Mercurial > hg > openttd
changeset 15976:5bc7f30fcc56 draft
(svn r20664) -Codechange: implement the land slope callback for objects
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sat, 28 Aug 2010 18:55:20 +0000 |
parents | abda7bdf71bc |
children | 9bdda4be4c9a |
files | src/newgrf_callbacks.h src/object_cmd.cpp |
diffstat | 2 files changed, 39 insertions(+), 4 deletions(-) [+] |
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line diff
--- a/src/newgrf_callbacks.h +++ b/src/newgrf_callbacks.h @@ -253,7 +253,7 @@ CBID_AIRPORT_LAYOUT_NAME = 0x156, // 15 bit callback /** Callback done for each tile of an object to check the slope. */ - CBID_OBJECT_LAND_SLOPE_CHECK = 0x157, // 15 bit callback, not implemented + CBID_OBJECT_LAND_SLOPE_CHECK = 0x157, // 15 bit callback /** Determine the next animation frame for a house. */ CBID_OBJECT_ANIMATION_NEXT_FRAME = 0x158, // 15 bit callback
--- a/src/object_cmd.cpp +++ b/src/object_cmd.cpp @@ -127,7 +127,7 @@ } } -extern CommandCost CheckFlatLand(TileArea tile_area, DoCommandFlag flags); +extern CommandCost CheckBuildableTile(TileIndex tile, uint invalid_dirs, int &allowed_z); static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags); /** @@ -161,7 +161,37 @@ /* Owned land is special as it can be placed on any slope. */ cost.AddCost(DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)); } else { - cost.AddCost(CheckFlatLand(ta, flags)); + /* Check the surface to build on. */ + bool allow_water = (spec->flags & OBJECT_FLAG_BUILT_ON_WATER) != 0; + bool allow_ground = (spec->flags & OBJECT_FLAG_NOT_ON_LAND) == 0; + TILE_AREA_LOOP(t, ta) { + if (IsWaterTile(t)) { + if (!allow_water) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); + /* For water tiles we want to "just" check whether the tile is water and + * can be cleared, i.e. it's not filled. We won't be paying though. */ + CommandCost ret = DoCommand(t, 0, 0, flags & ~(DC_EXEC | DC_NO_WATER), CMD_LANDSCAPE_CLEAR); + if (ret.Failed()) return ret; + } 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)); + } + } + + /* So, now the surface is checked... check the slope of said surface. */ + if (spec->callback_mask & CBM_OBJ_SLOPE_CHECK) { + TILE_AREA_LOOP(t, ta) { + TileIndex diff = t - tile; + uint16 callback = GetObjectCallback(CBID_OBJECT_LAND_SLOPE_CHECK, GetTileSlope(t, NULL), TileY(diff) << 4 | TileX(diff), spec, NULL, t); + if (callback != 0) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); + } + } else { + /* Check whether the ground is flat enough. */ + int allowed_z = -1; + TILE_AREA_LOOP(t, ta) { + cost.AddCost(CheckBuildableTile(t, 0, allowed_z)); + } + } } if (cost.Failed()) return cost; @@ -197,7 +227,12 @@ break; } - default: break; + case OBJECT_STATUE: + /* This may never be constructed using this method. */ + return CMD_ERROR; + + default: // i.e. NewGRF provided. + break; } if (flags & DC_EXEC) {