From 5ac10d4d2b3ba04ad7a0c5962f2a70836a968de1 Mon Sep 17 00:00:00 2001 From: rubidium Date: Mon, 28 May 2007 21:32:26 +0000 Subject: (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. --- src/tunnelbridge_cmd.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'src') diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp index 96a00160a..81ebff29d 100644 --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -1325,7 +1325,14 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, Pl if (new_player != PLAYER_SPECTATOR) { SetTileOwner(tile, new_player); } 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); + } } } -- cgit v1.2.3-70-g09d2