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-rw-r--r--src/town_cmd.cpp63
1 files changed, 41 insertions, 22 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index db158fe2e..49f462e0b 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -56,6 +56,7 @@
Town *_cleared_town;
int _cleared_town_rating;
+TownID _new_town_id;
uint32 _cur_town_ctr; ///< iterator through all towns in OnTick_Town
uint32 _cur_town_iter; ///< frequency iterator at the same place
@@ -174,6 +175,7 @@ enum TownGrowthResult {
};
static bool BuildTownHouse(Town *t, TileIndex tile);
+static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
static void TownDrawHouseLift(const TileInfo *ti)
{
@@ -1581,7 +1583,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
- return CommandCost();
+ return CommandCost(EXPENSES_OTHER);
}
/** Create a new town.
@@ -1592,6 +1594,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
* @param p1 0..1 size of the town (@see TownSize)
* 2 true iff it should be a city
* 3..5 town road layout (@see TownLayout)
+ * 6 use random location (randomize \c tile )
* @param p2 town name parts
* @param text unused
* @return the cost of this operation or an error
@@ -1605,6 +1608,7 @@ CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
bool city = HasBit(p1, 2);
TownLayout layout = (TownLayout)GB(p1, 3, 3);
TownNameParams par(_settings_game.game_creation.town_name);
+ bool random = HasBit(p1, 6);
uint32 townnameparts = p2;
if (size > TS_RANDOM) return CMD_ERROR;
@@ -1612,22 +1616,34 @@ CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
- CommandCost cost = TownCanBePlacedHere(tile);
- if (CmdFailed(cost)) return cost;
-
/* Allocate town struct */
if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
+ CommandCost cost(EXPENSES_OTHER);
+ if (!random) {
+ cost = TownCanBePlacedHere(tile);
+ if (CmdFailed(cost)) return cost;
+ }
+
/* Create the town */
if (flags & DC_EXEC) {
- Town *t = new Town(tile);
_generating_world = true;
UpdateNearestTownForRoadTiles(true);
- DoCreateTown(t, tile, townnameparts, size, city, layout);
+ if (random) {
+ const Town *t = CreateRandomTown(20, townnameparts, size, city, layout);
+ if (t == NULL) {
+ cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
+ } else {
+ _new_town_id = t->index;
+ }
+ } else {
+ Town *t = new Town(tile);
+ DoCreateTown(t, tile, townnameparts, size, city, layout);
+ }
UpdateNearestTownForRoadTiles(false);
_generating_world = false;
}
- return CommandCost();
+ return cost;
}
/**
@@ -1744,7 +1760,7 @@ static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layou
return INVALID_TILE;
}
-Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
+static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
{
if (!Town::CanAllocateItem()) return NULL;
@@ -1762,10 +1778,6 @@ Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layou
/* Make sure town can be placed here */
if (CmdFailed(TownCanBePlacedHere(tile))) continue;
- uint32 townnameparts;
- /* Get a unique name for the town. */
- if (!GenerateTownName(&townnameparts)) break;
-
/* Allocate a town struct */
Town *t = new Town(tile);
@@ -1793,6 +1805,7 @@ bool GenerateTowns(TownLayout layout)
uint num = 0;
uint difficulty = _settings_game.difficulty.number_towns;
uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
+ uint32 townnameparts;
SetGeneratingWorldProgress(GWP_TOWN, n);
@@ -1802,22 +1815,28 @@ bool GenerateTowns(TownLayout layout)
do {
bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
IncreaseGeneratingWorldProgress(GWP_TOWN);
+ /* Get a unique name for the town. */
+ if (!GenerateTownName(&townnameparts)) continue;
/* try 20 times to create a random-sized town for the first loop. */
- if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
+ if (CreateRandomTown(20, townnameparts, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
} while (--n);
+ if (num != 0) return true;
+
/* 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_ERROR_COULD_NOT_CREATE_TOWN;
- }
- }
- return false; // we are still without a town? we failed, simply
+ if (GenerateTownName(&townnameparts) &&
+ CreateRandomTown(10000, townnameparts, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
+ return true;
}
- return true;
+
+ /* If there are no towns at all and we are generating new game, bail out */
+ if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
+ extern StringID _switch_mode_errorstr;
+ _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
+ }
+
+ return false; // we are still without a town? we failed, simply
}