From 5483b7786512a2df2b0b46c77e45219b23e60f5b Mon Sep 17 00:00:00 2001 From: pasky Date: Mon, 7 Mar 2005 13:20:22 +0000 Subject: [PATCH] (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.) --- town_cmd.c | 21 ++++++++++++++------- 1 file changed, 14 insertions(+), 7 deletions(-) diff --git a/town_cmd.c b/town_cmd.c index bcee4155f3..b7a33a516f 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;