diff options
author | pasky <pasky@openttd.org> | 2005-03-05 13:49:43 +0000 |
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committer | pasky <pasky@openttd.org> | 2005-03-05 13:49:43 +0000 |
commit | b5a96ff9c17558d31c004d0b4cb6b4c3020e84f8 (patch) | |
tree | 50d8f7f31a9f74b035023001dc92b05e072b13da | |
parent | 6f184a0471dc12a5bbdf61a333b601aa7b1a5ca4 (diff) | |
download | openttd-b5a96ff9c17558d31c004d0b4cb6b4c3020e84f8.tar.xz |
(svn r1925) Fixed an infinite loop if the town generator runs out of town names. The number of generated towns is then limited by the number of available names.
-rw-r--r-- | town_cmd.c | 44 |
1 files changed, 33 insertions, 11 deletions
diff --git a/town_cmd.c b/town_cmd.c index 104f2ca06..afdd0fb01 100644 --- a/town_cmd.c +++ b/town_cmd.c @@ -864,21 +864,28 @@ static void UpdateTownRadius(Town *t) } } -static void CreateTownName(Town *t1) +static bool CreateTownName(uint32 *townnameparts) { Town *t2; char buf1[64]; char buf2[64]; uint32 r; + /* Do not set too low tries, since when we run out of names, we loop + * for #tries only one time anyway - then we stop generating more + * towns. Do not show it too high neither, since looping through all + * the other towns may take considerable amount of time (10000 is + * too much). */ + int tries = 1000; + uint16 townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; - t1->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; + assert(townnameparts); for(;;) { restart: r = Random(); SetDParam(0, r); - GetString(buf1, t1->townnametype); + GetString(buf1, townnametype); // Check size and width if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130) @@ -886,15 +893,19 @@ restart: FOR_ALL_TOWNS(t2) { if (t2->xy != 0) { + // We can't just compare the numbers since + // several numbers may map to a single name. SetDParam(0, t2->townnameparts); GetString(buf2, t2->townnametype); - if (strcmp(buf1, buf2) == 0) + if (strcmp(buf1, buf2) == 0) { + if (tries-- < 0) + return false; goto restart; + } } } - t1->townnameparts = r; - - return; + *townnameparts = r; + return true; } } @@ -904,7 +915,7 @@ void UpdateTownMaxPass(Town *t) t->max_mail = t->population >> 4; } -static void DoCreateTown(Town *t, TileIndex tile) +static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts) { int x, i; @@ -946,7 +957,8 @@ static void DoCreateTown(Town *t, TileIndex tile) t->exclusive_counter = 0; t->statues = 0; - CreateTownName(t); + t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; + t->townnameparts = townnameparts; UpdateTownVirtCoord(t); _town_sort_dirty = true; @@ -997,6 +1009,7 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) uint tile = TILE_FROM_XY(x,y); TileInfo ti; Town *t; + uint32 townnameparts; SET_EXPENSES_TYPE(EXPENSES_OTHER); @@ -1013,6 +1026,10 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) if (IsCloseToTown(tile, 20)) return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN); + // Get a unique name for the town. + if (!CreateTownName(&townnameparts)) + return_cmd_error(STR_023A_TOO_MANY_TOWNS); + // Allocate town struct t = AllocateTown(); if (t == NULL) @@ -1021,7 +1038,7 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) // Create the town if (flags & DC_EXEC) { _generating_world = true; - DoCreateTown(t, tile); + DoCreateTown(t, tile, townnameparts); _generating_world = false; } return 0; @@ -1032,6 +1049,7 @@ Town *CreateRandomTown(uint attempts) uint tile; TileInfo ti; Town *t; + uint32 townnameparts; do { // Generate a tile index not too close from the edge @@ -1048,12 +1066,16 @@ Town *CreateRandomTown(uint attempts) if (IsCloseToTown(tile, 20)) continue; + // Get a unique name for the town. + if (!CreateTownName(&townnameparts)) + break; + // Allocate a town struct t = AllocateTown(); if (t == NULL) break; - DoCreateTown(t, tile); + DoCreateTown(t, tile, townnameparts); return t; } while (--attempts); return NULL; |