(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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@@ -65,8 +65,8 @@ enum {
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* Town Layouts
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*/
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enum TownLayout {
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TL_NO_ROADS = 0, ///< Build no more roads, but still build houses
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TL_ORIGINAL, ///< Original algorithm (min. 1 distance between roads)
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TL_BEGIN = 0,
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TL_ORIGINAL = 0, ///< Original algorithm (min. 1 distance between roads)
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TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads)
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TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
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TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
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@@ -78,7 +78,7 @@ enum TownLayout {
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/* It needs to be 8bits, because we save and load it as such */
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/** Define basic enum properties */
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template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_NO_ROADS, NUM_TLS, NUM_TLS> {};
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template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_BEGIN, NUM_TLS, NUM_TLS> {};
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typedef TinyEnumT<TownLayout> TownLayoutByte; //typedefing-enumification of TownLayout
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enum {
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