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authorbelugas <belugas@openttd.org>2009-07-29 03:02:13 +0000
committerbelugas <belugas@openttd.org>2009-07-29 03:02:13 +0000
commit482732c08af04337135d436089c265106171a9cd (patch)
tree39d9532e5b7ee5bb1492bb1266c25640ba8983fb
parente473e69ba4d59df7f9cdd9a5010cf54a66fd5b90 (diff)
downloadopenttd-482732c08af04337135d436089c265106171a9cd.tar.xz
(svn r16977) -Fix(r1772)[FS#3059]: make it so that failing to generate many random towns in scenario editor returns a failing message.
Fix by therken Doxygen comments by me
-rw-r--r--src/town_cmd.cpp18
1 files changed, 13 insertions, 5 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 13e93bfcf..b36a26bb1 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1747,6 +1747,12 @@ Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layou
static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
+/** This function will generate a certain amount of towns, with a certain layout
+ * It can be called from the scenario editor (i.e.: generate Random Towns)
+ * as well as from world creation.
+ * @param layout which towns will be set to, when created
+ * @return true if towns have been successfully created
+ */
bool GenerateTowns(TownLayout layout)
{
uint num = 0;
@@ -1755,25 +1761,27 @@ bool GenerateTowns(TownLayout layout)
SetGeneratingWorldProgress(GWP_TOWN, n);
+ /* First attempt will be made at creating the suggested number of towns.
+ * Note that this is really a suggested value, not a required one.
+ * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
do {
bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* try 20 times to create a random-sized town for the first loop. */
- if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++;
+ if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
} while (--n);
- /* give it a last try, but now more aggressive */
+ /* If num is still zero at this point, it means that not a single town has been created.
+ * So give it a last try, but now more aggressive */
if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
if (Town::GetNumItems() == 0) {
if (_game_mode != GM_EDITOR) {
extern StringID _switch_mode_errorstr;
_switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
}
-
- return false;
}
+ return false; // we are still without a town? we failed, simply
}
-
return true;
}