(svn r11276) -Codechange: be more consistent with naming of some accessors.
-Fix: make sure canals are never owned by water. Based on a patch by boekabart.
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@@ -933,7 +933,7 @@ static bool GrowTownWithBridge(const Town *t, TileIndex tile, RoadBits rcmd)
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return false;
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}
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bridge_tile = TILE_MASK(bridge_tile + TileOffsByDiagDir(bridge_dir));
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} while (IsClearWaterTile(bridge_tile));
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} while (IsWaterTile(bridge_tile));
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/* no water tiles in between? */
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if (bridge_length == 1) return false;
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@@ -1072,7 +1072,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
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/* Don't walk into water. */
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if (IsClearWaterTile(house_tile)) return;
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if (IsWaterTile(house_tile)) return;
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switch (_patches.town_layout) {
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default: NOT_REACHED();
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@@ -1121,7 +1121,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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}
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/* Return if a water tile */
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if (IsClearWaterTile(tile)) return;
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if (IsWaterTile(tile)) return;
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/* Make the roads look nicer */
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rcmd = CleanUpRoadBits(tile, rcmd);
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