# HG changeset patch # User rubidium # Date 2007-05-28 21:32:26 # Node ID f8fec7dde1f2029573ed4fee586a6877ec3cb489 # Parent c2ad29cc73ae115bd4b17bdb42f4f36e0e8e224c (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. diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -1325,7 +1325,14 @@ static void ChangeTileOwner_TunnelBridge 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); + } } }