(svn r19436) -Fix: With certain game settings one could clear tiles for free when building long roads.

This commit is contained in:
frosch 2010-03-16 17:54:10 +00:00
parent 05d29d8a3d
commit 7bf13ea692

View File

@ -608,7 +608,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
default: { default: {
do_clear:; do_clear:;
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); CommandCost ret = DoCommand(tile, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret; if (ret.Failed()) return ret;
cost.AddCost(ret); cost.AddCost(ret);
tile_cleared = true; tile_cleared = true;
@ -661,6 +661,10 @@ do_clear:;
} }
if (flags & DC_EXEC) { if (flags & DC_EXEC) {
/* CmdBuildLongRoad calls us directly with DC_EXEC, so we may only clear the tile after all
* fail/success tests have been done. */
if (tile_cleared) DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
switch (GetTileType(tile)) { switch (GetTileType(tile)) {
case MP_ROAD: { case MP_ROAD: {
RoadTileType rtt = GetRoadTileType(tile); RoadTileType rtt = GetRoadTileType(tile);