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author | smatz <smatz@openttd.org> | 2009-02-04 20:17:25 +0000 |
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committer | smatz <smatz@openttd.org> | 2009-02-04 20:17:25 +0000 |
commit | 832e392855c652766de1bdd15851f81d651eb9d6 (patch) | |
tree | 5a4050971fc92ae40d7612fdd0947e42eb1ae263 /src/genworld_gui.cpp | |
parent | 030984a763c0111ba17c8907a22cffe0eeb05f68 (diff) | |
download | openttd-832e392855c652766de1bdd15851f81d651eb9d6.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.cpp | 12 |
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); } |