(svn r15639) -Change: When you disable "Towns are allowed to build roads", pressing "Expand" in the town window in the scenario editor will no longer build roads.

This commit is contained in:
yexo 2009-03-07 21:36:13 +00:00
parent 3ca01c64f7
commit 3f73152b7f
2 changed files with 10 additions and 4 deletions

View File

@ -606,6 +606,7 @@ STR_CANNOT_GENERATE_TOWN :{WHITE}Can't bu
STR_NO_SPACE_FOR_TOWN :{WHITE}...there is no more space on the map
STR_023B_INCREASE_SIZE_OF_TOWN :{BLACK}Increase size of town
STR_023C_EXPAND :{BLACK}Expand
STR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}The town will not build roads. You can enable building of roads via Advanced Settings->Economy->Towns.
STR_023D_RANDOM_TOWN :{BLACK}Random Town
STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION :{BLACK}Build town in random location
STR_0285_CAN_T_BUILD_HERE :{WHITE}Can't build {STRING} here...

View File

@ -1981,7 +1981,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
hs = GetHouseSpecs(house);
}
if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
}
if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
@ -2025,7 +2025,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
byte construction_counter = 0;
byte construction_stage = 0;
if (_generating_world) {
if (_generating_world || _game_mode == GM_EDITOR) {
uint32 r = Random();
construction_stage = TOWN_HOUSE_COMPLETED;
@ -2166,7 +2166,13 @@ CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
/** Called from GUI */
void ExpandTown(Town *t)
{
_generating_world = true;
/* Warn the users if towns are not allowed to build roads,
* but do this only onces per openttd run. */
static bool warned_no_roads = false;
if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
warned_no_roads = true;
}
/* The more houses, the faster we grow */
uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
@ -2180,7 +2186,6 @@ void ExpandTown(Town *t)
UpdateTownRadius(t);
UpdateTownMaxPass(t);
_generating_world = false;
}
extern const byte _town_action_costs[8] = {