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authorsmatz <smatz@openttd.org>2009-02-04 20:17:25 +0000
committersmatz <smatz@openttd.org>2009-02-04 20:17:25 +0000
commit3a8d57816a9fb1a45893f78d753eb7c4afce0dc5 (patch)
tree5a4050971fc92ae40d7612fdd0947e42eb1ae263 /src/genworld_gui.cpp
parent646a5449ef619504e7137c19be2c58ac33cb3547 (diff)
downloadopenttd-3a8d57816a9fb1a45893f78d753eb7c4afce0dc5.tar.xz
(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
Diffstat (limited to 'src/genworld_gui.cpp')
-rw-r--r--src/genworld_gui.cpp12
1 files changed, 1 insertions, 11 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index 4be385a72..1146894e8 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -443,13 +443,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_GENERATE_BUTTON: // Generate
MakeNewgameSettingsLive();
- if (_settings_game.economy.town_layout == TL_NO_ROADS) {
- ShowQuery(
- STR_TOWN_LAYOUT_WARNING_CAPTION,
- STR_TOWN_LAYOUT_WARNING_MESSAGE,
- this,
- LandscapeGenerationCallback);
- } else if (mode == GLWP_HEIGHTMAP &&
+ if (mode == GLWP_HEIGHTMAP &&
(this->x * 2 < (1U << _settings_newgame.game_creation.map_x) ||
this->x / 2 > (1U << _settings_newgame.game_creation.map_x) ||
this->y * 2 < (1U << _settings_newgame.game_creation.map_y) ||
@@ -685,10 +679,6 @@ void ShowHeightmapLoad()
void StartScenarioEditor()
{
- if (_settings_newgame.economy.town_layout == TL_NO_ROADS) {
- _settings_newgame.economy.town_layout = TL_ORIGINAL;
- }
-
StartGeneratingLandscape(GLWP_SCENARIO);
}