(svn r9386) [gamebalance] -Feature: Selling and buying land costs now take proximity to town centers into account. Move some code around while I'm at it. Also selling land gives as much money as buying land costs.
/* $Id$ */
/** @file dummy_land.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "functions.h"
#include "viewport.h"
#include "command.h"
#include "table/sprites.h"
static void DrawTile_Dummy(TileInfo *ti)
{
DrawGroundSpriteAt(SPR_SHADOW_CELL, PAL_NONE, ti->x, ti->y, ti->z);
}
static uint GetSlopeZ_Dummy(TileIndex tile, uint x, uint y)
{
return 0;
}
static Slope GetSlopeTileh_Dummy(TileIndex tile, Slope tileh)
{
return SLOPE_FLAT;
}
static int32 ClearTile_Dummy(TileIndex tile, byte flags)
{
return_cmd_error(STR_0001_OFF_EDGE_OF_MAP);
}
static void GetAcceptedCargo_Dummy(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
static void GetTileDesc_Dummy(TileIndex tile, TileDesc *td)
{
td->str = STR_EMPTY;
td->owner = OWNER_NONE;
}
static void AnimateTile_Dummy(TileIndex tile)
{
/* not used */
}
static void TileLoop_Dummy(TileIndex tile)
{
/* not used */
}
static void ClickTile_Dummy(TileIndex tile)
{
/* not used */
}
static void ChangeTileOwner_Dummy(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
/* not used */
}
static uint32 GetTileTrackStatus_Dummy(TileIndex tile, TransportType mode)
{
return 0;
}
extern const TileTypeProcs _tile_type_dummy_procs = {
DrawTile_Dummy, /* draw_tile_proc */
GetSlopeZ_Dummy, /* get_slope_z_proc */
ClearTile_Dummy, /* clear_tile_proc */
GetAcceptedCargo_Dummy, /* get_accepted_cargo_proc */
GetTileDesc_Dummy, /* get_tile_desc_proc */
GetTileTrackStatus_Dummy, /* get_tile_track_status_proc */
ClickTile_Dummy, /* click_tile_proc */
AnimateTile_Dummy, /* animate_tile_proc */
TileLoop_Dummy, /* tile_loop_clear */
ChangeTileOwner_Dummy, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
GetSlopeTileh_Dummy, /* get_slope_tileh_proc */
};