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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/town_sl.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/town_sl.cpp')
-rw-r--r--src/saveload/town_sl.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/src/saveload/town_sl.cpp b/src/saveload/town_sl.cpp
index c1b59876e..2b25356a7 100644
--- a/src/saveload/town_sl.cpp
+++ b/src/saveload/town_sl.cpp
@@ -127,6 +127,7 @@ static const SaveLoad _town_desc[] = {
SLE_CONDVAR(Town, exclusive_counter, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, layout, SLE_UINT8, 113, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 30 bytes) */
SLE_CONDNULL(30, 2, SL_MAX_VERSION),
@@ -195,12 +196,6 @@ static void Load_TOWN()
_cur_town_ctr = 0;
}
-void AfterLoadTown()
-{
- Town *t;
- FOR_ALL_TOWNS(t) t->InitializeLayout();
-}
-
extern const ChunkHandler _town_chunk_handlers[] = {
{ 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, CH_ARRAY },
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},