(svn r1831) -Fix: Scenario Editor now handles human-made roads better (try to build

a city layout before placing the city, finally that works very nice)
This commit is contained in:
truelight 2005-02-06 20:29:32 +00:00
parent 2bd8df54e1
commit cc8fc19d4a
2 changed files with 11 additions and 10 deletions

View File

@ -966,13 +966,6 @@ static void TileLoop_Road(uint tile)
grp = 0;
if (t != NULL) {
/* In SE, set the owner to OWNER_TOWN */
if (_game_mode == GM_EDITOR && _map_owner[tile] != OWNER_TOWN) {
_map_owner[tile] = OWNER_TOWN;
/* XXX - This line is not perfect, any suggestions? */
_map2[tile] = ClosestTownFromTile(tile, (uint)-1)->index;
}
grp = GetTownRadiusGroup(t, tile);
// Show an animation to indicate road work

View File

@ -729,9 +729,17 @@ static int GrowTownAtRoad(Town *t, uint tile)
do block = Random() & 3; while (!HASBIT(mask,block));
tile += ToTileIndexDiff(_roadblock_tileadd[block]);
/* Don't allow building over roads of other cities */
if (IsTileType(tile, MP_STREET) && _map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t)
_grow_town_result = -1;
if (IsTileType(tile, MP_STREET)) {
/* Don't allow building over roads of other cities */
if (_map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t)
_grow_town_result = -1;
else if (_game_mode == GM_EDITOR) {
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
* owner :) (happy happy happy road now) */
_map_owner[tile] = OWNER_TOWN;
_map2[tile] = t->index;
}
}
// Max number of times is checked.
} while (--_grow_town_result >= 0);