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(svn r21289) -Fix [FS#4133]: Make terraforming and tunnel-excavation handle DC_AUTO-clearable multitile objects.
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@ -17,6 +17,7 @@
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#include "functions.h"
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#include "economy_func.h"
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#include "genworld.h"
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#include "object_base.h"
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#include "table/strings.h"
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@ -275,8 +276,10 @@ CommandCost CmdTerraformLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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total_cost.AddCost(cost);
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}
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/* Check if the terraforming is valid wrt. tunnels, bridges and objects on the surface */
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{
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/* Check if the terraforming is valid wrt. tunnels, bridges and objects on the surface
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* Pass == 0: Collect tileareas which are caused to be auto-cleared.
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* Pass == 1: Collect the actual cost. */
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for (int pass = 0; pass < 2; pass++) {
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TileIndex *ti = ts.tile_table;
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for (int count = ts.tile_table_count; count != 0; count--, ti++) {
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@ -315,16 +318,31 @@ CommandCost CmdTerraformLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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_terraform_err_tile = tile; // highlight the tile above the tunnel
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return_cmd_error(STR_ERROR_EXCAVATION_WOULD_DAMAGE);
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}
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/* Is the tile already cleared? */
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const ClearedObjectArea *coa = FindClearedObject(tile);
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bool indirectly_cleared = coa != NULL && coa->first_tile != tile;
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/* Check tiletype-specific things, and add extra-cost */
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const bool curr_gen = _generating_world;
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if (_game_mode == GM_EDITOR) _generating_world = true; // used to create green terraformed land
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CommandCost cost = _tile_type_procs[GetTileType(tile)]->terraform_tile_proc(tile, flags | DC_AUTO | DC_FORCE_CLEAR_TILE, z_min * TILE_HEIGHT, tileh);
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DoCommandFlag tile_flags = flags | DC_AUTO | DC_FORCE_CLEAR_TILE;
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if (pass == 0) {
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tile_flags &= ~DC_EXEC;
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tile_flags |= DC_NO_MODIFY_TOWN_RATING;
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}
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CommandCost cost;
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if (indirectly_cleared) {
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cost = DoCommand(tile, 0, 0, tile_flags, CMD_LANDSCAPE_CLEAR);
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} else {
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cost = _tile_type_procs[GetTileType(tile)]->terraform_tile_proc(tile, tile_flags, z_min * TILE_HEIGHT, tileh);
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}
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_generating_world = curr_gen;
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if (cost.Failed()) {
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_terraform_err_tile = tile;
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return cost;
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}
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total_cost.AddCost(cost);
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if (pass == 1) total_cost.AddCost(cost);
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}
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}
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@ -38,6 +38,7 @@
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#include "pbs.h"
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#include "company_base.h"
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#include "newgrf_railtype.h"
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#include "object_base.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@ -583,23 +584,31 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1,
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if (IsWaterTile(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
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/* Clear the tile in any case */
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ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
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cost.AddCost(ret);
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/* slope of end tile must be complementary to the slope of the start tile */
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if (end_tileh != ComplementSlope(start_tileh)) {
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/* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming
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* Note: Currently the town rating is also affected by this clearing-test. So effectivly the player is punished twice for clearing
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* the tree on end_tile.
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*/
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ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
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/* Mark the tile as already cleared for the terraform command.
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* Do this for all tiles (like trees), not only objects. */
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ClearedObjectArea *coa = FindClearedObject(end_tile);
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if (coa == NULL) {
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coa = _cleared_object_areas.Append();
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coa->first_tile = end_tile;
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coa->area = TileArea(end_tile, 1, 1);
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}
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/* Hide the tile from the terraforming command */
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TileIndex old_first_tile = coa->first_tile;
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coa->first_tile = INVALID_TILE;
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ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
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coa->first_tile = old_first_tile;
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if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
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} else {
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ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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cost.AddCost(ret);
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}
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cost.AddCost(_price[PR_BUILD_TUNNEL]);
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cost.AddCost(ret);
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/* Pay for the rail/road in the tunnel including entrances */
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switch (transport_type) {
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