(svn r830) Move the MP_STATION roadbits guard to GetTownRoadBitsByTile() wrapper of GetRoadBitsByTile(). This should really and for once fix the road-behind-road-station bug.

pull/155/head
pasky 20 years ago
parent 908adfc191
commit 0554031514

@ -385,9 +385,20 @@ void OnTick_Town()
}
static inline byte GetTownRoadBitsByTile(TileIndex tile) {
byte b = GetRoadBitsByTile(tile);
/* Don't get fooled and check if we didn't hit a station.
* That little roadstation pinkeye returns nonzero
* GetRoadBitsByTile(), but the road doesn't really go through
* it (nor can we extend it at that place, but it is reasonable
* to build a road along the station). */
return IS_TILETYPE(tile, MP_STATION) ? 0 : b;
}
static byte GetTownRoadMask(TileIndex tile)
{
byte b = GetRoadBitsByTile(tile);
byte b = GetTownRoadBitsByTile(tile);
byte r=0;
if (b&1) r|=10;
if (b&2) r|=5;
@ -408,15 +419,8 @@ static bool IsRoadAllowedHere(uint tile, int dir)
TILE_ASSERT(tile);
for(;;) {
// Check if we didn't hit a station. That little roadstation
// pinkeye returns nonzero GetRoadBitsByTile(), but the road
// doesn't really go through it (nor can we extend it at
// that place).
if (IS_TILETYPE(tile, MP_STATION))
return false;
// Check if there already is a road at this point?
if (GetRoadBitsByTile(tile) == 0) {
if (GetTownRoadBitsByTile(tile) == 0) {
// No, try to build one in the direction.
// if that fails clear the land, and if that fails exit.
// This is to make sure that we can build a road here later.
@ -741,7 +745,7 @@ bool GrowTown(Town *t)
tile = t->xy;
ptr = _town_coord_mod;
do {
if (GetRoadBitsByTile(tile) != 0) {
if (GetTownRoadBitsByTile(tile) != 0) {
int r = GrowTownAtRoad(t, tile);
_current_player = old_player;
return r;

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