(svn r23051) [1.1] -Backport from trunk:

- Fix: AI backlog was to short to fully display the backtrace of some AI crashes [FS#4798] (r23012)
- Fix: When the last used server is deleted from the list also clear the last used server if it is the same [FS#4791] (r23011)
- Fix: [NewGRF] Make sure temporary storage is cleared before test and exec runs for DoCommands so NewGRF callbacks cannot change the result between the runs (r22996)
- Fix: [NewGRF] Tile was cleared before the object-placement callback was run, resulting in possible differences in test and exec run [FS#4775] (r22994)
This commit is contained in:
rubidium
2011-10-22 20:45:19 +00:00
parent c1359d6d8a
commit 83d41e122c
4 changed files with 27 additions and 9 deletions
+19 -3
View File
@@ -205,7 +205,9 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
/* 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) {
@@ -214,7 +216,7 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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));
} else {
/* Can't build on water owned by another company. */
Owner o = GetTileOwner(t);
@@ -223,7 +225,7 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
} 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));
cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR));
}
}
@@ -244,6 +246,20 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
return_cmd_error(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. */
TILE_AREA_LOOP(t, ta) {
if (HasTileWaterGround(t)) {
if (!IsWaterTile(t)) {
DoCommand(t, 0, 0, (flags & ~DC_NO_WATER) | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
}
} else {
DoCommand(t, 0, 0, flags | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
}
}
}
}
if (cost.Failed()) return cost;