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(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.
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parent
908adfc191
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0554031514
24
town_cmd.c
24
town_cmd.c
@ -385,9 +385,20 @@ void OnTick_Town()
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}
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static inline byte GetTownRoadBitsByTile(TileIndex tile) {
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byte b = GetRoadBitsByTile(tile);
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/* Don't get fooled and check if we didn't hit a station.
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* That little roadstation pinkeye returns nonzero
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* GetRoadBitsByTile(), but the road doesn't really go through
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* it (nor can we extend it at that place, but it is reasonable
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* to build a road along the station). */
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return IS_TILETYPE(tile, MP_STATION) ? 0 : b;
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}
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static byte GetTownRoadMask(TileIndex tile)
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{
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byte b = GetRoadBitsByTile(tile);
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byte b = GetTownRoadBitsByTile(tile);
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byte r=0;
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if (b&1) r|=10;
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if (b&2) r|=5;
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@ -408,15 +419,8 @@ static bool IsRoadAllowedHere(uint tile, int dir)
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TILE_ASSERT(tile);
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for(;;) {
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// Check if we didn't hit a station. That little roadstation
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// pinkeye returns nonzero GetRoadBitsByTile(), but the road
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// doesn't really go through it (nor can we extend it at
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// that place).
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if (IS_TILETYPE(tile, MP_STATION))
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return false;
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// Check if there already is a road at this point?
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if (GetRoadBitsByTile(tile) == 0) {
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if (GetTownRoadBitsByTile(tile) == 0) {
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// No, try to build one in the direction.
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// if that fails clear the land, and if that fails exit.
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// This is to make sure that we can build a road here later.
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@ -741,7 +745,7 @@ bool GrowTown(Town *t)
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tile = t->xy;
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ptr = _town_coord_mod;
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do {
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if (GetRoadBitsByTile(tile) != 0) {
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if (GetTownRoadBitsByTile(tile) != 0) {
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int r = GrowTownAtRoad(t, tile);
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_current_player = old_player;
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return r;
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