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