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-rw-r--r--src/object_cmd.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/object_cmd.cpp b/src/object_cmd.cpp
index 291eaae9f..cedec4188 100644
--- a/src/object_cmd.cpp
+++ b/src/object_cmd.cpp
@@ -166,12 +166,13 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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. */