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authortruelight <truelight@openttd.org>2006-08-26 14:22:54 +0000
committertruelight <truelight@openttd.org>2006-08-26 14:22:54 +0000
commit602c0d40b38c83e520667ec1585b7745278fbbf8 (patch)
tree3ffa0a94034a5993e48411c7cb9b2cb765c6b1de /town_cmd.c
parentbe737b80d35aebf98a7fb571b1124cd51b371953 (diff)
downloadopenttd-602c0d40b38c83e520667ec1585b7745278fbbf8.tar.xz
(svn r6137) -Codechange: some very minor cleanups:
- Start using DeleteXXX for every pool item, not manually doing it - Use some wrapper to improve logic - Rewrote some pieces to improve logic
Diffstat (limited to 'town_cmd.c')
-rw-r--r--town_cmd.c9
1 files changed, 4 insertions, 5 deletions
diff --git a/town_cmd.c b/town_cmd.c
index 94cce70fd..eb7b19966 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -1062,13 +1062,12 @@ bool GenerateTowns(void)
// give it a last try, but now more aggressive
if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
- if (GetTownArraySize() > 0) return true;
+ if (GetTownArraySize() == 0) {
+ /* XXX - can we handle that more gracefully? */
+ if (_game_mode != GM_EDITOR) error("Could not generate any town");
- //XXX can we handle that more gracefully?
- if (num == 0 && _game_mode != GM_EDITOR) {
- error("Could not generate any town");
+ return false;
}
- return false;
}
return true;