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authormaedhros <maedhros@openttd.org>2007-04-18 14:23:30 +0000
committermaedhros <maedhros@openttd.org>2007-04-18 14:23:30 +0000
commit16a948a463feb420d0a1fee654b54a4a7acf165e (patch)
treeb3ab848eec6066ba38410f4d1640c44100aa40fc /src/town_cmd.cpp
parent4b7c59fce15d7e861b6f3115a3117eee1a38d778 (diff)
downloadopenttd-16a948a463feb420d0a1fee654b54a4a7acf165e.tar.xz
(svn r9667) -Feature: Add the concept of cities. A (configurable) proportion of towns can
start off larger, and will grow twice as quickly as other towns. They can also be placed specifically in the scenario editor. Thanks to TheJosh for the initial patch and the idea.
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp57
1 files changed, 44 insertions, 13 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index f83f7dcb8..05a6640c7 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -954,7 +954,16 @@ void UpdateTownMaxPass(Town *t)
t->max_mail = t->population >> 4;
}
-static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint size_mode)
+/**
+ * Does the actual town creation.
+ *
+ * @param t The town
+ * @param tile Where to put it
+ * @param townnameparts The town name
+ * @param size_mode How the size should be determined
+ * @param size Parameter for size determination
+ */
+static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size)
{
int x, i;
@@ -1003,10 +1012,25 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint siz
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
- if (size_mode == 0) {
- x = (Random() & 0xF) + 8;
- } else {
- x = (size_mode - 1) * 16 + 3;
+ /* Random town size. */
+ x = (Random() & 0xF) + 8;
+
+ switch (size_mode) {
+ default: NOT_REACHED();
+
+ case TSM_RANDOM:
+ t->larger_town = false;
+ break;
+
+ case TSM_FIXED:
+ x = size * 16 + 3;
+ t->larger_town = false;
+ break;
+
+ case TSM_CITY:
+ x *= _patches.initial_city_size;
+ t->larger_town = true;
+ break;
}
t->num_houses += x;
@@ -1051,8 +1075,8 @@ static Town *AllocateTown()
* as it might be possible in the future to fund your own town :)
* @param tile coordinates where town is built
* @param flags type of operation
- * @param p1 size of the town (0 = random, 1 = small, 2 = medium, 3 = large)
- * @param p2 unused
+ * @param p1 size of the town (0 = small, 1 = medium, 2 = large)
+ * @param p2 size mode (@see TownSizeMode)
*/
int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
@@ -1061,6 +1085,7 @@ int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) return CMD_ERROR;
+ if (p2 > TSM_CITY) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
@@ -1088,13 +1113,13 @@ int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* Create the town */
if (flags & DC_EXEC) {
_generating_world = true;
- DoCreateTown(t, tile, townnameparts, p1);
+ DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
_generating_world = false;
}
return 0;
}
-Town *CreateRandomTown(uint attempts, uint size_mode)
+Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
{
TileIndex tile;
Town *t;
@@ -1118,7 +1143,7 @@ Town *CreateRandomTown(uint attempts, uint size_mode)
t = AllocateTown();
if (t == NULL) break;
- DoCreateTown(t, tile, townnameparts, size_mode);
+ DoCreateTown(t, tile, townnameparts, mode, size);
return t;
} while (--attempts);
return NULL;
@@ -1130,17 +1155,20 @@ bool GenerateTowns()
{
uint num = 0;
uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
+ uint num_cities = _patches.larger_towns == 0 ? 0 : n / _patches.larger_towns;
SetGeneratingWorldProgress(GWP_TOWN, n);
do {
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* try 20 times to create a random-sized town for the first loop. */
- if (CreateRandomTown(20, 0) != NULL) num++;
+ TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
+ if (CreateRandomTown(20, mode, _patches.initial_city_size) != NULL) num++;
+ if (num_cities > 0) num_cities--;
} while (--n);
/* give it a last try, but now more aggressive */
- if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
+ if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) {
if (GetNumTowns() == 0) {
/* XXX - can we handle that more gracefully? */
if (_game_mode != GM_EDITOR) error("Could not generate any town");
@@ -1718,7 +1746,7 @@ static void UpdateTownGrowRate(Town *t)
uint growth_multiplier = _patches.town_growth_rate != 0 ? _patches.town_growth_rate - 1 : 1;
m >>= growth_multiplier;
- if (_patches.larger_towns != 0 && (t->index % _patches.larger_towns) == 0) m /= 2;
+ if (t->larger_town) m /= 2;
t->growth_rate = m / (t->num_houses / 50 + 1);
if (m <= t->grow_counter)
@@ -1977,6 +2005,9 @@ static const SaveLoad _town_desc[] = {
SLE_VAR(Town, exclusivity, SLE_UINT8),
SLE_VAR(Town, exclusive_counter, SLE_UINT8),
+
+ SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
+
/* reserve extra space in savegame here. (currently 30 bytes) */
SLE_CONDNULL(30, 2, SL_MAX_VERSION),