File diff r26089:2283e9229bb0 → r26090:5a592dbf1c28
src/object_cmd.cpp
Show inline comments
 
@@ -226,26 +226,26 @@ CommandCost CmdBuildObject(TileIndex til
 
	for (TileIndex t : ta) {
 
		if (!IsValidTile(t)) return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB); // Might be off the map
 
	}
 

	
 
	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));
 
		cost.AddCost(DoCommand(flags, CMD_LANDSCAPE_CLEAR, tile, 0, 0));
 
	} else {
 
		/* 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;
 
		for (TileIndex 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 & ~DC_EXEC, CMD_LANDSCAPE_CLEAR));
 
					cost.AddCost(DoCommand(flags & ~DC_NO_WATER & ~DC_EXEC, CMD_LANDSCAPE_CLEAR, t, 0, 0));
 
				} else {
 
					/* 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));
 

	
 
					/* However, the tile has to be clear of vehicles. */
 
@@ -257,13 +257,13 @@ CommandCost CmdBuildObject(TileIndex til
 

	
 
				/* When relocating HQ, allow it to be relocated (partial) on itself. */
 
				if (!(type == OBJECT_HQ &&
 
						IsTileType(t, MP_OBJECT) &&
 
						IsTileOwner(t, _current_company) &&
 
						IsObjectType(t, OBJECT_HQ))) {
 
					cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR));
 
					cost.AddCost(DoCommand(flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR, t, 0, 0));
 
				}
 
			}
 
		}
 

	
 
		/* So, now the surface is checked... check the slope of said surface. */
 
		int allowed_z;
 
@@ -289,16 +289,16 @@ CommandCost CmdBuildObject(TileIndex til
 
		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. */
 
			for (TileIndex t : ta) {
 
				if (HasTileWaterGround(t)) {
 
					if (!IsWaterTile(t)) {
 
						DoCommand(t, 0, 0, (flags & ~DC_NO_WATER) | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
 
						DoCommand((flags & ~DC_NO_WATER) | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR, t, 0, 0);
 
					}
 
				} else {
 
					DoCommand(t, 0, 0, flags | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
 
					DoCommand(flags | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR, t, 0, 0);
 
				}
 
			}
 
		}
 
	}
 
	if (cost.Failed()) return cost;
 

	
 
@@ -844,13 +844,13 @@ static CommandCost TerraformTile_Object(
 
				/* allow autoslope */
 
				return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
 
			}
 
		}
 
	}
 

	
 
	return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 
	return DoCommand(flags, CMD_LANDSCAPE_CLEAR, tile, 0, 0);
 
}
 

	
 
extern const TileTypeProcs _tile_type_object_procs = {
 
	DrawTile_Object,             // draw_tile_proc
 
	GetSlopePixelZ_Object,       // get_slope_z_proc
 
	ClearTile_Object,            // clear_tile_proc