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(svn r22899) -Add: Allow towns to build bridges over canals and rivers.
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@ -971,12 +971,11 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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assert(bridge_dir < DIAGDIR_END);
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const Slope slope = GetTileSlope(tile, NULL);
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if (slope == SLOPE_FLAT) return false; // no slope, no bridge
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/* Make sure the direction is compatible with the slope.
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* Well we check if the slope has an up bit set in the
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* reverse direction. */
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if (slope & InclinedSlope(bridge_dir)) return false;
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if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
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/* Assure that the bridge is connectable to the start side */
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if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
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@ -986,13 +985,25 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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TileIndex bridge_tile = tile; // Used to store the other waterside
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const int delta = TileOffsByDiagDir(bridge_dir);
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do {
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if (bridge_length++ >= 11) {
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/* Max 11 tile long bridges */
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return false;
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}
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bridge_tile += delta;
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} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
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if (slope == SLOPE_FLAT) {
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/* Bridges starting on flat tiles are only allowed when crossing rivers. */
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do {
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if (bridge_length++ >= 4) {
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/* Allow to cross rivers, not big lakes. */
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return false;
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}
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bridge_tile += delta;
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} while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
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} else {
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do {
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if (bridge_length++ >= 11) {
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/* Max 11 tile long bridges */
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return false;
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}
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bridge_tile += delta;
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} while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
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}
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/* no water tiles in between? */
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if (bridge_length == 1) return false;
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