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-rw-r--r--town_cmd.c24
1 files changed, 14 insertions, 10 deletions
diff --git a/town_cmd.c b/town_cmd.c
index c913567de..5aa1bc2a3 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -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;