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-rw-r--r--src/genworld_gui.cpp12
-rw-r--r--src/lang/english.txt9
-rw-r--r--src/newgrf.cpp2
-rw-r--r--src/saveload/afterload.cpp32
-rw-r--r--src/saveload/saveload.cpp2
-rw-r--r--src/saveload/saveload_internal.h1
-rw-r--r--src/saveload/town_sl.cpp7
-rw-r--r--src/settings.cpp20
-rw-r--r--src/settings_gui.cpp1
-rw-r--r--src/settings_type.h1
-rw-r--r--src/town.h18
-rw-r--r--src/town_cmd.cpp92
-rw-r--r--src/town_type.h6
13 files changed, 85 insertions, 118 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);
}
diff --git a/src/lang/english.txt b/src/lang/english.txt
index 2cefac1ef..785cfa425 100644
--- a/src/lang/english.txt
+++ b/src/lang/english.txt
@@ -1191,14 +1191,13 @@ STR_CONFIG_PATCHES_CYCLE_SIGNAL_NORMAL :Block signals o
STR_CONFIG_PATCHES_CYCLE_SIGNAL_PBS :Path signals only
STR_CONFIG_PATCHES_CYCLE_SIGNAL_ALL :All
-STR_CONFIG_PATCHES_TOWN_LAYOUT_INVALID :{WHITE}The town layout "no more roads" isn't valid in the scenario editor
-STR_CONFIG_PATCHES_TOWN_LAYOUT :{LTBLUE}Select town-road layout: {ORANGE}{STRING1}
-STR_CONFIG_PATCHES_TOWN_LAYOUT_NO_ROADS :no more roads
-STR_CONFIG_PATCHES_TOWN_LAYOUT_DEFAULT :default
+STR_CONFIG_PATCHES_TOWN_LAYOUT :{LTBLUE}Road layout for new towns: {ORANGE}{STRING1}
+STR_CONFIG_PATCHES_TOWN_LAYOUT_DEFAULT :original
STR_CONFIG_PATCHES_TOWN_LAYOUT_BETTER_ROADS :better roads
STR_CONFIG_PATCHES_TOWN_LAYOUT_2X2_GRID :2x2 grid
STR_CONFIG_PATCHES_TOWN_LAYOUT_3X3_GRID :3x3 grid
STR_CONFIG_PATCHES_TOWN_LAYOUT_RANDOM :random
+STR_CONFIG_PATCHES_ALLOW_TOWN_ROADS :{LTBLUE}Towns are allowed to build roads: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_TOOLBAR_POS :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT :Left
@@ -3470,8 +3469,6 @@ STR_SNOW_LINE_QUERY_CAPT :{WHITE}Change s
STR_START_DATE_QUERY_CAPT :{WHITE}Change starting year
STR_HEIGHTMAP_SCALE_WARNING_CAPTION :{WHITE}Scale warning
STR_HEIGHTMAP_SCALE_WARNING_MESSAGE :{YELLOW}Resizing source map too much is not recommended. Continue with the generation?
-STR_TOWN_LAYOUT_WARNING_CAPTION :{WHITE}Town layout warning
-STR_TOWN_LAYOUT_WARNING_MESSAGE :{YELLOW}The town layout "no more roads" is not recommended. Continue with the generation?
STR_HEIGHTMAP_NAME :{BLACK}Heightmap name:
STR_HEIGHTMAP_SIZE :{BLACK}Size: {ORANGE}{NUM} x {NUM}
STR_GENERATION_WORLD :{WHITE}Generating world...
diff --git a/src/newgrf.cpp b/src/newgrf.cpp
index 7fcfa17cf..dae87a922 100644
--- a/src/newgrf.cpp
+++ b/src/newgrf.cpp
@@ -5307,7 +5307,7 @@ static void InitializeGRFSpecial()
_ttdpatch_flags[3] = (0 << 0x00) // newcargodistribution
| (1 << 0x01) // windowsnap
- | ((_settings_game.economy.town_layout == TL_NO_ROADS ? 1 : 0) << 0x02) // townbuildnoroad
+ | ((_settings_game.economy.allow_town_roads || _generating_world ? 0 : 1) << 0x02) // townbuildnoroad
| (1 << 0x03) // pathbasedsignalling
| (0 << 0x04) // aichoosechance
| (1 << 0x05) // resolutionwidth
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();
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index 43b0616f5..2044eb9b4 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -38,7 +38,7 @@
#include "saveload_internal.h"
-extern const uint16 SAVEGAME_VERSION = 112;
+extern const uint16 SAVEGAME_VERSION = 113;
SavegameType _savegame_type; ///< type of savegame we are loading
diff --git a/src/saveload/saveload_internal.h b/src/saveload/saveload_internal.h
index d364bebab..19a5b5cbf 100644
--- a/src/saveload/saveload_internal.h
+++ b/src/saveload/saveload_internal.h
@@ -21,7 +21,6 @@ void FixOldWaypoints();
void AfterLoadWaypoints();
void AfterLoadVehicles(bool part_of_load);
void AfterLoadStations();
-void AfterLoadTown();
void UpdateHousesAndTowns();
void UpdateOldAircraft();
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},
diff --git a/src/settings.cpp b/src/settings.cpp
index ac5811461..d2e149629 100644
--- a/src/settings.cpp
+++ b/src/settings.cpp
@@ -1031,23 +1031,6 @@ static bool DifficultyNoiseChange(int32 i)
}
/**
- * Check for right TownLayout usage in editor mode.
- * The No Road mode is not desirable since towns have to be
- * able to grow. If a user desires to have a town with no road,
- * he can easily remove them himself. This would create less confusion
- * @param p1 unused
- * @return always true
- */
-static bool CheckTownLayout(int32 p1)
-{
- if (_settings_game.economy.town_layout == TL_NO_ROADS && _game_mode == GM_EDITOR) {
- ShowErrorMessage(INVALID_STRING_ID, STR_CONFIG_PATCHES_TOWN_LAYOUT_INVALID, 0, 0);
- _settings_game.economy.town_layout = TL_ORIGINAL;
- }
- return true;
-}
-
-/**
* Check whether the road side may be changed.
* @param p1 unused
* @return true if the road side may be changed.
@@ -1322,7 +1305,8 @@ const SettingDesc _patch_settings[] = {
SDT_BOOL(GameSettings, construction.longbridges, 0,NN, true, STR_CONFIG_PATCHES_LONGBRIDGES, NULL),
SDT_BOOL(GameSettings, construction.signal_side, N,NN, true, STR_CONFIG_PATCHES_SIGNALSIDE, RedrawScreen),
SDT_BOOL(GameSettings, station.always_small_airport, 0,NN, false, STR_CONFIG_PATCHES_SMALL_AIRPORTS, NULL),
- SDT_CONDVAR(GameSettings, economy.town_layout, SLE_UINT8, 59, SL_MAX_VERSION, 0,MS,TL_ORIGINAL,TL_NO_ROADS,NUM_TLS-1,1, STR_CONFIG_PATCHES_TOWN_LAYOUT, CheckTownLayout),
+ SDT_CONDVAR(GameSettings, economy.town_layout, SLE_UINT8, 59, SL_MAX_VERSION, 0,MS,TL_BETTER_ROADS,TL_BEGIN,NUM_TLS-1,1, STR_CONFIG_PATCHES_TOWN_LAYOUT, NULL),
+ SDT_CONDBOOL(GameSettings, economy.allow_town_roads, 113, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ALLOW_TOWN_ROADS, NULL),
SDT_VAR(GameSettings, vehicle.train_acceleration_model, SLE_UINT8, 0,MS, 0, 0, 1, 1, STR_CONFIG_PATCHES_TRAIN_ACCELERATION_MODEL, TrainAccelerationModelChanged),
SDT_BOOL(GameSettings, pf.forbid_90_deg, 0, 0, false, STR_CONFIG_PATCHES_FORBID_90_DEG, NULL),
diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp
index 9cae1373f..f341af58a 100644
--- a/src/settings_gui.cpp
+++ b/src/settings_gui.cpp
@@ -1097,6 +1097,7 @@ static PatchEntry _patches_economy_towns[] = {
PatchEntry("economy.bribe"),
PatchEntry("economy.exclusive_rights"),
PatchEntry("economy.town_layout"),
+ PatchEntry("economy.allow_town_roads"),
PatchEntry("economy.mod_road_rebuild"),
PatchEntry("economy.town_growth_rate"),
PatchEntry("economy.larger_towns"),
diff --git a/src/settings_type.h b/src/settings_type.h
index c7fec6d4c..d40e2b9c6 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -320,6 +320,7 @@ struct EconomySettings {
uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
TownLayoutByte town_layout; ///< select town layout
+ bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
};
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
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 4d00a9e91..4a5600d03 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -113,20 +113,16 @@ Town::~Town()
}
/**
- * Generate a random town road layout.
- *
- * The layout is based on the TileHash.
+ * Assigns town layout. If Random, generates one based on TileHash.
*/
void Town::InitializeLayout()
{
- this->layout = (TownLayout)(TileHash(TileX(this->xy), TileY(this->xy)) % NUM_TLS);
-
- /* Set invalid layouts to valid ones */
- switch (this->layout) {
- default: break;
- case TL_RANDOM: this->layout = TL_ORIGINAL; break;
- case TL_NO_ROADS: this->layout = TL_BETTER_ROADS; break;
+ if (_settings_game.economy.town_layout != TL_RANDOM) {
+ this->layout = _settings_game.economy.town_layout;
+ return;
}
+
+ this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
}
Money HouseSpec::GetRemovalCost() const
@@ -785,7 +781,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
if (cur_slope == SLOPE_FLAT) {
no_slope:
/* Tile has no slope */
- switch (t->GetActiveLayout()) {
+ switch (t->layout) {
default: NOT_REACHED();
case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
@@ -858,7 +854,7 @@ static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection di
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
RoadBits rcmd = ROAD_NONE;
- switch (t->GetActiveLayout()) {
+ switch (t->layout) {
default: NOT_REACHED();
case TL_2X2_GRID:
@@ -1018,7 +1014,6 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
* @li TL_2X2_GRID
* @li TL_3X3_GRID
* @li Forbid roads, only build houses
- * @li TL_NO_ROADS
*
* @param tile_ptr The current tile
* @param cur_rb The current tiles RoadBits
@@ -1037,16 +1032,15 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
* to say that this is the last iteration. */
_grow_town_result = GROWTH_SEARCH_STOPPED;
+ if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
+
/* Remove hills etc */
if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
/* Is a road allowed here? */
- switch (t1->GetActiveLayout()) {
+ switch (t1->layout) {
default: NOT_REACHED();
- case TL_NO_ROADS: /* Disallow Roads */
- return;
-
case TL_3X3_GRID:
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tile, target_dir);
@@ -1089,11 +1083,10 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
* the fitting RoadBits */
_grow_town_result = GROWTH_SEARCH_STOPPED;
- switch (t1->GetActiveLayout()) {
- default: NOT_REACHED();
+ if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
- case TL_NO_ROADS: /* Disallow Roads */
- return;
+ switch (t1->layout) {
+ default: NOT_REACHED();
case TL_3X3_GRID:
case TL_2X2_GRID:
@@ -1106,7 +1099,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
break;
}
} else {
- bool allow_house = false; // Value which decides if we want to construct a house
+ bool allow_house = true; // Value which decides if we want to construct a house
/* Reached a tunnel/bridge? Then continue at the other side of it. */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
@@ -1129,32 +1122,30 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
- switch (t1->GetActiveLayout()) {
- default: NOT_REACHED();
-
- case TL_NO_ROADS:
- allow_house = true;
- break;
+ if (_settings_game.economy.allow_town_roads || _generating_world) {
+ switch (t1->layout) {
+ default: NOT_REACHED();
- case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
- GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
- /* FALL THROUGH */
+ case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
+ GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
+ /* FALL THROUGH */
- case TL_2X2_GRID:
- rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
- allow_house = (rcmd == ROAD_NONE);
- break;
+ case TL_2X2_GRID:
+ rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
+ allow_house = (rcmd == ROAD_NONE);
+ break;
- case TL_BETTER_ROADS: /* Use original afterwards! */
- GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
- /* FALL THROUGH */
+ case TL_BETTER_ROADS: /* Use original afterwards! */
+ GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
+ /* FALL THROUGH */
- case TL_ORIGINAL:
- /* Allow a house at the edge. 60% chance or
- * always ok if no road allowed. */
- rcmd = DiagDirToRoadBits(target_dir);
- allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
- break;
+ case TL_ORIGINAL:
+ /* Allow a house at the edge. 60% chance or
+ * always ok if no road allowed. */
+ rcmd = DiagDirToRoadBits(target_dir);
+ allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
+ break;
+ }
}
if (allow_house) {
@@ -1207,7 +1198,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
/* Number of times to search.
* Better roads, 2X2 and 3X3 grid grow quite fast so we give
* them a little handicap. */
- switch (t->GetActiveLayout()) {
+ switch (t->layout) {
case TL_BETTER_ROADS:
_grow_town_result = 10 + t->num_houses * 2 / 9;
break;
@@ -1279,13 +1270,6 @@ static RoadBits GenRandomRoadBits()
*/
static bool GrowTown(Town *t)
{
- /* Let the town be a ghost town
- * The player wanted it in such a way. Thus there he has it. ;)
- * Never reached in editor mode. */
- if (_settings_game.economy.town_layout == TL_NO_ROADS && _generating_world) {
- return false;
- }
-
static const TileIndexDiffC _town_coord_mod[] = {
{-1, 0},
{ 1, 1},
@@ -1794,7 +1778,7 @@ static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
{
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
- switch (t->GetActiveLayout()) {
+ switch (t->layout) {
case TL_2X2_GRID:
if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
break;
@@ -1825,7 +1809,7 @@ static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
uint dx = MapSize() + TileX(t->xy) - TileX(tile);
uint dy = MapSize() + TileY(t->xy) - TileY(tile);
- switch (t->GetActiveLayout()) {
+ switch (t->layout) {
case TL_2X2_GRID:
if ((dx % 3) != 0 || (dy % 3) != 0) return false;
break;
diff --git a/src/town_type.h b/src/town_type.h
index 817e19df7..b863741b9 100644
--- a/src/town_type.h
+++ b/src/town_type.h
@@ -65,8 +65,8 @@ enum {
* Town Layouts
*/
enum TownLayout {
- TL_NO_ROADS = 0, ///< Build no more roads, but still build houses
- TL_ORIGINAL, ///< Original algorithm (min. 1 distance between roads)
+ TL_BEGIN = 0,
+ TL_ORIGINAL = 0, ///< Original algorithm (min. 1 distance between roads)
TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads)
TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
@@ -78,7 +78,7 @@ enum TownLayout {
/* It needs to be 8bits, because we save and load it as such */
/** Define basic enum properties */
-template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_NO_ROADS, NUM_TLS, NUM_TLS> {};
+template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_BEGIN, NUM_TLS, NUM_TLS> {};
typedef TinyEnumT<TownLayout> TownLayoutByte; //typedefing-enumification of TownLayout
enum {