diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/object_cmd.cpp | 13 | ||||
-rw-r--r-- | src/table/object_land.h | 2 |
2 files changed, 9 insertions, 6 deletions
diff --git a/src/object_cmd.cpp b/src/object_cmd.cpp index 94b48a4d2..2cd8ddc82 100644 --- a/src/object_cmd.cpp +++ b/src/object_cmd.cpp @@ -326,6 +326,9 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags) Object *o = Object::GetByTile(tile); TileArea ta = o->location; + CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * ta.w * ta.h / 5); + if (spec->flags & OBJECT_FLAG_CLEAR_INCOME) cost.MultiplyCost(-1); // They get an income! + /* Water can remove everything! */ if (_current_company != OWNER_WATER) { if ((spec->flags & OBJECT_FLAG_AUTOREMOVE) == 0 && flags & DC_AUTO) { @@ -339,15 +342,15 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags) } else if (CheckTileOwnership(tile).Failed()) { /* We don't own it!. */ return_cmd_error(STR_ERROR_OWNED_BY); - } else if ((spec->flags & OBJECT_FLAG_AUTOREMOVE) == 0 && !_cheats.magic_bulldozer.value) { + } else if ((spec->flags & OBJECT_FLAG_CANNOT_REMOVE) != 0 && (spec->flags & OBJECT_FLAG_AUTOREMOVE) == 0) { /* In the game editor or with cheats we can remove, otherwise we can't. */ - return CMD_ERROR; + if (!_cheats.magic_bulldozer.value) return CMD_ERROR; + + /* Removing with the cheat costs more in TTDPatch / the specs. */ + cost.MultiplyCost(25); } } - CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * ta.w * ta.h); - if (spec->flags & OBJECT_FLAG_CLEAR_INCOME) cost.MultiplyCost(-1); // They get an income! - switch (type) { case OBJECT_HQ: { Company *c = Company::Get(GetTileOwner(tile)); diff --git a/src/table/object_land.h b/src/table/object_land.h index e9d855dca..7e2d5760c 100644 --- a/src/table/object_land.h +++ b/src/table/object_land.h @@ -130,7 +130,7 @@ extern const ObjectSpec _original_objects[] = { M(STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, 10, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT), M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, 8, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT), M(STR_TOWN_BUILDING_NAME_STATUE_1, 0x11, 0, 0, 5, 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, 0, 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_OWNED_LAND, 0x11, 10, 10, 0, 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, 7, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME), }; |