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authorDarkvater <Darkvater@openttd.org>2005-05-11 00:00:27 +0000
committerDarkvater <Darkvater@openttd.org>2005-05-11 00:00:27 +0000
commitb43331c931e2e8f8586080c9d8bee022bfe3aa5b (patch)
tree52f7adfab821276fb325d32c2907e8ab6461f2a5 /player_gui.c
parentea9a6ed27b7b3d67e6cb53b9bf7ab7f3f70e9359 (diff)
downloadopenttd-b43331c931e2e8f8586080c9d8bee022bfe3aa5b.tar.xz
(svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
- CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before. - CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions. - CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt. - CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm. - CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
Diffstat (limited to 'player_gui.c')
-rw-r--r--player_gui.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/player_gui.c b/player_gui.c
index fa5b94ca6..e527af1ec 100644
--- a/player_gui.c
+++ b/player_gui.c
@@ -626,9 +626,9 @@ static void PlayerCompanyWndProc(Window *w, WindowEvent *e)
break;
case WE_PLACE_OBJ: {
- // you cannot destroy a HQ, only relocate it. So build_HQ is called, just with different flags
+ /* You cannot destroy a HQ, only relocate it. So build_HQ is called, just with different flags */
TileIndex tile = DEREF_PLAYER(w->window_number)->location_of_house;
- if (DoCommandP(e->place.tile, (tile == 0) ? 0 : (1 << 16) | w->window_number, 0, NULL, CMD_BUILD_COMPANY_HQ | CMD_AUTO | CMD_NO_WATER | CMD_MSG(STR_7071_CAN_T_BUILD_COMPANY_HEADQUARTERS)))
+ if (DoCommandP(e->place.tile, (tile == 0) ? 0 : 1 | w->window_number, 0, NULL, CMD_BUILD_COMPANY_HQ | CMD_AUTO | CMD_NO_WATER | CMD_MSG(STR_7071_CAN_T_BUILD_COMPANY_HEADQUARTERS)))
ResetObjectToPlace();
break;
}