(svn r2066) - Fix: [ 1164248 ] game crash while AI builds bridge. Also protect bridge building against invalid bridges and some safeguards when drawing.

pull/155/head
Darkvater 20 years ago
parent 44d901dba7
commit 4089c85653

@ -1976,7 +1976,7 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
}
// Is building a (rail)bridge possible at this place (type doesn't matter)?
if (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8,
if (DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR)
return;
AiBuildRailRecursive(arf, tile_new, dir2);
@ -2139,16 +2139,16 @@ static void AiBuildRailConstruct(Player *p)
unnecessary to check for worse bridge (i=0), since AI will always build that.
AI is so fucked up that fixing this small thing will probably not solve a thing
*/
for(i = 10 + (p->ai.railtype_to_use << 8); i != 0; i--) {
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO, CMD_BUILD_BRIDGE);
int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (cost != CMD_ERROR && cost < (p->player_money >> 5))
break;
}
}
// Build it
DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
p->ai.cur_tile_a = arf.bridge_end_tile;
p->ai.state_counter = 0;

@ -724,7 +724,7 @@ static const uint32 * const _bridge_sprite_table_12[] = {
_bridge_sprite_table_3_6,
};
static const uint32 * const * const _bridge_sprite_table[] = {
static const uint32 * const * const _bridge_sprite_table[MAX_BRIDGES] = {
_bridge_sprite_table_0,
_bridge_sprite_table_1,
_bridge_sprite_table_2,

@ -197,6 +197,9 @@ int32 CmdBuildBridge(int x, int y, uint32 flags, uint32 p1, uint32 p2)
direction = 0;
if (bridge_type >= MAX_BRIDGES) // out of bounds bridge
return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
if (x == sx) {
if (y == sy)
@ -1046,7 +1049,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
}
// bridge ending.
b = _bridge_sprite_table[_map2[ti->tile]>>4][6];
b = _bridge_sprite_table[(_map2[ti->tile] >> 4) & 0xF][6];
b += (tmp&(3<<1))*4; /* actually ((tmp>>2)&3)*8 */
b += (tmp&1); // direction
if (ti->tileh == 0) b += 4; // sloped "entrance" ?
@ -1106,7 +1109,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
DrawGroundSprite(image);
}
// get bridge sprites
b = _bridge_sprite_table[_map2[ti->tile]>>4][_map2[ti->tile]&0xF] + tmp * 4;
b = _bridge_sprite_table[(_map2[ti->tile] >> 4) & 0xF][_map2[ti->tile]&0xF] + tmp * 4;
z = GetBridgeHeight(ti) + 5;

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