(svn r17444) -Fix [FS#3173]: when building roads isn't allowed for town, then don't build the initial piece either

This commit is contained in:
rubidium 2009-09-07 08:36:52 +00:00
parent 389e1bdfbe
commit 33e1a11aa9

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@ -1315,17 +1315,19 @@ static bool GrowTown(Town *t)
/* No road available, try to build a random road block by
* clearing some land and then building a road there. */
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
/* Only work with plain land that not already has a house */
if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_company = old_company;
return true;
if (_settings_game.economy.allow_town_roads || _generating_world) {
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
/* Only work with plain land that not already has a house */
if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_company = old_company;
return true;
}
}
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
}
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
}
_current_company = old_company;