diff options
-rw-r--r-- | src/object_cmd.cpp | 22 |
1 files changed, 19 insertions, 3 deletions
diff --git a/src/object_cmd.cpp b/src/object_cmd.cpp index 7ca5a5949..469f9fe06 100644 --- a/src/object_cmd.cpp +++ b/src/object_cmd.cpp @@ -204,7 +204,9 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 /* Owned land is special as it can be placed on any slope. */ cost.AddCost(DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)); } else { - /* Check the surface to build on. */ + /* Check the surface to build on. At this time we can't actually execute the + * the CLEAR_TILE commands since the newgrf callback later on can check + * some information about the tiles. */ bool allow_water = (spec->flags & (OBJECT_FLAG_BUILT_ON_WATER | OBJECT_FLAG_NOT_ON_LAND)) != 0; bool allow_ground = (spec->flags & OBJECT_FLAG_NOT_ON_LAND) == 0; TILE_AREA_LOOP(t, ta) { @@ -213,7 +215,7 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 if (!IsWaterTile(t)) { /* Normal water tiles don't have to be cleared. For all other tile types clear * the tile but leave the water. */ - cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_NO_WATER, CMD_LANDSCAPE_CLEAR)); + cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_NO_WATER & ~DC_EXEC, CMD_LANDSCAPE_CLEAR)); } else { /* Can't build on water owned by another company. */ Owner o = GetTileOwner(t); @@ -222,7 +224,7 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 } else { if (!allow_ground) return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER); /* For non-water tiles, we'll have to clear it before building. */ - cost.AddCost(DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR)); + cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR)); } } @@ -244,6 +246,20 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 return GetErrorMessageFromLocationCallbackResult(ToggleBit(callback, 10), spec->grf_prop.grffile->grfid, STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); } } + + if (flags & DC_EXEC) { + /* This is basically a copy of the loop above with the exception that we now + * execute the commands and don't check for errors, since that's already done. */ + TILE_AREA_LOOP(t, ta) { + if (HasTileWaterGround(t)) { + if (!IsWaterTile(t)) { + DoCommand(t, 0, 0, (flags & ~DC_NO_WATER) | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR); + } + } else { + DoCommand(t, 0, 0, flags | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR); + } + } + } } if (cost.Failed()) return cost; |