@@ -201,31 +201,33 @@ CommandCost CmdBuildObject(TileIndex til
TileArea ta(tile, size_x, size_y);
if (type == OBJECT_OWNED_LAND) {
/* 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) {
if (HasTileWaterGround(t)) {
if (!allow_water) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
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));
/* Can't build on water owned by another company. */
Owner o = GetTileOwner(t);
if (o != OWNER_NONE && o != OWNER_WATER) cost.AddCost(CheckOwnership(o, t));
}
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));
/* So, now the surface is checked... check the slope of said surface. */
int allowed_z;
if (GetTileSlope(tile, (uint*)&allowed_z) != SLOPE_FLAT) allowed_z += TILE_HEIGHT;
@@ -241,12 +243,26 @@ CommandCost CmdBuildObject(TileIndex til
cost.AddCost(CheckBuildableTile(t, 0, allowed_z, false, false));
} else if (callback != 0) {
/* The meaning of bit 10 is inverted in the result of this callback. */
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. */
DoCommand(t, 0, 0, (flags & ~DC_NO_WATER) | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
DoCommand(t, 0, 0, flags | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
if (cost.Failed()) return cost;
/* Finally do a check for bridges. */
if (MayHaveBridgeAbove(t) && IsBridgeAbove(t) && (
Status change: