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@ -614,22 +614,22 @@ CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
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do_clear = true;
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cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
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}
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for (uint i = 0; i < _cleared_object_areas.Length(); i++) {
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/* If this tile was the first tile which caused object destruction, always
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* pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
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if (_cleared_object_areas[i].first_tile == tile) break;
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const ClearedObjectArea *coa = FindClearedObject(tile);
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/* If this tile was the first tile which caused object destruction, always
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* pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
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if (coa != NULL && coa->first_tile != tile) {
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/* If this tile belongs to an object which was already cleared via another tile, pretend it has been
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* already removed.
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* However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
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if (_cleared_object_areas[i].area.Intersects(TileArea(tile, 1, 1))) {
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/* If a object is removed, it leaves either bare land or water. */
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if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
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return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
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}
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if (do_clear && (flags & DC_EXEC)) DoClearSquare(tile);
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return cost;
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/* If a object is removed, it leaves either bare land or water. */
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if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
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return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
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}
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if (do_clear && (flags & DC_EXEC)) DoClearSquare(tile);
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return cost;
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}
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cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags));
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if (do_clear && (flags & DC_EXEC)) DoClearSquare(tile);
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