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-rw-r--r--road_cmd.c7
-rw-r--r--town_cmd.c14
2 files changed, 11 insertions, 10 deletions
diff --git a/road_cmd.c b/road_cmd.c
index a9b2ef350..5b221c9d6 100644
--- a/road_cmd.c
+++ b/road_cmd.c
@@ -966,13 +966,6 @@ static void TileLoop_Road(uint tile)
grp = 0;
if (t != NULL) {
- /* In SE, set the owner to OWNER_TOWN */
- if (_game_mode == GM_EDITOR && _map_owner[tile] != OWNER_TOWN) {
- _map_owner[tile] = OWNER_TOWN;
- /* XXX - This line is not perfect, any suggestions? */
- _map2[tile] = ClosestTownFromTile(tile, (uint)-1)->index;
- }
-
grp = GetTownRadiusGroup(t, tile);
// Show an animation to indicate road work
diff --git a/town_cmd.c b/town_cmd.c
index 7c9737a05..0c7a16756 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -729,9 +729,17 @@ static int GrowTownAtRoad(Town *t, uint tile)
do block = Random() & 3; while (!HASBIT(mask,block));
tile += ToTileIndexDiff(_roadblock_tileadd[block]);
- /* Don't allow building over roads of other cities */
- if (IsTileType(tile, MP_STREET) && _map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t)
- _grow_town_result = -1;
+ if (IsTileType(tile, MP_STREET)) {
+ /* Don't allow building over roads of other cities */
+ if (_map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t)
+ _grow_town_result = -1;
+ else if (_game_mode == GM_EDITOR) {
+ /* If we are in the SE, and this road-piece has no town owner yet, it just found an
+ * owner :) (happy happy happy road now) */
+ _map_owner[tile] = OWNER_TOWN;
+ _map2[tile] = t->index;
+ }
+ }
// Max number of times is checked.
} while (--_grow_town_result >= 0);