Mercurial > hg > openttd
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(-) [+] |
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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!