(svn r2066) - Fix: [ 1164248 ] game crash while AI builds bridge. Also protect bridge building against invalid bridges and some safeguards when drawing.

This commit is contained in:
Darkvater
2005-03-25 17:30:54 +00:00
parent 05dbeaeba4
commit 7da3b3b92d
3 changed files with 10 additions and 7 deletions

8
ai.c
View File

@@ -1976,7 +1976,7 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
}
// Is building a (rail)bridge possible at this place (type doesn't matter)?
if (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8,
if (DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR)
return;
AiBuildRailRecursive(arf, tile_new, dir2);
@@ -2139,16 +2139,16 @@ static void AiBuildRailConstruct(Player *p)
unnecessary to check for worse bridge (i=0), since AI will always build that.
AI is so fucked up that fixing this small thing will probably not solve a thing
*/
for(i = 10 + (p->ai.railtype_to_use << 8); i != 0; i--) {
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO, CMD_BUILD_BRIDGE);
int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (cost != CMD_ERROR && cost < (p->player_money >> 5))
break;
}
}
// Build it
DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
p->ai.cur_tile_a = arf.bridge_end_tile;
p->ai.state_counter = 0;