(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
This commit is contained in:
smatz
2009-02-04 20:17:25 +00:00
parent 646a5449ef
commit 3a8d57816a
13 changed files with 85 additions and 118 deletions

View File

@@ -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();

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@@ -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

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@@ -21,7 +21,6 @@ void FixOldWaypoints();
void AfterLoadWaypoints();
void AfterLoadVehicles(bool part_of_load);
void AfterLoadStations();
void AfterLoadTown();
void UpdateHousesAndTowns();
void UpdateOldAircraft();

View File

@@ -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},