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(svn r4825) - Fix [clone FS#159]: Game crashes when cloning reaches train-limit.

This commit is contained in:
bjarni
2006-05-11 12:42:24 +00:00
parent 0bbd367245
commit 06156142d4
2 changed files with 12 additions and 5 deletions

View File

@@ -700,6 +700,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin
* @param tile tile of the depot where rail-vehicle is built
* @param p1 engine type id
* @param p2 bit 0 prevents any free cars from being added to the train
* bit 1 when set, the train will get number 0, otherwise it will get a free number
*/
int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
@@ -743,10 +744,14 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v = vl[0];
unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (HASBIT(p2, 1)) {
// no number is needed, so we assign 0. The engine is likely intended for a train with more than one engine
unit_num = 0;
} else {
unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];