--- a/town_cmd.c Fri Nov 26 21:52:18 2004 +0000
+++ b/town_cmd.c Fri Nov 26 22:21:12 2004 +0000
@@ -385,9 +385,20 @@
}
+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 @@
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 @@
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;