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authorrubidium <rubidium@openttd.org>2010-08-27 22:46:11 +0000
committerrubidium <rubidium@openttd.org>2010-08-27 22:46:11 +0000
commit0d8091a7c37d22b7632dff30d9046083cb3db5b3 (patch)
tree990d7c5012cc65913161df544b962c788b31ce9e /src/table/object_land.h
parent5d835bd2804682953dacfc1f2435fbe369b4e938 (diff)
downloadopenttd-0d8091a7c37d22b7632dff30d9046083cb3db5b3.tar.xz
(svn r20642) -Codechange: make the table in object_land easier expandable.
Diffstat (limited to 'src/table/object_land.h')
-rw-r--r--src/table/object_land.h14
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