mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r15340) -Fix [FS#2121]: changing town road layout in-game caused ugly road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore -Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
This commit is contained in:
parent
030984a763
commit
832e392855
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@ -443,13 +443,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_GENERATE_BUTTON: // Generate
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MakeNewgameSettingsLive();
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if (_settings_game.economy.town_layout == TL_NO_ROADS) {
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ShowQuery(
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STR_TOWN_LAYOUT_WARNING_CAPTION,
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STR_TOWN_LAYOUT_WARNING_MESSAGE,
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this,
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LandscapeGenerationCallback);
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} else if (mode == GLWP_HEIGHTMAP &&
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if (mode == GLWP_HEIGHTMAP &&
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(this->x * 2 < (1U << _settings_newgame.game_creation.map_x) ||
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this->x / 2 > (1U << _settings_newgame.game_creation.map_x) ||
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this->y * 2 < (1U << _settings_newgame.game_creation.map_y) ||
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@ -685,10 +679,6 @@ void ShowHeightmapLoad()
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void StartScenarioEditor()
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{
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if (_settings_newgame.economy.town_layout == TL_NO_ROADS) {
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_settings_newgame.economy.town_layout = TL_ORIGINAL;
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}
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StartGeneratingLandscape(GLWP_SCENARIO);
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}
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@ -1191,14 +1191,13 @@ STR_CONFIG_PATCHES_CYCLE_SIGNAL_NORMAL :Block signals o
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STR_CONFIG_PATCHES_CYCLE_SIGNAL_PBS :Path signals only
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STR_CONFIG_PATCHES_CYCLE_SIGNAL_ALL :All
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STR_CONFIG_PATCHES_TOWN_LAYOUT_INVALID :{WHITE}The town layout "no more roads" isn't valid in the scenario editor
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STR_CONFIG_PATCHES_TOWN_LAYOUT :{LTBLUE}Select town-road layout: {ORANGE}{STRING1}
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STR_CONFIG_PATCHES_TOWN_LAYOUT_NO_ROADS :no more roads
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STR_CONFIG_PATCHES_TOWN_LAYOUT_DEFAULT :default
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STR_CONFIG_PATCHES_TOWN_LAYOUT :{LTBLUE}Road layout for new towns: {ORANGE}{STRING1}
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STR_CONFIG_PATCHES_TOWN_LAYOUT_DEFAULT :original
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STR_CONFIG_PATCHES_TOWN_LAYOUT_BETTER_ROADS :better roads
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STR_CONFIG_PATCHES_TOWN_LAYOUT_2X2_GRID :2x2 grid
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STR_CONFIG_PATCHES_TOWN_LAYOUT_3X3_GRID :3x3 grid
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STR_CONFIG_PATCHES_TOWN_LAYOUT_RANDOM :random
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STR_CONFIG_PATCHES_ALLOW_TOWN_ROADS :{LTBLUE}Towns are allowed to build roads: {ORANGE}{STRING1}
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STR_CONFIG_PATCHES_TOOLBAR_POS :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1}
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STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT :Left
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@ -3470,8 +3469,6 @@ STR_SNOW_LINE_QUERY_CAPT :{WHITE}Change s
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STR_START_DATE_QUERY_CAPT :{WHITE}Change starting year
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STR_HEIGHTMAP_SCALE_WARNING_CAPTION :{WHITE}Scale warning
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STR_HEIGHTMAP_SCALE_WARNING_MESSAGE :{YELLOW}Resizing source map too much is not recommended. Continue with the generation?
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STR_TOWN_LAYOUT_WARNING_CAPTION :{WHITE}Town layout warning
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STR_TOWN_LAYOUT_WARNING_MESSAGE :{YELLOW}The town layout "no more roads" is not recommended. Continue with the generation?
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STR_HEIGHTMAP_NAME :{BLACK}Heightmap name:
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STR_HEIGHTMAP_SIZE :{BLACK}Size: {ORANGE}{NUM} x {NUM}
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STR_GENERATION_WORLD :{WHITE}Generating world...
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@ -5307,7 +5307,7 @@ static void InitializeGRFSpecial()
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_ttdpatch_flags[3] = (0 << 0x00) // newcargodistribution
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| (1 << 0x01) // windowsnap
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| ((_settings_game.economy.town_layout == TL_NO_ROADS ? 1 : 0) << 0x02) // townbuildnoroad
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| ((_settings_game.economy.allow_town_roads || _generating_world ? 0 : 1) << 0x02) // townbuildnoroad
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| (1 << 0x03) // pathbasedsignalling
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| (0 << 0x04) // aichoosechance
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| (1 << 0x05) // resolutionwidth
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@ -482,8 +482,6 @@ bool AfterLoadGame()
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/* Update all waypoints */
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if (CheckSavegameVersion(12)) FixOldWaypoints();
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AfterLoadTown();
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/* make sure there is a town in the game */
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if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, UINT_MAX)) {
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SetSaveLoadError(STR_NO_TOWN_IN_SCENARIO);
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@ -1694,6 +1692,36 @@ bool AfterLoadGame()
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}
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}
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if (CheckSavegameVersion(113)) {
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/* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
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if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
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_settings_game.economy.allow_town_roads = false;
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_settings_game.economy.town_layout = TL_BETTER_ROADS;
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} else {
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_settings_game.economy.allow_town_roads = true;
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_settings_game.economy.town_layout = _settings_game.economy.town_layout - 1;
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}
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/* Initialize layout of all towns. Older versions were using different
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* generator for random town layout, use it if needed. */
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Town *t;
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FOR_ALL_TOWNS(t) {
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if (_settings_game.economy.town_layout != TL_RANDOM) {
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t->layout = _settings_game.economy.town_layout;
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continue;
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}
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/* Use old layout randomizer code */
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byte layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
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switch (layout) {
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default: break;
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case 5: layout = 1; break;
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case 0: layout = 2; break;
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}
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t->layout = layout - 1;
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}
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}
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GamelogPrintDebug(1);
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bool ret = InitializeWindowsAndCaches();
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@ -38,7 +38,7 @@
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#include "saveload_internal.h"
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extern const uint16 SAVEGAME_VERSION = 112;
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extern const uint16 SAVEGAME_VERSION = 113;
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SavegameType _savegame_type; ///< type of savegame we are loading
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@ -21,7 +21,6 @@ void FixOldWaypoints();
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void AfterLoadWaypoints();
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void AfterLoadVehicles(bool part_of_load);
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void AfterLoadStations();
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void AfterLoadTown();
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void UpdateHousesAndTowns();
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void UpdateOldAircraft();
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@ -127,6 +127,7 @@ static const SaveLoad _town_desc[] = {
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SLE_CONDVAR(Town, exclusive_counter, SLE_UINT8, 2, SL_MAX_VERSION),
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SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
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SLE_CONDVAR(Town, layout, SLE_UINT8, 113, SL_MAX_VERSION),
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/* reserve extra space in savegame here. (currently 30 bytes) */
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SLE_CONDNULL(30, 2, SL_MAX_VERSION),
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@ -195,12 +196,6 @@ static void Load_TOWN()
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_cur_town_ctr = 0;
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}
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void AfterLoadTown()
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{
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Town *t;
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FOR_ALL_TOWNS(t) t->InitializeLayout();
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}
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extern const ChunkHandler _town_chunk_handlers[] = {
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{ 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, CH_ARRAY },
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{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
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@ -1030,23 +1030,6 @@ static bool DifficultyNoiseChange(int32 i)
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return DifficultyChange(i);
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}
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/**
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* Check for right TownLayout usage in editor mode.
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* The No Road mode is not desirable since towns have to be
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* able to grow. If a user desires to have a town with no road,
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* he can easily remove them himself. This would create less confusion
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* @param p1 unused
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* @return always true
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*/
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static bool CheckTownLayout(int32 p1)
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{
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if (_settings_game.economy.town_layout == TL_NO_ROADS && _game_mode == GM_EDITOR) {
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ShowErrorMessage(INVALID_STRING_ID, STR_CONFIG_PATCHES_TOWN_LAYOUT_INVALID, 0, 0);
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_settings_game.economy.town_layout = TL_ORIGINAL;
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}
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return true;
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}
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/**
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* Check whether the road side may be changed.
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* @param p1 unused
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@ -1322,7 +1305,8 @@ const SettingDesc _patch_settings[] = {
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SDT_BOOL(GameSettings, construction.longbridges, 0,NN, true, STR_CONFIG_PATCHES_LONGBRIDGES, NULL),
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SDT_BOOL(GameSettings, construction.signal_side, N,NN, true, STR_CONFIG_PATCHES_SIGNALSIDE, RedrawScreen),
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SDT_BOOL(GameSettings, station.always_small_airport, 0,NN, false, STR_CONFIG_PATCHES_SMALL_AIRPORTS, NULL),
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SDT_CONDVAR(GameSettings, economy.town_layout, SLE_UINT8, 59, SL_MAX_VERSION, 0,MS,TL_ORIGINAL,TL_NO_ROADS,NUM_TLS-1,1, STR_CONFIG_PATCHES_TOWN_LAYOUT, CheckTownLayout),
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SDT_CONDVAR(GameSettings, economy.town_layout, SLE_UINT8, 59, SL_MAX_VERSION, 0,MS,TL_BETTER_ROADS,TL_BEGIN,NUM_TLS-1,1, STR_CONFIG_PATCHES_TOWN_LAYOUT, NULL),
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SDT_CONDBOOL(GameSettings, economy.allow_town_roads, 113, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ALLOW_TOWN_ROADS, NULL),
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SDT_VAR(GameSettings, vehicle.train_acceleration_model, SLE_UINT8, 0,MS, 0, 0, 1, 1, STR_CONFIG_PATCHES_TRAIN_ACCELERATION_MODEL, TrainAccelerationModelChanged),
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SDT_BOOL(GameSettings, pf.forbid_90_deg, 0, 0, false, STR_CONFIG_PATCHES_FORBID_90_DEG, NULL),
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@ -1097,6 +1097,7 @@ static PatchEntry _patches_economy_towns[] = {
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PatchEntry("economy.bribe"),
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PatchEntry("economy.exclusive_rights"),
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PatchEntry("economy.town_layout"),
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PatchEntry("economy.allow_town_roads"),
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PatchEntry("economy.mod_road_rebuild"),
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PatchEntry("economy.town_growth_rate"),
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PatchEntry("economy.larger_towns"),
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@ -320,6 +320,7 @@ struct EconomySettings {
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uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
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uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
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TownLayoutByte town_layout; ///< select town layout
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bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
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bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
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uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
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};
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18
src/town.h
18
src/town.h
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@ -166,6 +166,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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/* If this is a larger town, and should grow more quickly. */
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bool larger_town;
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TownLayoutByte layout; ///< town specific road layout
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/* NOSAVE: UpdateTownRadius updates this given the house count. */
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uint32 squared_town_zone_radius[HZB_END];
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/* NOSAVE: The number of each type of building in the town. */
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BuildingCounts building_counts;
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/* NOSAVE: The town specific road layout */
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TownLayout layout;
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/**
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* Creates a new town
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*/
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void InitializeLayout();
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inline TownLayout GetActiveLayout() const;
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/** Calculate the max town noise
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* The value is counted using the population divided by the content of the
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* entry in town_noise_population corespondig to the town's tolerance.
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* To this result, we add 3, which is the noise of the lowest airport.
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* So user can at least buld that airport
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* @return the maximum noise level the town will tolerate */
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inline uint16 MaxTownNoise() const {
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inline uint16 MaxTownNoise() const
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{
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if (this->population == 0) return 0; // no population? no noise
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return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
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}
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};
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/**
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* Get the current valid layout for the town
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* @return the active layout for this town
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*/
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inline TownLayout Town::GetActiveLayout() const
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{
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return (_settings_game.economy.town_layout == TL_RANDOM) ? this->layout : _settings_game.economy.town_layout;
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}
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struct HouseSpec {
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/* Standard properties */
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Year min_year; ///< introduction year of the house
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@ -113,20 +113,16 @@ Town::~Town()
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}
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/**
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* Generate a random town road layout.
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*
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* The layout is based on the TileHash.
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* Assigns town layout. If Random, generates one based on TileHash.
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*/
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void Town::InitializeLayout()
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{
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this->layout = (TownLayout)(TileHash(TileX(this->xy), TileY(this->xy)) % NUM_TLS);
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/* Set invalid layouts to valid ones */
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switch (this->layout) {
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default: break;
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case TL_RANDOM: this->layout = TL_ORIGINAL; break;
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case TL_NO_ROADS: this->layout = TL_BETTER_ROADS; break;
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if (_settings_game.economy.town_layout != TL_RANDOM) {
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this->layout = _settings_game.economy.town_layout;
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return;
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}
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this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
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}
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Money HouseSpec::GetRemovalCost() const
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@ -785,7 +781,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
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if (cur_slope == SLOPE_FLAT) {
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no_slope:
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/* Tile has no slope */
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switch (t->GetActiveLayout()) {
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switch (t->layout) {
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default: NOT_REACHED();
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case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
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@ -858,7 +854,7 @@ static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection di
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TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
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RoadBits rcmd = ROAD_NONE;
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switch (t->GetActiveLayout()) {
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switch (t->layout) {
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default: NOT_REACHED();
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case TL_2X2_GRID:
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@ -1018,7 +1014,6 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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* @li TL_2X2_GRID
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* @li TL_3X3_GRID
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* @li Forbid roads, only build houses
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* @li TL_NO_ROADS
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*
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* @param tile_ptr The current tile
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* @param cur_rb The current tiles RoadBits
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@ -1037,16 +1032,15 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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* to say that this is the last iteration. */
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
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/* Remove hills etc */
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if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
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/* Is a road allowed here? */
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switch (t1->GetActiveLayout()) {
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switch (t1->layout) {
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default: NOT_REACHED();
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case TL_NO_ROADS: /* Disallow Roads */
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return;
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case TL_3X3_GRID:
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case TL_2X2_GRID:
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rcmd = GetTownRoadGridElement(t1, tile, target_dir);
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@ -1089,11 +1083,10 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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* the fitting RoadBits */
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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switch (t1->GetActiveLayout()) {
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default: NOT_REACHED();
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if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
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case TL_NO_ROADS: /* Disallow Roads */
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return;
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switch (t1->layout) {
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default: NOT_REACHED();
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case TL_3X3_GRID:
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case TL_2X2_GRID:
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@ -1106,7 +1099,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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break;
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}
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} else {
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bool allow_house = false; // Value which decides if we want to construct a house
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bool allow_house = true; // Value which decides if we want to construct a house
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/* Reached a tunnel/bridge? Then continue at the other side of it. */
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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@ -1129,32 +1122,30 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
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switch (t1->GetActiveLayout()) {
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default: NOT_REACHED();
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if (_settings_game.economy.allow_town_roads || _generating_world) {
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switch (t1->layout) {
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default: NOT_REACHED();
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case TL_NO_ROADS:
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allow_house = true;
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break;
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case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
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GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
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/* FALL THROUGH */
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case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
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GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
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/* FALL THROUGH */
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case TL_2X2_GRID:
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rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
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allow_house = (rcmd == ROAD_NONE);
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break;
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case TL_2X2_GRID:
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rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
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allow_house = (rcmd == ROAD_NONE);
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break;
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case TL_BETTER_ROADS: /* Use original afterwards! */
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GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
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/* FALL THROUGH */
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case TL_BETTER_ROADS: /* Use original afterwards! */
|
||||
GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
|
||||
/* FALL THROUGH */
|
||||
|
||||
case TL_ORIGINAL:
|
||||
/* Allow a house at the edge. 60% chance or
|
||||
* always ok if no road allowed. */
|
||||
rcmd = DiagDirToRoadBits(target_dir);
|
||||
allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
|
||||
break;
|
||||
case TL_ORIGINAL:
|
||||
/* Allow a house at the edge. 60% chance or
|
||||
* always ok if no road allowed. */
|
||||
rcmd = DiagDirToRoadBits(target_dir);
|
||||
allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (allow_house) {
|
||||
|
@ -1207,7 +1198,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
|
|||
/* Number of times to search.
|
||||
* Better roads, 2X2 and 3X3 grid grow quite fast so we give
|
||||
* them a little handicap. */
|
||||
switch (t->GetActiveLayout()) {
|
||||
switch (t->layout) {
|
||||
case TL_BETTER_ROADS:
|
||||
_grow_town_result = 10 + t->num_houses * 2 / 9;
|
||||
break;
|
||||
|
@ -1279,13 +1270,6 @@ static RoadBits GenRandomRoadBits()
|
|||
*/
|
||||
static bool GrowTown(Town *t)
|
||||
{
|
||||
/* Let the town be a ghost town
|
||||
* The player wanted it in such a way. Thus there he has it. ;)
|
||||
* Never reached in editor mode. */
|
||||
if (_settings_game.economy.town_layout == TL_NO_ROADS && _generating_world) {
|
||||
return false;
|
||||
}
|
||||
|
||||
static const TileIndexDiffC _town_coord_mod[] = {
|
||||
{-1, 0},
|
||||
{ 1, 1},
|
||||
|
@ -1794,7 +1778,7 @@ static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
|
|||
{
|
||||
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
|
||||
|
||||
switch (t->GetActiveLayout()) {
|
||||
switch (t->layout) {
|
||||
case TL_2X2_GRID:
|
||||
if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
|
||||
break;
|
||||
|
@ -1825,7 +1809,7 @@ static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
|
|||
uint dx = MapSize() + TileX(t->xy) - TileX(tile);
|
||||
uint dy = MapSize() + TileY(t->xy) - TileY(tile);
|
||||
|
||||
switch (t->GetActiveLayout()) {
|
||||
switch (t->layout) {
|
||||
case TL_2X2_GRID:
|
||||
if ((dx % 3) != 0 || (dy % 3) != 0) return false;
|
||||
break;
|
||||
|
|
|
@ -65,8 +65,8 @@ enum {
|
|||
* Town Layouts
|
||||
*/
|
||||
enum TownLayout {
|
||||
TL_NO_ROADS = 0, ///< Build no more roads, but still build houses
|
||||
TL_ORIGINAL, ///< Original algorithm (min. 1 distance between roads)
|
||||
TL_BEGIN = 0,
|
||||
TL_ORIGINAL = 0, ///< Original algorithm (min. 1 distance between roads)
|
||||
TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads)
|
||||
TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
|
||||
TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
|
||||
|
@ -78,7 +78,7 @@ enum TownLayout {
|
|||
|
||||
/* It needs to be 8bits, because we save and load it as such */
|
||||
/** Define basic enum properties */
|
||||
template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_NO_ROADS, NUM_TLS, NUM_TLS> {};
|
||||
template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_BEGIN, NUM_TLS, NUM_TLS> {};
|
||||
typedef TinyEnumT<TownLayout> TownLayoutByte; //typedefing-enumification of TownLayout
|
||||
|
||||
enum {
|
||||
|
|
Loading…
Reference in New Issue