(svn r1866) -Fix: Intercepted generated maps with 0 towns on it. Currently just an

error() is called, some more graceful handling should be implemented
later.
pull/155/head
celestar 20 years ago
parent a011190723
commit 563eac90ca

@ -1444,7 +1444,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
HandleButtonClick(w, 4);
_generating_world = true;
t = CreateRandomTown();
t = CreateRandomTown(20);
_generating_world = false;
if (t != NULL)
ScrollMainWindowToTile(t->xy);

@ -82,7 +82,7 @@ void ShowTownViewWindow(uint town);
void DeleteTown(Town *t);
void ExpandTown(Town *t);
bool GrowTown(Town *t);
Town *CreateRandomTown(void);
Town *CreateRandomTown(uint attempts);
enum {
ROAD_REMOVE = 0,

@ -1027,15 +1027,12 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
return 0;
}
Town *CreateRandomTown(void)
Town *CreateRandomTown(uint attempts)
{
uint tile;
TileInfo ti;
Town *t;
int n;
// Try 20 times.
n = 20;
do {
// Generate a tile index not too close from the edge
tile = TILE_MASK(Random());
@ -1058,7 +1055,7 @@ Town *CreateRandomTown(void)
DoCreateTown(t, tile);
return t;
} while (--n);
} while (--attempts);
return NULL;
}
@ -1068,10 +1065,19 @@ static const byte _num_initial_towns[3] = {
void GenerateTowns(void)
{
uint num = 0;
uint n =
ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
do CreateRandomTown(); while (--n);
do {
if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
num++;
} while (--n);
if (num == 0 && CreateRandomTown(10000) == NULL) {
//XXX can we handle that more gracefully?
error("Could not generate any town");
}
}
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {

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