(svn r4591) -Fix (FS#122) Game no longer errors out when "Many random towns" is selected in the scenario editor.

-Side effects:
	- Removed one global variable from variables.h
	- Remove an ugly hack for the "many random towns" function
replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
celestar 18 years ago
parent 8070a68b2c
commit 1d606e7392

@ -1452,7 +1452,8 @@ void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
static void PlaceProc_Town(TileIndex tile)
{
DoCommandP(tile, 0, 0, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE));
Window *w = FindWindowById(WC_SCEN_TOWN_GEN, 0);
DoCommandP(tile, 1 + FIND_FIRST_BIT(w->click_state >> 7), 0, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE));
}
@ -1474,11 +1475,14 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_PAINT:
w->click_state = (w->click_state & ~(1<<7 | 1<<8 | 1<<9) ) | (1 << (_new_town_size + 7));
DrawWindowWidgets(w);
DrawStringCentered(80, 56, STR_02A5_TOWN_SIZE, 0);
break;
case WE_CREATE:
w->click_state = 1 << 8; /* medium town size selected */
break;
case WE_CLICK:
switch (e->click.widget) {
case 4: /* new town */
@ -1489,7 +1493,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
HandleButtonClick(w, 5);
_generating_world = true;
t = CreateRandomTown(20);
t = CreateRandomTown(20, 1 + FIND_FIRST_BIT(w->click_state >> 7));
_generating_world = false;
if (t == NULL) {
@ -1504,18 +1508,13 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
HandleButtonClick(w, 6);
_generating_world = true;
_game_mode = GM_NORMAL; // little hack to avoid towns of the same size
if (!GenerateTowns()) {
ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
}
if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
_generating_world = false;
_game_mode = GM_EDITOR;
break;
}
case 7: case 8: case 9:
_new_town_size = e->click.widget - 7;
w->click_state = 1 << e->click.widget;
SetWindowDirty(w);
break;
}
@ -1528,7 +1527,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
_place_proc(e->place.tile);
break;
case WE_ABORT_PLACE_OBJ:
w->click_state = 0;
w->click_state &= (1 << 7 | 1 << 8 | 1 << 9);
SetWindowDirty(w);
break;
}

@ -83,7 +83,7 @@ void InitializeTown(void);
void ShowTownViewWindow(TownID town);
void DeleteTown(Town *t);
void ExpandTown(Town *t);
Town *CreateRandomTown(uint attempts);
Town *CreateRandomTown(uint attempts, uint size_mode);
enum {
ROAD_REMOVE = 0,

@ -887,7 +887,7 @@ void UpdateTownMaxPass(Town *t)
t->max_mail = t->population >> 4;
}
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint size_mode)
{
int x, i;
@ -935,9 +935,11 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
x = (Random() & 0xF) + 8;
if (_game_mode == GM_EDITOR)
x = _new_town_size * 16 + 3;
if (size_mode == 0) {
x = (Random() & 0xF) + 8;
} else {
x = (size_mode - 1) * 16 + 3;
}
t->num_houses += x;
UpdateTownRadius(t);
@ -980,7 +982,7 @@ static Town *AllocateTown(void)
* This obviously only works in the scenario editor. Function not removed
* as it might be possible in the future to fund your own town :)
* @param tile coordinates where town is built
* @param p1 unused
* @param p1 size of the town (1 = small, 2 = medium, 3 = large)
* @param p2 unused
*/
int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
@ -1017,13 +1019,13 @@ int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
// Create the town
if (flags & DC_EXEC) {
_generating_world = true;
DoCreateTown(t, tile, townnameparts);
DoCreateTown(t, tile, townnameparts, p1);
_generating_world = false;
}
return 0;
}
Town *CreateRandomTown(uint attempts)
Town *CreateRandomTown(uint attempts, uint size_mode)
{
TileIndex tile;
Town *t;
@ -1047,7 +1049,7 @@ Town *CreateRandomTown(uint attempts)
t = AllocateTown();
if (t == NULL) break;
DoCreateTown(t, tile, townnameparts);
DoCreateTown(t, tile, townnameparts, size_mode);
return t;
} while (--attempts);
return NULL;
@ -1061,17 +1063,17 @@ bool GenerateTowns(void)
uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
do {
if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
if (CreateRandomTown(20, 0) != NULL) //try 20 times to create a random-sized town for the first loop.
num++;
} while (--n);
// give it a last try, but now more aggressive
if (num == 0 && CreateRandomTown(10000) == NULL) {
if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
Town *t;
FOR_ALL_TOWNS(t) { if (IsValidTown(t)) {num = 1; break;}}
//XXX can we handle that more gracefully?
if (num == 0) error("Could not generate any town");
if (num == 0 && _game_mode != GM_EDITOR) error("Could not generate any town");
return false;
}

@ -287,7 +287,6 @@ VARDEF byte _yearly_expenses_type;
VARDEF TileIndex _terraform_err_tile;
VARDEF TileIndex _build_tunnel_endtile;
VARDEF bool _generating_world;
VARDEF int _new_town_size;
// Deals with the type of the savegame, independent of extension
typedef struct {

Loading…
Cancel
Save