changeset 16050:2f4db320e4bf draft

(svn r20743) -Fix: Make testruns of clearing an object tile not influence repeated testruns resp. the exec run.
author frosch <frosch@openttd.org>
date Sun, 05 Sep 2010 13:31:39 +0000
parents bee848c6255d
children fa9a88329064
files src/industry_cmd.cpp src/landscape.cpp src/object_base.h src/object_cmd.cpp
diffstat 4 files changed, 31 insertions(+), 8 deletions(-) [+]
line wrap: on
line diff
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1695,7 +1695,7 @@
 
 	*ip = NULL;
 
-	SmallVector<TileArea, 1> object_areas(_cleared_object_areas);
+	SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
 	CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, &custom_shape_check);
 	_cleared_object_areas = object_areas;
 	if (ret.Failed()) return ret;
@@ -1797,7 +1797,7 @@
 		if (num >= count) return CMD_ERROR;
 
 		CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
-		SmallVector<TileArea, 1> object_areas(_cleared_object_areas);
+		SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
 		do {
 			if (--count < 0) return ret;
 			if (--num < 0) num = indspec->num_table - 1;
--- a/src/landscape.cpp
+++ b/src/landscape.cpp
@@ -30,7 +30,9 @@
 #include "animated_tile_func.h"
 #include "core/random_func.hpp"
 #include "object_base.h"
+#include "water_map.h"
 
+#include "table/strings.h"
 #include "table/sprites.h"
 
 extern const TileTypeProcs
@@ -605,7 +607,20 @@
 CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 {
 	for (uint i = 0; i < _cleared_object_areas.Length(); i++) {
-		if (_cleared_object_areas[i].Intersects(TileArea(tile, 1, 1))) return CommandCost();
+		/* If this tile was the first tile which caused object destruction, always
+		 * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
+		if (_cleared_object_areas[i].first_tile == tile) break;
+
+		/* If this tile belongs to an object which was already cleared via another tile, pretend it has been
+		 * already removed.
+		 * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
+		if (_cleared_object_areas[i].area.Intersects(TileArea(tile, 1, 1))) {
+			/* If a object is removed, it leaves either bare land or water. */
+			if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
+				return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
+			}
+			return CommandCost();
+		}
 	}
 	return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags);
 }
@@ -638,9 +653,7 @@
 
 	for (int x = sx; x <= ex; ++x) {
 		for (int y = sy; y <= ey; ++y) {
-			SmallVector<TileArea, 1> object_areas(_cleared_object_areas);
 			CommandCost ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
-			_cleared_object_areas = object_areas;
 			if (ret.Failed()) {
 				last_error = ret;
 				continue;
--- a/src/object_base.h
+++ b/src/object_base.h
@@ -87,6 +87,14 @@
 #define FOR_ALL_OBJECTS_FROM(var, start) FOR_ALL_ITEMS_FROM(Object, object_index, var, start)
 #define FOR_ALL_OBJECTS(var) FOR_ALL_OBJECTS_FROM(var, 0)
 
-extern SmallVector<TileArea, 4> _cleared_object_areas;
+/**
+ * Keeps track of removed objects during execution/testruns of commands.
+ */
+struct ClearedObjectArea {
+	TileIndex first_tile;  ///< The first tile being cleared, which then causes the whole object to be cleared.
+	TileArea area;         ///< The area of the object.
+};
+
+extern SmallVector<ClearedObjectArea, 4> _cleared_object_areas;
 
 #endif /* OBJECT_BASE_H */
--- a/src/object_cmd.cpp
+++ b/src/object_cmd.cpp
@@ -347,7 +347,7 @@
 	delete o;
 }
 
-SmallVector<TileArea, 4> _cleared_object_areas;
+SmallVector<ClearedObjectArea, 4> _cleared_object_areas;
 
 static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
 {
@@ -358,7 +358,9 @@
 	Object *o = Object::GetByTile(tile);
 	TileArea ta = o->location;
 
-	*_cleared_object_areas.Append() = ta;
+	ClearedObjectArea *cleared_area = _cleared_object_areas.Append();
+	cleared_area->first_tile = tile;
+	cleared_area->area = ta;
 
 	CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * ta.w * ta.h / 5);
 	if (spec->flags & OBJECT_FLAG_CLEAR_INCOME) cost.MultiplyCost(-1); // They get an income!