diff options
author | rubidium <rubidium@openttd.org> | 2010-08-13 11:57:59 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-08-13 11:57:59 +0000 |
commit | a7beb897e22ca3101b02cc29d4e378c062b8989f (patch) | |
tree | 2a340c44ca360899ae9fb2dec46a370447f28f66 /src | |
parent | 7e5309a28a530d1c534dfee837d83469a1be0ea2 (diff) | |
download | openttd-a7beb897e22ca3101b02cc29d4e378c062b8989f.tar.xz |
(svn r20480) -Codechange: make CmdDeleteTown responsible for actually clearing tiles and such; ~Town still checks it though.
Diffstat (limited to 'src')
-rw-r--r-- | src/town_cmd.cpp | 51 |
1 files changed, 25 insertions, 26 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index d3b1dcfae..365d64780 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -47,6 +47,7 @@ #include "core/random_func.hpp" #include "core/backup_type.hpp" #include "depot_base.h" +#include "object_map.h" #include "table/strings.h" #include "table/town_land.h" @@ -65,33 +66,27 @@ Town::~Town() if (CleaningPool()) return; - Industry *i; - /* Delete town authority window * and remove from list of sorted towns */ DeleteWindowById(WC_TOWN_VIEW, this->index); - /* Delete all industries belonging to the town */ - FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i; + /* Check no industry is related to us. */ + Industry *i; + FOR_ALL_INDUSTRIES(i) assert(i->town != this); - /* Go through all tiles and delete those belonging to the town */ + /* Check no tile is related to us. */ for (TileIndex tile = 0; tile < MapSize(); ++tile) { switch (GetTileType(tile)) { case MP_HOUSE: - if (Town::GetByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + assert(GetTownIndex(tile) != this->index); break; case MP_ROAD: - /* Cached nearest town is updated later (after this town has been deleted) */ - if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) { - DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - } + assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index); break; case MP_TUNNELBRIDGE: - if (IsTileOwner(tile, OWNER_TOWN) && - ClosestTownFromTile(tile, UINT_MAX) == this) - DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this); break; default: @@ -2372,7 +2367,7 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 /* Non-oil rig stations are always a problem. */ if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR; /* We can only automatically delete oil rigs *if* there's no vehicle on them. */ - CommandCost ret = DoCommand(st->airport.tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR); + CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; } } @@ -2385,30 +2380,34 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 /* Check all tiles for town ownership. */ for (TileIndex tile = 0; tile < MapSize(); ++tile) { + bool try_clear = false; switch (GetTileType(tile)) { case MP_ROAD: - if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index) { - /* Can we clear this tile? */ - CommandCost ret = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR); - if (ret.Failed()) return ret; - } + try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index; break; case MP_TUNNELBRIDGE: - if (IsTileOwner(tile, OWNER_TOWN) && - ClosestTownFromTile(tile, UINT_MAX) == t) { - /* Can we clear this bridge? */ - CommandCost ret = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR); - if (ret.Failed()) return ret; - } + try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t; + break; + + case MP_HOUSE: + try_clear = GetTownIndex(tile) == t->index; + break; + + case MP_INDUSTRY: + try_clear = Industry::GetByTile(tile)->town == t; break; default: break; } + if (try_clear) { + CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (ret.Failed()) return ret; + } } - /* The town destructor will delete everything related to the town. */ + /* The town destructor will delete the other things related to the town. */ if (flags & DC_EXEC) delete t; return CommandCost(); |