(svn r1955) Fix: Make the town growth frequency scale properly both up and down. The scaling is now also based on the number of towns instead of the map size. (In cooperation with HackyKid.)

pull/155/head
pasky 20 years ago
parent 380d601ca0
commit 5483b77865

@ -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;

Loading…
Cancel
Save