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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/town.h
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/town.h')
-rw-r--r--src/town.h18
1 files changed, 3 insertions, 15 deletions
diff --git a/src/town.h b/src/town.h
index 6b80762bf..62a6b2524 100644
--- a/src/town.h
+++ b/src/town.h
@@ -166,6 +166,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
/* If this is a larger town, and should grow more quickly. */
bool larger_town;
+ TownLayoutByte layout; ///< town specific road layout
/* NOSAVE: UpdateTownRadius updates this given the house count. */
uint32 squared_town_zone_radius[HZB_END];
@@ -173,9 +174,6 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
/* NOSAVE: The number of each type of building in the town. */
BuildingCounts building_counts;
- /* NOSAVE: The town specific road layout */
- TownLayout layout;
-
/**
* Creates a new town
*/
@@ -188,30 +186,20 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
void InitializeLayout();
- inline TownLayout GetActiveLayout() const;
-
/** Calculate the max town noise
* The value is counted using the population divided by the content of the
* entry in town_noise_population corespondig to the town's tolerance.
* To this result, we add 3, which is the noise of the lowest airport.
* So user can at least buld that airport
* @return the maximum noise level the town will tolerate */
- inline uint16 MaxTownNoise() const {
+ inline uint16 MaxTownNoise() const
+ {
if (this->population == 0) return 0; // no population? no noise
return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
}
};
-/**
- * Get the current valid layout for the town
- * @return the active layout for this town
- */
-inline TownLayout Town::GetActiveLayout() const
-{
- return (_settings_game.economy.town_layout == TL_RANDOM) ? this->layout : _settings_game.economy.town_layout;
-}
-
struct HouseSpec {
/* Standard properties */
Year min_year; ///< introduction year of the house