@@ -4866,7 +4866,6 @@ STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB
STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... too close to another town
STR_ERROR_TOO_MANY_TOWNS :{WHITE}... too many towns
STR_ERROR_NO_SPACE_FOR_TOWN :{WHITE}... there is no more space on the map
STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}The town will not build roads. You can enable building of roads via Settings->Environment->Towns
STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Road works in progress
STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}Can't delete this town...{}A station or depot is referring to the town or a town owned tile can't be removed
STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... there is no suitable place for a statue in the centre of this town
@@ -1375,6 +1375,15 @@ static bool TownCanGrowRoad(TileIndex ti
}
/**
* Check if the town is allowed to build roads.
* @return true If the town is allowed to build roads.
*/
static inline bool TownAllowedToBuildRoads()
{
return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
* Grows the given town.
* There are at the moment 3 possible way's for
* the town expansion:
@@ -1403,7 +1412,7 @@ static void GrowTownInTile(TileIndex *ti
* to say that this is the last iteration. */
_grow_town_result = GROWTH_SEARCH_STOPPED;
if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
if (!TownAllowedToBuildRoads()) return;
if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
/* Remove hills etc */
@@ -1457,7 +1466,7 @@ static void GrowTownInTile(TileIndex *ti
* the fitting RoadBits */
switch (t1->layout) {
default: NOT_REACHED();
@@ -1528,7 +1537,7 @@ static void GrowTownInTile(TileIndex *ti
if (!IsValidTile(house_tile)) return;
if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
@@ -1606,7 +1615,7 @@ static bool CanFollowRoad(TileIndex tile
if (HasTileWaterGround(target_tile)) return false;
RoadBits target_rb = GetTownRoadBits(target_tile);
if (_settings_game.economy.allow_town_roads || _generating_world) {
if (TownAllowedToBuildRoads()) {
/* Check whether a road connection exists or can be build. */
switch (GetTileType(target_tile)) {
case MP_ROAD:
@@ -1773,7 +1782,7 @@ 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 */
@@ -2437,7 +2446,7 @@ static bool CheckFree2x2Area(TileIndex t
static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
/* Allow towns everywhere when we don't build roads */
if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
if (!TownAllowedToBuildRoads()) return true;
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
@@ -2468,7 +2477,7 @@ static inline bool TownLayoutAllowsHouse
static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
/* Compute relative position of tile. (Positive offsets are towards north) */
@@ -500,14 +500,6 @@ public:
break;
case WID_TV_EXPAND: { // expand town - only available on Scenario editor
/* Warn the user if towns are not allowed to build roads, but do this only once per OpenTTD run. */
static bool _warn_town_no_roads = false;
if (!_settings_game.economy.allow_town_roads && !_warn_town_no_roads) {
ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, WL_WARNING);
_warn_town_no_roads = true;
Command<CMD_EXPAND_TOWN>::Post(STR_ERROR_CAN_T_EXPAND_TOWN, this->window_number, 0);
Status change: