(svn r25875) -Change: In scenario editor allow to build all objects which were available at any point in the past to support building scenarios with historic items

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
planetmaker 11 years ago
parent 547b1fba45
commit 2ee9a2b5e7

@ -13,6 +13,7 @@
#include "company_base.h"
#include "company_func.h"
#include "debug.h"
#include "genworld.h"
#include "newgrf_class_func.h"
#include "newgrf_object.h"
#include "newgrf_sound.h"
@ -58,7 +59,16 @@ ObjectSpec _object_specs[NUM_OBJECTS];
bool ObjectSpec::IsEverAvailable() const
{
return this->enabled && HasBit(this->climate, _settings_game.game_creation.landscape) &&
(this->flags & (_game_mode != GM_EDITOR ? OBJECT_FLAG_ONLY_IN_SCENEDIT : OBJECT_FLAG_ONLY_IN_GAME)) == 0;
(this->flags & ((_game_mode != GM_EDITOR && !_generating_world) ? OBJECT_FLAG_ONLY_IN_SCENEDIT : OBJECT_FLAG_ONLY_IN_GAME)) == 0;
}
/**
* Check whether the object was available at some point in the past or present in this game with the current game mode.
* @return true if it was ever or is available.
*/
bool ObjectSpec::WasEverAvailable() const
{
return this->IsEverAvailable() && _date > this->introduction_date;
}
/**
@ -67,7 +77,7 @@ bool ObjectSpec::IsEverAvailable() const
*/
bool ObjectSpec::IsAvailable() const
{
return this->IsEverAvailable() && _date > this->introduction_date &&
return this->WasEverAvailable() &&
(_date < this->end_of_life_date || this->end_of_life_date < this->introduction_date + 365);
}

@ -90,6 +90,7 @@ struct ObjectSpec {
Money GetClearCost() const { return GetPrice(PR_CLEAR_OBJECT, this->clear_cost_multiplier, this->grf_prop.grffile, 0); }
bool IsEverAvailable() const;
bool WasEverAvailable() const;
bool IsAvailable() const;
uint Index() const;

@ -209,7 +209,8 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
if (type >= NUM_OBJECTS) return CMD_ERROR;
uint8 view = GB(p2, 0, 2);
const ObjectSpec *spec = ObjectSpec::Get(type);
if (!spec->IsAvailable()) return CMD_ERROR;
if (_game_mode == GM_NORMAL && !spec->IsAvailable()) return CMD_ERROR;
if (_game_mode == GM_EDITOR && !spec->WasEverAvailable()) return CMD_ERROR;
if (spec->flags & OBJECT_FLAG_ONLY_IN_SCENEDIT && (_game_mode != GM_EDITOR || _current_company != OWNER_NONE)) return CMD_ERROR;
if (spec->flags & OBJECT_FLAG_ONLY_IN_GAME && (_game_mode != GM_NORMAL || _current_company > MAX_COMPANIES)) return CMD_ERROR;

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