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@ -166,12 +166,13 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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bool allow_water = (spec->flags & (OBJECT_FLAG_BUILT_ON_WATER | OBJECT_FLAG_NOT_ON_LAND)) != 0;
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bool allow_ground = (spec->flags & OBJECT_FLAG_NOT_ON_LAND) == 0;
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TILE_AREA_LOOP(t, ta) {
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if (IsWaterTile(t)) {
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if (HasTileWaterClass(t) && IsTileOnWater(t)) {
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if (!allow_water) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
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/* For water tiles we want to "just" check whether the tile is water and
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* can be cleared, i.e. it's not filled. We won't be paying though. */
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CommandCost ret = DoCommand(t, 0, 0, flags & ~(DC_EXEC | DC_NO_WATER), CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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if (!IsWaterTile(t)) {
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/* Normal water tiles don't have to be cleared. For all other tile types clear
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* the tile but leave the water. */
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cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
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}
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} else {
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if (!allow_ground) return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER);
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/* For non-water tiles, we'll have to clear it before building. */
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