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(svn r22994) -Fix [FS#4775]: tile was cleared before the object-placement callback was run, resulting in possible differences in test and exec run
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@ -204,7 +204,9 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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/* Owned land is special as it can be placed on any slope. */
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cost.AddCost(DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR));
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} else {
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/* Check the surface to build on. */
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/* Check the surface to build on. At this time we can't actually execute the
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* the CLEAR_TILE commands since the newgrf callback later on can check
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* some information about the tiles. */
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bool allow_water = (spec->flags & (OBJECT_FLAG_BUILT_ON_WATER | OBJECT_FLAG_NOT_ON_LAND)) != 0;
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bool allow_ground = (spec->flags & OBJECT_FLAG_NOT_ON_LAND) == 0;
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TILE_AREA_LOOP(t, ta) {
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@ -213,7 +215,7 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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if (!IsWaterTile(t)) {
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/* Normal water tiles don't have to be cleared. For all other tile types clear
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* the tile but leave the water. */
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cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
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cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_NO_WATER & ~DC_EXEC, CMD_LANDSCAPE_CLEAR));
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} else {
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/* Can't build on water owned by another company. */
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Owner o = GetTileOwner(t);
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@ -222,7 +224,7 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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} else {
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if (!allow_ground) return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER);
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/* For non-water tiles, we'll have to clear it before building. */
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cost.AddCost(DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR));
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cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR));
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}
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}
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@ -244,6 +246,20 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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return GetErrorMessageFromLocationCallbackResult(ToggleBit(callback, 10), spec->grf_prop.grffile->grfid, STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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}
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}
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if (flags & DC_EXEC) {
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/* This is basically a copy of the loop above with the exception that we now
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* execute the commands and don't check for errors, since that's already done. */
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TILE_AREA_LOOP(t, ta) {
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if (HasTileWaterGround(t)) {
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if (!IsWaterTile(t)) {
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DoCommand(t, 0, 0, (flags & ~DC_NO_WATER) | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
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}
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} else {
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DoCommand(t, 0, 0, flags | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
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}
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}
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}
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}
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if (cost.Failed()) return cost;
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