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authorcelestar <celestar@openttd.org>2005-02-13 09:42:49 +0000
committercelestar <celestar@openttd.org>2005-02-13 09:42:49 +0000
commit77d26759e3e4f0ada2298d8e89e64380592537d1 (patch)
tree822211e1a18fb70fe4220e3dc0f3c2f08de03141
parent58c46bed4072a563f037278d5f023c0bbf3c83a7 (diff)
downloadopenttd-77d26759e3e4f0ada2298d8e89e64380592537d1.tar.xz
(svn r1866) -Fix: Intercepted generated maps with 0 towns on it. Currently just an
error() is called, some more graceful handling should be implemented later.
-rw-r--r--main_gui.c2
-rw-r--r--town.h2
-rw-r--r--town_cmd.c18
3 files changed, 14 insertions, 8 deletions
diff --git a/main_gui.c b/main_gui.c
index 48e1c9b00..37af61068 100644
--- a/main_gui.c
+++ b/main_gui.c
@@ -1444,7 +1444,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
HandleButtonClick(w, 4);
_generating_world = true;
- t = CreateRandomTown();
+ t = CreateRandomTown(20);
_generating_world = false;
if (t != NULL)
ScrollMainWindowToTile(t->xy);
diff --git a/town.h b/town.h
index cf7eee16e..ddd30b960 100644
--- a/town.h
+++ b/town.h
@@ -82,7 +82,7 @@ void ShowTownViewWindow(uint town);
void DeleteTown(Town *t);
void ExpandTown(Town *t);
bool GrowTown(Town *t);
-Town *CreateRandomTown(void);
+Town *CreateRandomTown(uint attempts);
enum {
ROAD_REMOVE = 0,
diff --git a/town_cmd.c b/town_cmd.c
index d0daaf146..43cdd61f5 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -1027,15 +1027,12 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
return 0;
}
-Town *CreateRandomTown(void)
+Town *CreateRandomTown(uint attempts)
{
uint tile;
TileInfo ti;
Town *t;
- int n;
- // Try 20 times.
- n = 20;
do {
// Generate a tile index not too close from the edge
tile = TILE_MASK(Random());
@@ -1058,7 +1055,7 @@ Town *CreateRandomTown(void)
DoCreateTown(t, tile);
return t;
- } while (--n);
+ } while (--attempts);
return NULL;
}
@@ -1068,10 +1065,19 @@ static const byte _num_initial_towns[3] = {
void GenerateTowns(void)
{
+ uint num = 0;
uint n =
ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
- do CreateRandomTown(); while (--n);
+ do {
+ if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
+ num++;
+ } while (--n);
+
+ if (num == 0 && CreateRandomTown(10000) == NULL) {
+ //XXX can we handle that more gracefully?
+ error("Could not generate any town");
+ }
}
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {