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