@@ -34,14 +34,3 @@ RoadBits GetAnyRoadBits(TileIndex tile,
default: return ROAD_NONE;
}
TrackBits GetAnyRoadTrackBits(TileIndex tile, RoadType rt)
{
/* Don't allow local authorities to build roads through road depots or road stops. */
if (IsRoadDepotTile(tile) || (IsTileType(tile, MP_STATION) && !IsDriveThroughStopTile(tile)) || !HasTileRoadType(tile, rt)) {
return TRACK_BIT_NONE;
return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, RoadTypeToRoadTypes(rt)));
@@ -362,16 +362,6 @@ static inline DiagDirection GetRoadDepot
RoadBits GetAnyRoadBits(TileIndex tile, RoadType rt, bool straight_tunnel_bridge_entrance = false);
/**
* Get the accessible track bits for the given tile.
* Special behaviour:
* - road depots: no track bits
* - non-drive-through stations: no track bits
* @param tile the tile to get the track bits for
* @return the track bits for the given tile
*/
TrackBits GetAnyRoadTrackBits(TileIndex tile, RoadType rt);
* Return if the tile is a valid tile for a crossing.
*
* @note function is overloaded
@@ -698,17 +698,9 @@ void OnTick_Town()
static RoadBits GetTownRoadBits(TileIndex tile)
TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
RoadBits r = ROAD_NONE;
if (b == TRACK_BIT_NONE) return r;
if (b & TRACK_BIT_X) r |= ROAD_X;
if (b & TRACK_BIT_Y) r |= ROAD_Y;
if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW;
if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
return r;
if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
@@ -757,7 +749,7 @@ static bool IsNeighborRoadTile(TileIndex
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
if (DistanceFromEdge(tile) == 0) return false;
Slope cur_slope, desired_slope;
@@ -905,14 +897,24 @@ static RoadBits GetTownRoadGridElement(T
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
/* We can't look further than that. */
if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
uint counter = 0; // counts the house neighbor tiles
/* Check the tiles E,N,W and S of the current tile for houses */
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
/* Count both void and house tiles for checking whether there
* are enough houses in the area. This to make it likely that
* houses get build up to the edge of the map. */
switch (GetTileType(TileAddByDiagDir(tile, dir))) {
case MP_HOUSE:
case MP_VOID:
counter++;
break;
default:
/* If there are enough neighbors stop here */
if (counter >= 3) {
@@ -1115,7 +1117,7 @@ static void GrowTownInTile(TileIndex *ti
/* Don't walk into water. */
if (IsWaterTile(house_tile)) return;
if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
if (!IsValidTile(house_tile)) return;
if (_settings_game.economy.allow_town_roads || _generating_world) {
switch (t1->layout) {
Status change: