diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index 29cf766fea..fcd6fafcab 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1695,7 +1695,7 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do *ip = NULL; - SmallVector object_areas(_cleared_object_areas); + SmallVector 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 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin if (num >= count) return CMD_ERROR; CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE); - SmallVector object_areas(_cleared_object_areas); + SmallVector object_areas(_cleared_object_areas); do { if (--count < 0) return ret; if (--num < 0) num = indspec->num_table - 1; diff --git a/src/landscape.cpp b/src/landscape.cpp index e6c5bd5df0..e69dcab827 100644 --- 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 @@ void ClearSnowLine() 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 @@ CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 for (int x = sx; x <= ex; ++x) { for (int y = sy; y <= ey; ++y) { - SmallVector 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; diff --git a/src/object_base.h b/src/object_base.h index fe889073b7..3ca3da1110 100644 --- a/src/object_base.h +++ b/src/object_base.h @@ -87,6 +87,14 @@ protected: #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 _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 _cleared_object_areas; #endif /* OBJECT_BASE_H */ diff --git a/src/object_cmd.cpp b/src/object_cmd.cpp index f945a970f5..291eaae9f5 100644 --- a/src/object_cmd.cpp +++ b/src/object_cmd.cpp @@ -347,7 +347,7 @@ static void ReallyClearObjectTile(Object *o) delete o; } -SmallVector _cleared_object_areas; +SmallVector _cleared_object_areas; static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags) { @@ -358,7 +358,9 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags) 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!