(svn r12919) -Fix [FS#1965]: flood road tiles even when there are road works in progress

pull/155/head
smatz 16 years ago
parent 49ded3f2c3
commit 0ddb481a33

@ -233,7 +233,7 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
const RoadBits other = GetOtherRoadBits(tile, rt);
const Foundation f = GetRoadFoundation(tileh, present);
if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
if (HasRoadWorks(tile) && _current_player != OWNER_WATER) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
/* Autocomplete to a straight road
* @li on steep slopes
@ -260,6 +260,16 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
if (town_check) ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM);
if (flags & DC_EXEC) {
if (HasRoadWorks(tile)) {
/* flooding tile with road works, don't forget to remove the effect vehicle too */
assert(_current_player == OWNER_WATER);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_EFFECT && TileVirtXY(v->x_pos, v->y_pos) == tile) {
delete v;
}
}
}
if (present == ROAD_NONE) {
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {

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