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uint16 pass;
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if (!(v->vehstatus & VS_CRASHED)) {
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if (v->type == VEH_Road) { // flood bus/truck
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pass = 1; // driver
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if (v->cargo_type == CT_PASSENGERS)
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pass += v->cargo_count;
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v->vehstatus |= VS_CRASHED;
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v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast
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InvalidateWindow(WC_ROADVEH_LIST, v->owner);
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}
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else if (v->type == VEH_Train) {
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v = GetFirstVehicleInChain(v);
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u = v;
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pass = 4; // driver
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// crash all wagons, and count passangers
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BEGIN_ENUM_WAGONS(v)
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if (v->cargo_type == CT_PASSENGERS) pass += v->cargo_count;
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v->vehstatus |= VS_CRASHED;
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END_ENUM_WAGONS(v)
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v = u;
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v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
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InvalidateWindow(WC_TRAINS_LIST, v->owner);
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}
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
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InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
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SET_DPARAM16(0, pass);
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AddNewsItem(STR_B006_FLOOD_VEHICLE_DESTROYED,
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NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
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v->index,
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0);
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}
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CreateEffectVehicleRel(v,4,4,8,EV_CRASHED_SMOKE); // show cool destruction effects
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SndPlayVehicleFx(16, v); // create sound
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}
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// called from tunnelbridge_cmd
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void TileLoop_Water(uint tile)
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{
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