# HG changeset patch # User smatz # Date 2008-04-29 16:36:44 # Node ID 925f96cda5d56678c78405cf5412f01b23b72cea # Parent c0a955922fe182f3c7a800244d9fec5c797d1e6f (svn r12919) -Fix [FS#1965]: flood road tiles even when there are road works in progress diff --git a/src/road_cmd.cpp b/src/road_cmd.cpp --- a/src/road_cmd.cpp +++ b/src/road_cmd.cpp @@ -233,7 +233,7 @@ static CommandCost RemoveRoad(TileIndex 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 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) {