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authorrubidium <rubidium@openttd.org>2008-06-11 14:51:31 +0000
committerrubidium <rubidium@openttd.org>2008-06-11 14:51:31 +0000
commitf858e5bbf42ca42939067a305978d9c4c9141288 (patch)
tree1d549640b590555ee7f95e7e17fd1fdadee72422
parent93fb5bc63dab2eabd0aa75e45f1eb1ce1fecae85 (diff)
downloadopenttd-f858e5bbf42ca42939067a305978d9c4c9141288.tar.xz
(svn r13468) -Fix: make aqueducts a little more expensive than normal bridges and disable terraforming of aqueduct bridgeheads; one can't terraform normal canal tiles either.
-rw-r--r--src/tunnelbridge_cmd.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp
index 1915c1454..f26bd7c58 100644
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -456,6 +456,9 @@ not_valid_below:;
bridge_len = CalcBridgeLenCostFactor(bridge_len);
cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);
+
+ /* Aqueducts are a little more expensive. */
+ if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price.clear_water);
}
return cost;
@@ -1429,7 +1432,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
- if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) {
+ if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
DiagDirection direction = GetTunnelBridgeDirection(tile);
Axis axis = DiagDirToAxis(direction);
CommandCost res;