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@ -1984,18 +1984,19 @@ static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
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/* Allow towns everywhere when we don't build roads */
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/* Allow towns everywhere when we don't build roads */
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
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/* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
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/* Compute relative position of tile. (Positive offsets are towards north) */
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* so to do only one memory access, use MapSize() */
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TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
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uint dx = MapSize() + TileX(t->xy) - TileX(tile);
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uint dy = MapSize() + TileY(t->xy) - TileY(tile);
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switch (t->layout) {
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switch (t->layout) {
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case TL_2X2_GRID:
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case TL_2X2_GRID:
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if ((dx % 3) != 0 || (dy % 3) != 0) return false;
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grid_pos.x %= 3;
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grid_pos.y %= 3;
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if ((grid_pos.x != 2 && grid_pos.x != -1) ||
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(grid_pos.y != 2 && grid_pos.y != -1)) return false;
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break;
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break;
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case TL_3X3_GRID:
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case TL_3X3_GRID:
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if ((dx % 4) < 2 || (dy % 4) < 2) return false;
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if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
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break;
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break;
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default:
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default:
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