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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
commit832e392855c652766de1bdd15851f81d651eb9d6 (patch)
tree5a4050971fc92ae40d7612fdd0947e42eb1ae263 /src/saveload/afterload.cpp
parent030984a763c0111ba17c8907a22cffe0eeb05f68 (diff)
downloadopenttd-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/saveload/afterload.cpp')
-rw-r--r--src/saveload/afterload.cpp32
1 files changed, 30 insertions, 2 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 2b34622fc..f34d5fda0 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -482,8 +482,6 @@ bool AfterLoadGame()
/* Update all waypoints */
if (CheckSavegameVersion(12)) FixOldWaypoints();
- AfterLoadTown();
-
/* make sure there is a town in the game */
if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, UINT_MAX)) {
SetSaveLoadError(STR_NO_TOWN_IN_SCENARIO);
@@ -1694,6 +1692,36 @@ bool AfterLoadGame()
}
}
+ if (CheckSavegameVersion(113)) {
+ /* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
+ if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
+ _settings_game.economy.allow_town_roads = false;
+ _settings_game.economy.town_layout = TL_BETTER_ROADS;
+ } else {
+ _settings_game.economy.allow_town_roads = true;
+ _settings_game.economy.town_layout = _settings_game.economy.town_layout - 1;
+ }
+
+ /* Initialize layout of all towns. Older versions were using different
+ * generator for random town layout, use it if needed. */
+ Town *t;
+ FOR_ALL_TOWNS(t) {
+ if (_settings_game.economy.town_layout != TL_RANDOM) {
+ t->layout = _settings_game.economy.town_layout;
+ continue;
+ }
+
+ /* Use old layout randomizer code */
+ byte layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
+ switch (layout) {
+ default: break;
+ case 5: layout = 1; break;
+ case 0: layout = 2; break;
+ }
+ t->layout = layout - 1;
+ }
+ }
+
GamelogPrintDebug(1);
bool ret = InitializeWindowsAndCaches();