@@ -771,22 +771,22 @@ CommandCost CheckBuildableTile(TileIndex
}
/**
* Tries to clear the given area.
* @param tile_area Area to check.
* Checks if an airport can be built at the given location and clear the area.
* @param tile_iter Airport tile iterator.
* @param flags Operation to perform.
* @return The cost in case of success, or an error code if it failed.
*/
CommandCost CheckFlatLand(TileArea tile_area, DoCommandFlag flags)
static CommandCost CheckFlatLandAirport(AirportTileTableIterator tile_iter, DoCommandFlag flags)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
int allowed_z = -1;
TILE_AREA_LOOP(tile_cur, tile_area) {
CommandCost ret = CheckBuildableTile(tile_cur, 0, allowed_z, true);
for (; tile_iter != INVALID_TILE; ++tile_iter) {
CommandCost ret = CheckBuildableTile(tile_iter, 0, allowed_z, true);
if (ret.Failed()) return ret;
cost.AddCost(ret);
ret = DoCommand(tile_cur, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
ret = DoCommand(tile_iter, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
@@ -2218,11 +2218,11 @@ CommandCost CmdBuildAirport(TileIndex ti
return_cmd_error(STR_ERROR_STATION_TOO_SPREAD_OUT);
CommandCost cost = CheckFlatLand(airport_area, flags);
AirportTileTableIterator iter(as->table[layout], tile);
CommandCost cost = CheckFlatLandAirport(iter, flags);
if (cost.Failed()) return cost;
/* The noise level is the noise from the airport and reduce it to account for the distance to the town center. */
Town *nearest = AirportGetNearestTown(as, iter);
uint newnoise_level = GetAirportNoiseLevelForTown(as, iter, nearest->xy);
Status change: