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-rw-r--r--town_cmd.c21
1 files changed, 14 insertions, 7 deletions
diff --git a/town_cmd.c b/town_cmd.c
index bcee4155f..b7a33a516 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -39,6 +39,11 @@ static void TownPoolNewBlock(uint start_item)
MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, 0, 0, NULL };
+/* This is the base "normal" number of towns on the 8x8 map, when
+ * one town should get grown per tick. The other numbers of towns
+ * are then scaled based on that. */
+#define TOWN_GROWTH_FREQUENCY 23
+
enum {
TOWN_HAS_CHURCH = 0x02,
TOWN_HAS_STADIUM = 0x04
@@ -427,17 +432,19 @@ static void TownTickHandler(Town *t)
void OnTick_Town(void)
{
- uint i;
- Town *t;
- int towns;
+ static int counter;
if (_game_mode == GM_EDITOR)
return;
- /* FIXME: This way we scale for larger map, but not for the smaller
- * ones. --pasky */
- for (towns = ScaleByMapSize(1); towns > 0; towns--) {
- i = _cur_town_ctr;
+ /* Make sure each town's tickhandler invocation frequency is about the
+ * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
+ for (counter += GetTownPoolSize();
+ counter >= TOWN_GROWTH_FREQUENCY;
+ counter -= TOWN_GROWTH_FREQUENCY) {
+ int i = _cur_town_ctr;
+ Town *t;
+
if (++_cur_town_ctr >= GetTownPoolSize())
_cur_town_ctr = 0;