Mercurial > hg > openttd
changeset 16051:fa9a88329064 draft
(svn r20744) -Fix: overbuilding an object with water under it failed
author | yexo <yexo@openttd.org> |
---|---|
date | Sun, 05 Sep 2010 14:53:20 +0000 |
parents | 2f4db320e4bf |
children | 31ffe6e4f1e5 |
files | src/object_cmd.cpp |
diffstat | 1 files changed, 6 insertions(+), 5 deletions(-) [+] |
line wrap: on
line diff
--- a/src/object_cmd.cpp +++ b/src/object_cmd.cpp @@ -166,12 +166,13 @@ 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) { - if (IsWaterTile(t)) { + if (HasTileWaterClass(t) && IsTileOnWater(t)) { if (!allow_water) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); - /* For water tiles we want to "just" check whether the tile is water and - * can be cleared, i.e. it's not filled. We won't be paying though. */ - CommandCost ret = DoCommand(t, 0, 0, flags & ~(DC_EXEC | DC_NO_WATER), CMD_LANDSCAPE_CLEAR); - if (ret.Failed()) return ret; + 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)); + } } 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. */