(svn r9779) -Feature: Add the possiblity to choose different road patterns for towns to use.
authorbelugas
Fri, 04 May 2007 16:27:13 +0000
changeset 7067 ea55b6046015
parent 7066 34aab4f48b8f
child 7068 846986cf3a6e
(svn r9779) -Feature: Add the possiblity to choose different road patterns for towns to use.
Possible patterns are :
No Road (not available in scenario editor)
Original (for the nostalgics)
Better Roads (same as original, but based on distance of 2 tiles instead of one)
2x2 grids
3x3 grids
Patch by skiddl13
src/genworld_gui.cpp
src/lang/english.txt
src/map.h
src/openttd.h
src/saveload.cpp
src/settings.cpp
src/settings_gui.cpp
src/town_cmd.cpp
src/variables.h
--- a/src/genworld_gui.cpp	Fri May 04 07:08:35 2007 +0000
+++ b/src/genworld_gui.cpp	Fri May 04 16:27:13 2007 +0000
@@ -199,7 +199,7 @@
 	}
 }
 
-static void HeightmapScaledTooMuchCallback(Window *w, bool confirmed)
+static void LandscapeGenerationCallback(Window *w, bool confirmed)
 {
 	if (confirmed) StartGeneratingLandscape((glwp_modes)w->window_number);
 }
@@ -354,14 +354,26 @@
 			SetWindowDirty(w);
 			break;
 		case GLAND_GENERATE_BUTTON: // Generate
-			if (mode == GLWP_HEIGHTMAP && (
-					_heightmap_x * 2 < (1U << _patches_newgame.map_x) || _heightmap_x / 2 > (1U << _patches_newgame.map_x) ||
-					_heightmap_y * 2 < (1U << _patches_newgame.map_y) || _heightmap_y / 2 > (1U << _patches_newgame.map_y))) {
+
+			UpdatePatches();
+
+			if (_patches.town_layout == TL_NO_ROADS) {
+				ShowQuery(
+					STR_TOWN_LAYOUT_WARNING_CAPTION,
+					STR_TOWN_LAYOUT_WARNING_MESSAGE,
+					w,
+					LandscapeGenerationCallback);
+			} else if (mode == GLWP_HEIGHTMAP &&
+					(_heightmap_x * 2 < (1U << _patches_newgame.map_x) ||
+					_heightmap_x / 2 > (1U << _patches_newgame.map_x) ||
+					_heightmap_y * 2 < (1U << _patches_newgame.map_y) ||
+					_heightmap_y / 2 > (1U << _patches_newgame.map_y))) {
 				ShowQuery(
 					STR_HEIGHTMAP_SCALE_WARNING_CAPTION,
 					STR_HEIGHTMAP_SCALE_WARNING_MESSAGE,
 					w,
-					HeightmapScaledTooMuchCallback);
+					LandscapeGenerationCallback);
+
 			} else {
 				StartGeneratingLandscape(mode);
 			}
@@ -545,6 +557,10 @@
 
 void StartScenarioEditor()
 {
+	if (_patches_newgame.town_layout == TL_NO_ROADS) {
+		_patches_newgame.town_layout = TL_ORIGINAL;
+	}
+
 	StartGeneratingLandscape(GLWP_SCENARIO);
 }
 
--- a/src/lang/english.txt	Fri May 04 07:08:35 2007 +0000
+++ b/src/lang/english.txt	Fri May 04 16:27:13 2007 +0000
@@ -1131,6 +1131,15 @@
 STR_CONFIG_PATCHES_ALLOW_SHARES                                 :{LTBLUE}Allow buying shares from other companies
 STR_CONFIG_PATCHES_DRAG_SIGNALS_DENSITY                         :{LTBLUE}When dragging, place signals every: {ORANGE}{STRING1} tile(s)
 STR_CONFIG_PATCHES_SEMAPHORE_BUILD_BEFORE_DATE                  :{LTBLUE}Automatically build semaphores before: {ORANGE}{STRING1}
+
+STR_CONFIG_PATCHES_TOWN_LAYOUT_INVALID                          :{WHITE}The town layout "no more roads" isn't valid in the scenario editor
+STR_CONFIG_PATCHES_TOWN_LAYOUT                                  :{LTBLUE}Select town-road layout: {ORANGE}{STRING1}
+STR_CONFIG_PATCHES_TOWN_LAYOUT_NO_ROADS                         :no more roads
+STR_CONFIG_PATCHES_TOWN_LAYOUT_DEFAULT                          :default
+STR_CONFIG_PATCHES_TOWN_LAYOUT_BETTER_ROADS                     :better roads
+STR_CONFIG_PATCHES_TOWN_LAYOUT_2X2_GRID                         :2x2 grid
+STR_CONFIG_PATCHES_TOWN_LAYOUT_3X3_GRID                         :3x3 grid
+
 STR_CONFIG_PATCHES_TOOLBAR_POS                                  :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1}
 STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT                             :Left
 STR_CONFIG_PATCHES_TOOLBAR_POS_CENTER                           :Centre
@@ -3104,6 +3113,8 @@
 STR_START_DATE_QUERY_CAPT                                       :{WHITE}Change starting year
 STR_HEIGHTMAP_SCALE_WARNING_CAPTION                             :{WHITE}Scale warning
 STR_HEIGHTMAP_SCALE_WARNING_MESSAGE                             :{YELLOW}Resizing source map too much is not recommended. Continue with the generation?
+STR_TOWN_LAYOUT_WARNING_CAPTION                                 :{WHITE}Town layout warning
+STR_TOWN_LAYOUT_WARNING_MESSAGE                                 :{YELLOW}The town layout "no more roads" is not recommended. Continue with the generation?
 STR_SNOW_LINE_HEIGHT_NUM                                        :{NUM}
 STR_HEIGHTMAP_NAME                                              :{BLACK}Heightmap name:
 STR_HEIGHTMAP_SIZE                                              :{BLACK}Size: {ORANGE}{NUM} x {NUM}
--- a/src/map.h	Fri May 04 07:08:35 2007 +0000
+++ b/src/map.h	Fri May 04 16:27:13 2007 +0000
@@ -209,6 +209,23 @@
 		return TileXY(x, y);
 }
 
+/**
+ * Returns the diff between two tiles
+ *
+ * @param tile_a from tile
+ * @param tile_b to tile
+ * @return the difference between tila_a and tile_b
+ */
+static inline TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
+{
+	TileIndexDiffC difference;
+
+	difference.x = TileX(tile_a) - TileX(tile_b);
+	difference.y = TileY(tile_a) - TileY(tile_b);
+
+	return difference;
+}
+
 /* Functions to calculate distances */
 uint DistanceManhattan(TileIndex, TileIndex); ///< also known as L1-Norm. Is the shortest distance one could go over diagonal tracks (or roads)
 uint DistanceSquare(TileIndex, TileIndex); ///< euclidian- or L2-Norm squared
--- a/src/openttd.h	Fri May 04 07:08:35 2007 +0000
+++ b/src/openttd.h	Fri May 04 16:27:13 2007 +0000
@@ -199,6 +199,19 @@
 	NUM_LANDSCAPE = 4,
 };
 
+/**
+ * Town Layouts
+ */
+enum TownLayout {
+	TL_NO_ROADS     = 0, ///< Build no more roads, but still build houses
+	TL_ORIGINAL,         ///< Original algorithm (min. 1 distance between roads)
+	TL_BETTER_ROADS,     ///< Extended original algorithm (min. 2 distance between roads)
+	TL_2X2_GRID,         ///< Geometric 2x2 grid algorithm
+	TL_3X3_GRID,         ///< Geometric 3x3 grid algorithm
+
+	NUM_TLS,             ///< Number of town layouts
+};
+
 enum {
 	NUM_PRICES = 49,
 };
--- a/src/saveload.cpp	Fri May 04 07:08:35 2007 +0000
+++ b/src/saveload.cpp	Fri May 04 16:27:13 2007 +0000
@@ -29,7 +29,7 @@
 #include <setjmp.h>
 #include <list>
 
-extern const uint16 SAVEGAME_VERSION = 58;
+extern const uint16 SAVEGAME_VERSION = 59;
 uint16 _sl_version;       ///< the major savegame version identifier
 byte   _sl_minor_version; ///< the minor savegame version, DO NOT USE!
 
--- a/src/settings.cpp	Fri May 04 07:08:35 2007 +0000
+++ b/src/settings.cpp	Fri May 04 16:27:13 2007 +0000
@@ -1174,6 +1174,24 @@
 	DoCommandP(0, 2, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
 	return 0;
 }
+
+/**
+ * Check for right TownLayout usage in editor mode.
+ * The No Road mode is not desirable since towns have to be
+ * able to grow. If a user desires to have a town with no road,
+ * he can easily remove them himself. This would create less confusion
+ * @param p1 unused
+ * @return always 0
+ */
+static int32 CheckTownLayout(int32 p1)
+{
+	if (_patches.town_layout == TL_NO_ROADS && _game_mode == GM_EDITOR) {
+		ShowErrorMessage(INVALID_STRING_ID, STR_CONFIG_PATCHES_TOWN_LAYOUT_INVALID, 0, 0);
+		_patches.town_layout = TL_ORIGINAL;
+	}
+	return 0;
+}
+
 /** Conversion callback for _gameopt_settings.landscape
  * It converts (or try) between old values and the new ones,
  * without loosing initial setting  of the user
@@ -1334,6 +1352,7 @@
 	SDT_BOOL(Patches, always_small_airport,          0, 0, false,        STR_CONFIG_PATCHES_SMALL_AIRPORTS,      NULL),
 	 SDT_VAR(Patches, drag_signals_density,SLE_UINT8,S, 0,  4, 1, 20, 0, STR_CONFIG_PATCHES_DRAG_SIGNALS_DENSITY,NULL),
 	 SDT_VAR(Patches, semaphore_build_before,SLE_INT32, S, NC, 1975, MIN_YEAR, MAX_YEAR, 1, STR_CONFIG_PATCHES_SEMAPHORE_BUILD_BEFORE_DATE, NULL),
+	SDT_CONDVAR(Patches, town_layout, SLE_UINT8, 59, SL_MAX_VERSION, 0, MS, TL_ORIGINAL, TL_NO_ROADS, NUM_TLS - 1, 1, STR_CONFIG_PATCHES_TOWN_LAYOUT, CheckTownLayout),
 
 	/***************************************************************************/
 	/* Vehicle section of the GUI-configure patches window */
--- a/src/settings_gui.cpp	Fri May 04 07:08:35 2007 +0000
+++ b/src/settings_gui.cpp	Fri May 04 16:27:13 2007 +0000
@@ -609,6 +609,7 @@
 	"drag_signals_density",
 	"oil_refinery_limit",
 	"semaphore_build_before",
+	"town_layout",
 };
 
 static const char *_patches_stations[] = {
--- a/src/town_cmd.cpp	Fri May 04 07:08:35 2007 +0000
+++ b/src/town_cmd.cpp	Fri May 04 16:27:13 2007 +0000
@@ -555,6 +555,14 @@
 	{ 0,  1}
 };
 
+/**
+ * Distance multiplyer
+ * Defines the possible distances between 2 road tiles
+ */
+enum RoadBlockTitleDistance {
+	RB_TILE_DIST1 = 1, ///< 1 tile between
+	RB_TILE_DIST2,     ///< 2 tiles between
+};
 
 static bool GrowTown(Town *t);
 
@@ -607,6 +615,23 @@
 	return r;
 }
 
+/**
+ * Check if a neighboring tile has a road
+ *
+ * @param tile curent tile
+ * @param dir target direction
+ * @param dist_multi distance multiplyer
+ * @return true if one of the neighboring tiles at the
+ *  given distance is a road tile else
+ */
+static bool NeighborIsRoadTile(TileIndex tile, int dir, RoadBlockTitleDistance dist_multi)
+{
+	return (HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) ||
+			HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) ||
+			HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir) ||
+			HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir));
+}
+
 static bool IsRoadAllowedHere(TileIndex tile, int dir)
 {
 	Slope k;
@@ -630,16 +655,17 @@
 		slope = GetTileSlope(tile, NULL);
 		if (slope == SLOPE_FLAT) {
 no_slope:
-			/* Tile has no slope
-			 * Disallow the road if any neighboring tile has a road. */
-			if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) ||
-					HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) ||
-					HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2]))), dir) ||
-					HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2]))), dir))
-				return false;
-
-			/* Otherwise allow */
-			return true;
+			/* Tile has no slope */
+			switch (_patches.town_layout) {
+				default: NOT_REACHED();
+
+				case TL_ORIGINAL: /* Disallow the road if any neighboring tile has a road (distance: 1) */
+					return !NeighborIsRoadTile(tile, dir, RB_TILE_DIST1);
+
+				case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */
+					return !(NeighborIsRoadTile(tile, dir, RB_TILE_DIST1) ||
+							NeighborIsRoadTile(tile, dir, RB_TILE_DIST2));
+			}
 		}
 
 		/* If the tile is not a slope in the right direction, then
@@ -698,6 +724,127 @@
 	}
 }
 
+/**
+ * Generate the RoadBits of a grid tile
+ *
+ * @param t current town
+ * @param tile tile in reference to the town
+ * @return the RoadBit of the current tile regarding
+ *  the selected town layout
+ */
+static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile)
+{
+	/* align the grid to the downtown */
+	TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); ///< Vector from downtown to the tile
+
+	/* lx, ly description:
+	 * @li lx and ly are true  if the tile is a crossing tile.
+	 * @li lx xor ly are true  if the tile is a straight road tile.
+	 * @li lx and ly are false if the tile is a house tile.
+	 */
+	bool lx, ly;
+
+	switch (_patches.town_layout) {
+		default: NOT_REACHED();
+
+		case TL_2X2_GRID:
+			lx = ((grid_pos.x % 3) == 0);
+			ly = ((grid_pos.y % 3) == 0);
+			break;
+
+		case TL_3X3_GRID:
+			lx = ((grid_pos.x % 4) == 0);
+			ly = ((grid_pos.y % 4) == 0);
+			break;
+	}
+
+	/* generate the basic grid structure */
+	if (!lx && !ly) {         ///< It is a house tile
+		return ROAD_NONE;
+	} else if (lx && !ly) {   ///< It is a Y-dir road tile
+		return ROAD_Y;
+	} else if (!lx && ly) {   ///< It is a X-dir road tile
+		return ROAD_X;
+	} else {                  ///< It is a crossing tile
+		/* Presets for junctions on slopes
+		 * not nice :( */
+		switch (GetTileSlope(tile, NULL)) {
+			case SLOPE_W:
+				return ROAD_NW | ROAD_SW;
+			case SLOPE_S:
+				return ROAD_SE | ROAD_SW;
+			case SLOPE_SW:
+				return ROAD_Y | ROAD_SW;
+			case SLOPE_E:
+				return ROAD_NE | ROAD_SE;
+			case SLOPE_SE:
+				return ROAD_X | ROAD_SE;
+			case SLOPE_N:
+				return ROAD_NW | ROAD_NE;
+			case SLOPE_NW:
+				return ROAD_X | ROAD_NW;
+			case SLOPE_NE:
+				return ROAD_Y | ROAD_NE;
+			case SLOPE_STEEP_W:
+			case SLOPE_STEEP_N:
+				return ROAD_X;
+			case SLOPE_STEEP_S:
+			case SLOPE_STEEP_E:
+				return ROAD_Y;
+			default:
+				return ROAD_ALL;
+		}
+	}
+}
+
+/**
+ * Check there are enougth neighbor house tiles next to the current tile
+ *
+ * @param tile current tile
+ * @return true if there are more than 2 house tiles next
+ *  to the current one
+ */
+static bool NeighborsAreHouseTiles(TileIndex tile)
+{
+	uint counter = 0; ///< counts the house neighbor tiles
+
+	/* We can't look further than that. */
+	if (TileX(tile) < 1 || TileY(tile) < 1) {
+		return false;
+	}
+
+	/* Check the tiles E,N,W and S of the current tile. */
+	for (uint i = 0; i < 4; i++) {
+		if (IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i])), MP_HOUSE)) {
+			counter++;
+		}
+
+		/* If there are enougth neighbor's stop it here */
+		if (counter >= 3) {
+			return true;
+		}
+	}
+	return false;
+}
+
+/**
+ * Grows the given town.
+ * There are at the moment 3 possible way's for
+ * the town expansion:
+ * @li Generate a random tile and check if there is a road allowed
+ * 	@li TL_ORIGINAL
+ * 	@li TL_BETTER_ROADS
+ * @li Check if the town geometry allows a road and which one
+ * 	@li TL_2X2_GRID
+ * 	@li TL_3X3_GRID
+ * @li Forbid roads, only build houses
+ * 	@li TL_NO_ROADS
+ *
+ * @param tile_ptr current tile
+ * @param mask current tiles RoadBits
+ * @param block road block
+ * @param t1 current town
+ */
 static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
 {
 	RoadBits rcmd;
@@ -720,39 +867,81 @@
 		LevelTownLand(tile);
 
 		/* Is a road allowed here? */
-		if (!IsRoadAllowedHere(tile, block)) return;
-
-		/* Randomize new road block numbers */
-		a = block;
-		b = block ^ 2;
-		if (CHANCE16(1, 4)) {
-			do {
-				a = GB(Random(), 0, 2);
-			} while (a == b);
+		switch (_patches.town_layout) {
+			default: NOT_REACHED();
+
+			case TL_NO_ROADS: /* Disallow Roads */
+				return;
+
+			case TL_3X3_GRID:
+			case TL_2X2_GRID:
+				rcmd = GetTownRoadGridElement(t1, tile);
+				if (rcmd == ROAD_NONE) {
+					return;
+				}
+				break;
+
+			case TL_BETTER_ROADS:
+			case TL_ORIGINAL:
+				if (!IsRoadAllowedHere(tile, block)) {
+					return;
+				}
+
+				/* Randomize new road block numbers */
+				a = block;
+				b = block ^ 2;
+				if (CHANCE16(1, 4)) {
+					do {
+						a = GB(Random(), 0, 2);
+					} while (a == b);
+				}
+
+				if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
+					/* A road is not allowed to continue the randomized road,
+					 *   return if the road we're trying to build is curved. */
+					if (a != (b ^ 2)) {
+						return;
+					}
+
+					/* Return if neither side of the new road is a house */
+					if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
+							!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE)) {
+						return;
+					}
+
+					/* That means that the road is only allowed if there is a house
+					 *  at any side of the new road. */
+				}
+
+				rcmd = (RoadBits)((1 << a) + (1 << b));
+				break;
 		}
 
-		if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
-			/* A road is not allowed to continue the randomized road,
-			 *   return if the road we're trying to build is curved. */
-			if (a != (b ^ 2)) return;
-
-			/* Return if neither side of the new road is a house */
-			if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
-					!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE))
-				return;
-
-			/* That means that the road is only allowed if there is a house
-			 *  at any side of the new road. */
-		}
-		rcmd = (RoadBits)((1 << a) + (1 << b));
-
 	} else if (block < 5 && !HASBIT(mask, block ^ 2)) {
 		/* Continue building on a partial road.
 		 * Always OK. */
 		_grow_town_result = 0;
-		rcmd = (RoadBits)(1 << (block ^ 2));
+
+		switch (_patches.town_layout) {
+			default: NOT_REACHED();
+
+			case TL_NO_ROADS: /* Disallow Roads */
+				return;
+
+			case TL_3X3_GRID:
+			case TL_2X2_GRID:
+			 	rcmd = GetTownRoadGridElement(t1, tile);
+				break;
+
+			case TL_BETTER_ROADS:
+			case TL_ORIGINAL:
+				rcmd = (RoadBits)(1 << (block ^ 2));
+				break;
+		}
 	} else {
 		int i;
+		bool allow_house = false;
+		TileIndex tmptile2;
 
 		/* Reached a tunnel/bridge? Then continue at the other side of it. */
 		if (IsTileType(tile, MP_TUNNELBRIDGE)) {
@@ -775,17 +964,51 @@
 		/* Don't do it if it reaches to water. */
 		if (IsClearWaterTile(tmptile)) return;
 
-		/* Build a house at the edge. 60% chance or
-		 *  always ok if no road allowed. */
-		if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10)) {
-			/* But not if there already is a house there. */
+		switch (_patches.town_layout) {
+			default: NOT_REACHED();
+
+			case TL_NO_ROADS:
+				allow_house = true;
+				break;
+
+			case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
+				/* Fill gap if house has enougth neighbors */
+				tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
+				if (NeighborsAreHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
+					_grow_town_result = -1;
+				}
+
+			case TL_2X2_GRID:
+				rcmd = GetTownRoadGridElement(t1, tmptile);
+				allow_house = (rcmd == ROAD_NONE);
+				break;
+
+			case TL_BETTER_ROADS: /* Use original afterwards! */
+				/* Fill gap if house has enougth neighbors */
+				tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
+				if (NeighborsAreHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
+					_grow_town_result = -1;
+				}
+
+			case TL_ORIGINAL:
+				 /* Allow a house at the edge. 60% chance or
+				  * always ok if no road allowed. */
+				allow_house = (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10));
+				break;
+		}
+
+
+		if (allow_house) {
+			/* Build a house, but not if there already is a house there. */
 			if (!IsTileType(tmptile, MP_HOUSE)) {
 				/* Level the land if possible */
 				LevelTownLand(tmptile);
 
 				/* And build a house.
 				 * Set result to -1 if we managed to build it. */
-				if (BuildTownHouse(t1, tmptile)) _grow_town_result = -1;
+				if (BuildTownHouse(t1, tmptile)) {
+					_grow_town_result = -1;
+				}
 			}
 			return;
 		}
@@ -813,6 +1036,12 @@
 			return;
 	}
 
+	/* Check if the bridge is in the right direction */
+	if ((rcmd == ROAD_X && (i == DIAGDIR_NW || i == DIAGDIR_SE)) ||
+			(rcmd == ROAD_Y && (i == DIAGDIR_NE || i == DIAGDIR_SW))) {
+		goto build_road_and_exit;
+	}
+
 	tmptile = tile;
 
 	/* Now it contains the direction of the slope */
@@ -855,8 +1084,23 @@
 
 	TILE_ASSERT(tile);
 
-	/* Number of times to search. */
-	_grow_town_result = 10 + t->num_houses * 4 / 9;
+	/* Number of times to search.
+	 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
+	 * them a little handicap. */
+	switch (_patches.town_layout) {
+		case TL_BETTER_ROADS:
+			_grow_town_result = 10 + t->num_houses * 2 / 9;
+			break;
+
+		case TL_3X3_GRID:
+		case TL_2X2_GRID:
+			_grow_town_result = 10 + t->num_houses * 1 / 9;
+			break;
+
+		default:
+			_grow_town_result = 10 + t->num_houses * 4 / 9;
+			break;
+	}
 
 	do {
 		/* Get a bitmask of the road blocks on a tile */
@@ -930,6 +1174,13 @@
 		{ 0,  0}
 	};
 
+	/* Let the town be a ghost town
+	 * The player wanted it in such a way. Thus there he has it. ;)
+	 * Never reached in editor mode. */
+	if (_patches.town_layout == TL_NO_ROADS) {
+		return false;
+	}
+
 	/* Current player is a town */
 	old_player = _current_player;
 	_current_player = OWNER_TOWN;
--- a/src/variables.h	Fri May 04 07:08:35 2007 +0000
+++ b/src/variables.h	Fri May 04 16:27:13 2007 +0000
@@ -231,6 +231,8 @@
 	uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns
 
 	bool pause_on_newgame;   ///< Whether to start new games paused or not.
+
+	TownLayout town_layout;  ///< Select town layout
 };
 
 VARDEF Patches _patches;