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author | rubidium <rubidium@openttd.org> | 2010-08-27 22:46:11 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-08-27 22:46:11 +0000 |
commit | 0d8091a7c37d22b7632dff30d9046083cb3db5b3 (patch) | |
tree | 990d7c5012cc65913161df544b962c788b31ce9e | |
parent | 5d835bd2804682953dacfc1f2435fbe369b4e938 (diff) | |
download | openttd-0d8091a7c37d22b7632dff30d9046083cb3db5b3.tar.xz |
(svn r20642) -Codechange: make the table in object_land easier expandable.
-rw-r--r-- | src/table/object_land.h | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/table/object_land.h b/src/table/object_land.h index 62e797be8..4932d278e 100644 --- a/src/table/object_land.h +++ b/src/table/object_land.h @@ -123,11 +123,15 @@ static const DrawTileSprites _object_hq[] = { #undef TILE_SPRITE_LINE +#define M(name, size, build_cost_multiplier, clear_cost_multiplier, flags) { name, size, build_cost_multiplier, clear_cost_multiplier, flags } + /** Specification of the original object structures. */ extern const ObjectSpec _original_objects[] = { - { STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT }, - { STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT }, - { STR_TOWN_BUILDING_NAME_STATUE_1, 0x11, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_ONLY_IN_SCENEDIT }, // Yes, we disallow building this everywhere. Happens in "special" case! - { STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND, 0x11, 10, 2, OBJECT_FLAG_AUTOREMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_CLEAR_INCOME | OBJECT_FLAG_HAS_NO_FOUNDATION | OBJECT_FLAG_ALLOW_UNDER_BRIDGE }, - { STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS, 0x22, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME }, + M(STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT), + M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT), + M(STR_TOWN_BUILDING_NAME_STATUE_1, 0x11, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_ONLY_IN_SCENEDIT), // Yes, we disallow building this everywhere. Happens in "special" case! + M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND, 0x11, 10, 2, OBJECT_FLAG_AUTOREMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_CLEAR_INCOME | OBJECT_FLAG_HAS_NO_FOUNDATION | OBJECT_FLAG_ALLOW_UNDER_BRIDGE), + M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS, 0x22, 0, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME), }; + +#undef M |