(svn r9966) -Fix: bridges and tunnels were not always removed on bankruptcy, thus leaving tunnels/bridges with an invalid owner that would crash the game when clicking with the query tool on them.

This commit is contained in:
rubidium 2007-05-28 21:32:26 +00:00
parent c5d073a84f
commit df1bbe55e2

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@ -1325,7 +1325,14 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, Pl
if (new_player != PLAYER_SPECTATOR) { if (new_player != PLAYER_SPECTATOR) {
SetTileOwner(tile, new_player); SetTileOwner(tile, new_player);
} else { } else {
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
/* When clearing the bridge/tunnel failed there are still vehicles on/in
* the bridge/tunnel. As all *our* vehicles are already removed, they
* must be of another owner. Therefor this must be a road bridge/tunnel.
* In that case we can safely reassign the ownership to OWNER_NONE. */
assert((IsTunnel(tile) ? GetTunnelTransportType(tile) : GetBridgeTransportType(tile)) == TRANSPORT_ROAD);
SetTileOwner(tile, OWNER_NONE);
}
} }
} }