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(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
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@ -13,6 +13,7 @@
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#include "company_base.h"
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#include "company_func.h"
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#include "debug.h"
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#include "genworld.h"
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#include "newgrf_class_func.h"
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#include "newgrf_object.h"
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#include "newgrf_sound.h"
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@ -58,7 +59,16 @@ ObjectSpec _object_specs[NUM_OBJECTS];
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bool ObjectSpec::IsEverAvailable() const
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{
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return this->enabled && HasBit(this->climate, _settings_game.game_creation.landscape) &&
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(this->flags & (_game_mode != GM_EDITOR ? OBJECT_FLAG_ONLY_IN_SCENEDIT : OBJECT_FLAG_ONLY_IN_GAME)) == 0;
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(this->flags & ((_game_mode != GM_EDITOR && !_generating_world) ? OBJECT_FLAG_ONLY_IN_SCENEDIT : OBJECT_FLAG_ONLY_IN_GAME)) == 0;
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}
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/**
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* Check whether the object was available at some point in the past or present in this game with the current game mode.
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* @return true if it was ever or is available.
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*/
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bool ObjectSpec::WasEverAvailable() const
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{
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return this->IsEverAvailable() && _date > this->introduction_date;
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}
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/**
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@ -67,7 +77,7 @@ bool ObjectSpec::IsEverAvailable() const
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*/
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bool ObjectSpec::IsAvailable() const
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{
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return this->IsEverAvailable() && _date > this->introduction_date &&
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return this->WasEverAvailable() &&
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(_date < this->end_of_life_date || this->end_of_life_date < this->introduction_date + 365);
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}
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@ -90,6 +90,7 @@ struct ObjectSpec {
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Money GetClearCost() const { return GetPrice(PR_CLEAR_OBJECT, this->clear_cost_multiplier, this->grf_prop.grffile, 0); }
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bool IsEverAvailable() const;
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bool WasEverAvailable() const;
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bool IsAvailable() const;
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uint Index() const;
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@ -209,7 +209,8 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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if (type >= NUM_OBJECTS) return CMD_ERROR;
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uint8 view = GB(p2, 0, 2);
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const ObjectSpec *spec = ObjectSpec::Get(type);
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if (!spec->IsAvailable()) return CMD_ERROR;
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if (_game_mode == GM_NORMAL && !spec->IsAvailable()) return CMD_ERROR;
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if (_game_mode == GM_EDITOR && !spec->WasEverAvailable()) return CMD_ERROR;
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if (spec->flags & OBJECT_FLAG_ONLY_IN_SCENEDIT && (_game_mode != GM_EDITOR || _current_company != OWNER_NONE)) return CMD_ERROR;
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if (spec->flags & OBJECT_FLAG_ONLY_IN_GAME && (_game_mode != GM_NORMAL || _current_company > MAX_COMPANIES)) return CMD_ERROR;
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