src/tunnelbridge_cmd.cpp
changeset 9652 0405e98d8e96
parent 9642 0a700db0611c
child 9689 0a506f06cbd2
equal deleted inserted replaced
9651:1285c0b3a4de 9652:0405e98d8e96
   450 
   450 
   451 	/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
   451 	/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
   452 	 * It's unnecessary to execute this command every time for every bridge. So it is done only
   452 	 * It's unnecessary to execute this command every time for every bridge. So it is done only
   453 	 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
   453 	 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
   454 	 */
   454 	 */
   455 	if (!(flags & DC_QUERY_COST) || (IsValidPlayer(_current_player) && GetPlayer(_current_player)->is_ai)) {
   455 	if (!(flags & DC_QUERY_COST) || (IsValidPlayerID(_current_player) && GetPlayer(_current_player)->is_ai)) {
   456 		bridge_len += 2; // begin and end tiles/ramps
   456 		bridge_len += 2; // begin and end tiles/ramps
   457 
   457 
   458 		if (IsValidPlayer(_current_player) && !_is_old_ai_player)
   458 		if (IsValidPlayerID(_current_player) && !_is_old_ai_player)
   459 			bridge_len = CalcBridgeLenCostFactor(bridge_len);
   459 			bridge_len = CalcBridgeLenCostFactor(bridge_len);
   460 
   460 
   461 		cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);
   461 		cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);
   462 
   462 
   463 		/* Aqueducts are a little more expensive. */
   463 		/* Aqueducts are a little more expensive. */