Add setting to disable removing sea/rivers

pull/21/merge
Jonathan G Rennison 7 years ago
parent 24eeb512ef
commit 4db69283c1

@ -420,6 +420,7 @@ enum DoCommandFlag {
DC_ALL_TILES = 0x200, ///< allow this command also on MP_VOID tiles
DC_NO_MODIFY_TOWN_RATING = 0x400, ///< do not change town rating
DC_FORCE_CLEAR_TILE = 0x800, ///< do not only remove the object on the tile, but also clear any water left on it
DC_ALLOW_REMOVE_WATER = 0x1000,///< always allow removing water
};
DECLARE_ENUM_AS_BIT_SET(DoCommandFlag)

@ -622,7 +622,9 @@ CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
if ((flags & DC_FORCE_CLEAR_TILE) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsWaterTile(tile) && !IsCoastTile(tile)) {
if ((flags & DC_AUTO) && GetWaterClass(tile) == WATER_CLASS_CANAL) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
do_clear = true;
cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
const bool is_canal = GetWaterClass(tile) == WATER_CLASS_CANAL;
if (!is_canal && _game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
cost.AddCost(is_canal ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
}
Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);

@ -1502,6 +1502,8 @@ STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Define the layo
STR_CONFIG_SETTING_ENABLE_BUILD_RIVER :Enable building rivers: {STRING2}
STR_CONFIG_SETTING_ENABLE_BUILD_RIVER_HELPTEXT :Enable building rivers outside of the scenario editor
STR_CONFIG_SETTING_ENABLE_REMOVE_WATER :Enable removing sea and rivers: {STRING2}
STR_CONFIG_SETTING_ENABLE_REMOVE_WATER_HELPTEXT :Enable removing sea and rivers outside of the scenario editor
STR_CONFIG_SETTING_SOUND_TICKER :News ticker: {STRING2}
STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Play sound for summarised news messages

@ -581,7 +581,7 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u
if (ret.Failed()) return ret;
cost.AddCost(ret);
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
ret = DoCommand(tile, 0, 0, flags | DC_ALLOW_REMOVE_WATER, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
@ -2014,6 +2014,8 @@ static CommandCost ClearTile_Track(TileIndex tile, DoCommandFlag flags)
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
if (_game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
/* The track was removed, and left a coast tile. Now also clear the water. */
if (flags & DC_EXEC) DoClearSquare(tile);
cost.AddCost(_price[PR_CLEAR_WATER]);
@ -3239,7 +3241,10 @@ static CommandCost TestAutoslopeOnRailTile(TileIndex tile, uint flags, int z_old
/* Make the ground dirty, if surface slope has changed */
if (tileh_old != tileh_new) {
/* If there is flat water on the lower halftile add the cost for clearing it */
if (GetRailGroundType(tile) == RAIL_GROUND_WATER && IsSlopeWithOneCornerRaised(tileh_old)) cost.AddCost(_price[PR_CLEAR_WATER]);
if (GetRailGroundType(tile) == RAIL_GROUND_WATER && IsSlopeWithOneCornerRaised(tileh_old)) {
if (_game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
cost.AddCost(_price[PR_CLEAR_WATER]);
}
if ((flags & DC_EXEC) != 0) SetRailGroundType(tile, RAIL_GROUND_BARREN);
}
return cost;
@ -3265,6 +3270,8 @@ static CommandCost TerraformTile_Track(TileIndex tile, DoCommandFlag flags, int
/* Allow clearing the water only if there is no ship */
if (was_water && HasVehicleOnPos(tile, NULL, &EnsureNoShipProc)) return_cmd_error(STR_ERROR_SHIP_IN_THE_WAY);
if (was_water && _game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
/* First test autoslope. However if it succeeds we still have to test the rest, because non-autoslope terraforming is cheaper. */
CommandCost autoslope_result = TestAutoslopeOnRailTile(tile, flags, z_old, tileh_old, z_new, tileh_new, rail_bits);

@ -1721,6 +1721,7 @@ static SettingsContainer &GetSettingsTree()
limitations->Add(new SettingEntry("vehicle.disable_elrails"));
limitations->Add(new SettingEntry("construction.maximum_signal_evaluations"));
limitations->Add(new SettingEntry("construction.enable_build_river"));
limitations->Add(new SettingEntry("construction.enable_remove_water"));
limitations->Add(new SettingEntry("construction.road_custom_bridge_heads"));
}

@ -356,6 +356,7 @@ struct ConstructionSettings {
uint16 maximum_signal_evaluations; ///< maximum number of programmable signals which may be evaluated in one pass
byte simulated_wormhole_signals; ///< simulate signals in tunnel
bool enable_build_river; ///< enable building rivers in-game
bool enable_remove_water; ///< enable removing sea and rivers in-game
uint8 road_custom_bridge_heads; ///< allow construction of road custom bridge heads
bool chunnel; ///< allow construction of tunnels under water

@ -468,6 +468,15 @@ str = STR_CONFIG_SETTING_ENABLE_BUILD_RIVER
strhelp = STR_CONFIG_SETTING_ENABLE_BUILD_RIVER_HELPTEXT
patxname = ""enable_build_river.construction.enable_build_river""
[SDT_BOOL]
base = GameSettings
var = construction.enable_remove_water
def = true
cat = SC_BASIC
str = STR_CONFIG_SETTING_ENABLE_REMOVE_WATER
strhelp = STR_CONFIG_SETTING_ENABLE_REMOVE_WATER_HELPTEXT
patxname = ""enable_build_river.construction.enable_remove_water""
[SDT_VAR]
base = GameSettings
var = construction.terraform_per_64k_frames

@ -476,6 +476,8 @@ static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
case WATER_TILE_CLEAR: {
if (flags & DC_NO_WATER) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
if (!IsCanal(tile) && _game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER];
/* Make sure freeform edges are allowed or it's not an edge tile. */
if (!_settings_game.construction.freeform_edges && (!IsInsideMM(TileX(tile), 1, MapMaxX() - 1) ||
@ -512,15 +514,17 @@ static CommandCost ClearTile_Water(TileIndex tile, DoCommandFlag flags)
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
if (IsSlopeWithOneCornerRaised(slope)) {
if (_game_mode != GM_EDITOR && !_settings_game.construction.enable_remove_water && !(flags & DC_ALLOW_REMOVE_WATER)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
ret = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
} else {
ret = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROUGH]);
}
if (flags & DC_EXEC) {
DoClearSquare(tile);
MarkCanalsAndRiversAroundDirty(tile);
}
if (IsSlopeWithOneCornerRaised(slope)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER]);
} else {
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROUGH]);
}
return ret;
}
case WATER_TILE_LOCK: {

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