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-rw-r--r--src/object_cmd.cpp22
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;