From 188352ea3e8c0ea27518f5b5a436fa2d982eeefd Mon Sep 17 00:00:00 2001 From: Darkvater Date: Sun, 22 Jan 2006 17:17:11 +0000 Subject: [PATCH] (svn r3419) - Fix: [FS#40] (Possible) game crash on removing track/road under bridge. This was caused by a wrong tile-occupancy testing where it was assumed that a vehicle's height is only a multitude of 8 (a single height-difference). This is incorrect as a vehicle on a slope will assume all height levels between the lower-and upper-bounds. The crash is still possible as seen in the Flyspray bugreport but this has a different cause. --- vehicle.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/vehicle.c b/vehicle.c index 8e31115521..bd69f6c95f 100644 --- a/vehicle.c +++ b/vehicle.c @@ -128,8 +128,8 @@ static void *EnsureNoVehicleProcZ(Vehicle *v, void *data) { const TileInfo *ti = data; - if (v->tile != ti->tile || v->z_pos != ti->z || v->type == VEH_Disaster) - return NULL; + if (v->tile != ti->tile || v->type == VEH_Disaster) return NULL; + if (v->z_pos != ti->z && abs(ti->z - v->z_pos) >= 8) return NULL; VehicleInTheWayErrMsg(v); return v; @@ -151,8 +151,8 @@ bool EnsureNoVehicleZ(TileIndex tile, byte z) { TileInfo ti; - FindLandscapeHeightByTile(&ti, tile); - ti.z = z + Correct_Z(ti.tileh); + ti.tile = tile; + ti.z = z + GetCorrectTileHeight(tile); return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL; }