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(svn r19701) -Fix [FS#3787]: Check for industry availability more thoroughly and cancel object placement when selecting not available industries.
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@ -14,6 +14,7 @@
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#include "../../command_type.h"
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#include "../../command_type.h"
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#include "../../strings_func.h"
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#include "../../strings_func.h"
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#include "../../industry.h"
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#include "../../industry.h"
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#include "../../newgrf_industries.h"
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#include "../../core/random_func.hpp"
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#include "../../core/random_func.hpp"
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/* static */ bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
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/* static */ bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
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@ -88,6 +89,8 @@
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/* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
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/* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
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{
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{
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if (!IsValidIndustryType(industry_type)) return false;
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if (!IsValidIndustryType(industry_type)) return false;
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if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;
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if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
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if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
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/* raw_industry_construction == 1 means "Build as other industries" */
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/* raw_industry_construction == 1 means "Build as other industries" */
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@ -97,7 +100,9 @@
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/* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
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/* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
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{
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{
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if (!IsValidIndustryType(industry_type)) return false;
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if (!IsValidIndustryType(industry_type)) return false;
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if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
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if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
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if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;
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/* raw_industry_construction == 2 means "prospect" */
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/* raw_industry_construction == 2 means "prospect" */
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return _settings_game.construction.raw_industry_construction == 2;
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return _settings_game.construction.raw_industry_construction == 2;
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@ -1764,6 +1764,10 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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return CMD_ERROR;
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return CMD_ERROR;
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}
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}
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if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
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return CMD_ERROR;
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}
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Industry *ind = NULL;
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Industry *ind = NULL;
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (flags & DC_EXEC) {
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if (flags & DC_EXEC) {
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@ -463,8 +463,10 @@ public:
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this->SetDirty();
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this->SetDirty();
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if ((_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
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if (GetCallbackWnd() == this &&
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this->selected_type == INVALID_INDUSTRYTYPE) {
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((_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
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this->selected_type == INVALID_INDUSTRYTYPE ||
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!this->enabled[this->selected_index])) {
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/* Reset the button state if going to prospecting or "build many industries" */
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/* Reset the button state if going to prospecting or "build many industries" */
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this->RaiseButtons();
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this->RaiseButtons();
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ResetObjectToPlace();
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ResetObjectToPlace();
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