(svn r150) -Fix: [1010833] Turning on the magic bulldozer removes oil rigs

-Fix: [993493] Buildings on water
-Feature: Water floods everything, including vehicles.
pull/155/head
darkvater 20 years ago
parent b5a0840621
commit 7b02cd3248

@ -431,7 +431,7 @@ int32 CmdSellLandArea(int x, int y, uint32 flags, uint32 p1, uint32 p2)
tile = TILE_FROM_XY(x,y);
if (!CheckTileOwnership(tile))
if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER)
return CMD_ERROR;
if (!EnsureNoVehicle(tile))

@ -378,7 +378,14 @@ static int32 ClearTile_Industry(uint tile, byte flags)
{
Industry *i = DEREF_INDUSTRY(_map2[tile]);
if ((_current_player == OWNER_WATER || _game_mode != GM_EDITOR) && !_cheats.magic_bulldozer.value) {
/* * water can destroy industries
* in editor you can bulldoze industries
* with magic_bulldozer cheat you can destroy industries
* (area around OILRIG is water, so water shouldn't flood it
*/
if ((_current_player != OWNER_WATER && _game_mode != GM_EDITOR &&
!_cheats.magic_bulldozer.value) ||
(_current_player == OWNER_WATER && i->type == IT_OIL_RIG) ) {
SET_DPARAM16(0, STR_4802_COAL_MINE + i->type);
return_cmd_error(STR_4800_IN_THE_WAY);
}

@ -2520,6 +2520,7 @@ STR_B002_OIL_REFINERY_EXPLOSION :{BLACK}{BIGFONT}Oil refinery explosion near {
STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS:{BLACK}{BIGFONT}Factory destroyed in suspicious circumstances near {TOWN}!
STR_B004_UFO_LANDS_NEAR :{BLACK}{BIGFONT}'UFO' lands near {TOWN}!
STR_B005_COAL_MINE_SUBSIDENCE_LEAVES :{BLACK}{BIGFONT}Coal mine subsidence leaves trail of destruction near {TOWN}!
STR_B006_FLOOD_VEHICLE_DESTROYED :{BLACK}{BIGFONT}Floods!{}At least {COMMA16} presumed missing or dead after deadly floods!
STR_BRIBE_FAILED :{WHITE}Your attempted bribery has been
STR_BRIBE_FAILED_2 :{WHITE}discovered by a regional investigator

@ -1151,7 +1151,7 @@ int32 CmdConvertRail(int ex, int ey, uint32 flags, uint32 p1, uint32 p2)
static int32 RemoveTrainDepot(uint tile, uint32 flags)
{
if (!CheckTileOwnership(tile) && !(_current_player==17))
if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER)
return CMD_ERROR;
if (!EnsureNoVehicle(tile))

@ -630,7 +630,7 @@ int32 CmdBuildRoadDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
static int32 RemoveRoadDepot(uint tile, uint32 flags)
{
if (!CheckTileOwnership(tile))
if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER)
return CMD_ERROR;
if (!EnsureNoVehicle(tile))

@ -905,7 +905,7 @@ int32 CmdRemoveFromRailroadStation(int x, int y, uint32 flags, uint32 p1, uint32
// make sure the specified tile belongs to the current player, and that it is a railroad station.
if (!IS_TILETYPE(tile, MP_STATION) || _map5[tile] >= 8 || !_patches.nonuniform_stations) return CMD_ERROR;
st = DEREF_STATION(_map2[tile]);
if (!CheckOwnership(st->owner) || !EnsureNoVehicle(tile)) return CMD_ERROR;
if (_current_player != OWNER_WATER && (!CheckOwnership(st->owner) || !EnsureNoVehicle(tile))) return CMD_ERROR;
// if we reached here, it means we can actually delete it. do that.
if (flags & DC_EXEC) {
@ -948,12 +948,15 @@ uint GetStationPlatforms(Station *st, uint tile)
}
static int32 RemoveRailroadStation(Station *st, uint32 flags)
static int32 RemoveRailroadStation(Station *st, TileIndex tile, uint32 flags)
{
uint tile;
int w,h;
int32 cost;
/* if there is flooding and non-uniform stations are enabled, remove platforms tile by tile */
if (_current_player == OWNER_WATER && _patches.nonuniform_stations)
return DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_FROM_RAILROAD_STATION);
/* Current player owns the station? */
if (_current_player != OWNER_WATER && !CheckOwnership(st->owner))
return CMD_ERROR;
@ -2434,7 +2437,7 @@ static int32 ClearTile_Station(uint tile, byte flags) {
st = DEREF_STATION(_map2[tile]);
if (m5 < 8)
return RemoveRailroadStation(st, flags);
return RemoveRailroadStation(st, tile, flags);
// original airports < 67, new airports between 83 - 114
if (m5 < 0x43 || ( m5 >= 83 && m5 <= 114) )

@ -114,39 +114,24 @@ static uint GetSlopeTileh_Unmovable(TileInfo *ti)
static int32 ClearTile_Unmovable(uint tile, byte flags)
{
byte m5 = _map5[tile];
//Town *t;
if (m5 & 0x80) {
if (_current_player == OWNER_WATER)
return DoCommandByTile(tile, OWNER_WATER, 0, flags, CMD_DESTROY_COMPANY_HQ);
return DoCommandByTile(tile, OWNER_WATER, 0, DC_EXEC, CMD_DESTROY_COMPANY_HQ);
return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN);
}
if (m5 == 3) // company owned land
return DoCommandByTile(tile, 0, 0, flags, CMD_SELL_LAND_AREA);
//t = ClosestTownFromTile(tile, _patches.dist_local_authority + 20); // needed for town penalty
// checks if you're allowed to remove unmovable things. no remove under rating "%difficulty setting"
if (_game_mode != GM_EDITOR) {
if (flags & DC_AUTO || !_cheats.magic_bulldozer.value)
return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
/*if (!CheckforTownRating(tile, flags, t, UNMOVEABLE_REMOVE))
return CMD_ERROR;
*/
}
// checks if you're allowed to remove unmovable things
if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
if (flags & DC_EXEC) {
DoClearSquare(tile);
// decreases the town rating by 250;
/*if (_game_mode != GM_EDITOR)
ChangeTownRating(t, -250, -100);
*/
}
// return _price.build_industry*0.34;
return 0;
}

@ -4,6 +4,9 @@
#include "viewport.h"
#include "command.h"
#include "town.h"
#include "news.h"
static void FloodVehicle(Vehicle *v);
bool IsShipDepotTile(TileIndex tile)
{
@ -506,11 +509,60 @@ static void TileLoopWaterHelper(uint tile, const int16 *offs)
}
_current_player = OWNER_WATER;
{
Vehicle *v = FindVehicleBetween(tile, tile, 0);
if (v != NULL) {FloodVehicle(v);}
}
if (DoCommandByTile(tile,0,0,DC_EXEC, CMD_LANDSCAPE_CLEAR) != CMD_ERROR)
ModifyTile(tile, MP_SETTYPE(MP_WATER) | MP_MAPOWNER | MP_MAP5 | MP_MAP2_CLEAR | MP_MAP3LO_CLEAR | MP_MAP3HI_CLEAR,OWNER_WATER,0);
}
}
static void FloodVehicle(Vehicle *v)
{
Vehicle *u;
uint16 pass;
if (!(v->vehstatus & VS_CRASHED)) {
if (v->type == VEH_Road) { // flood bus/truck
pass = 1; // driver
if (v->cargo_type == CT_PASSENGERS)
pass += v->cargo_count;
v->vehstatus |= VS_CRASHED;
v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast
InvalidateWindow(WC_ROADVEH_LIST, v->owner);
}
else if (v->type == VEH_Train) {
v = GetFirstVehicleInChain(v);
u = v;
pass = 4; // driver
// crash all wagons, and count passangers
BEGIN_ENUM_WAGONS(v)
if (v->cargo_type == CT_PASSENGERS) pass += v->cargo_count;
v->vehstatus |= VS_CRASHED;
END_ENUM_WAGONS(v)
v = u;
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
InvalidateWindow(WC_TRAINS_LIST, v->owner);
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
SET_DPARAM16(0, pass);
AddNewsItem(STR_B006_FLOOD_VEHICLE_DESTROYED,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0);
}
CreateEffectVehicleRel(v,4,4,8,EV_CRASHED_SMOKE); // show cool destruction effects
SndPlayVehicleFx(16, v); // create sound
}
// called from tunnelbridge_cmd
void TileLoop_Water(uint tile)
{

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