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author | frosch <frosch@openttd.org> | 2010-11-14 16:16:28 +0000 |
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committer | frosch <frosch@openttd.org> | 2010-11-14 16:16:28 +0000 |
commit | 478da38d2b1c6174417e683616d3e3ea4559f467 (patch) | |
tree | a9495f19af9e521595e4b552ccf38ee7215775a5 /src | |
parent | 1fe2ce42cac0cddcd33c060ed6ce3b9484fca36c (diff) | |
download | openttd-478da38d2b1c6174417e683616d3e3ea4559f467.tar.xz |
(svn r21192) -Fix (r15505)[FS#4226]: Use non-interactive randomness for townnames on map generation, so they are controlled by the generation-seed as well.
Diffstat (limited to 'src')
-rw-r--r-- | src/townname.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/townname.cpp b/src/townname.cpp index f734f549b..5377a7ae5 100644 --- a/src/townname.cpp +++ b/src/townname.cpp @@ -16,6 +16,7 @@ #include "core/alloc_func.hpp" #include "strings_func.h" #include "core/random_func.hpp" +#include "genworld.h" #include "table/townname.h" @@ -118,7 +119,7 @@ bool GenerateTownName(uint32 *townnameparts) TownNameParams par(_settings_game.game_creation.town_name); for (int i = 1000; i != 0; i--) { - uint32 r = InteractiveRandom(); + uint32 r = _generating_world ? Random() : InteractiveRandom(); if (!VerifyTownName(r, &par)) continue; *townnameparts = r; |