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(svn r20710) -Codechange: Clarify the name of some town generation variables.
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@ -1773,12 +1773,12 @@ static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, no
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*/
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bool GenerateTowns(TownLayout layout)
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{
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uint num = 0;
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uint current_number = 0;
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uint difficulty = _settings_game.difficulty.number_towns;
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uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
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uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
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uint32 townnameparts;
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SetGeneratingWorldProgress(GWP_TOWN, n);
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SetGeneratingWorldProgress(GWP_TOWN, total);
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/* First attempt will be made at creating the suggested number of towns.
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* Note that this is really a suggested value, not a required one.
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@ -1789,12 +1789,12 @@ bool GenerateTowns(TownLayout layout)
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/* Get a unique name for the town. */
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if (!GenerateTownName(&townnameparts)) continue;
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/* try 20 times to create a random-sized town for the first loop. */
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if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag.
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} while (--n);
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if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
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} while (--total);
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if (num != 0) return true;
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if (current_number != 0) return true;
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/* If num is still zero at this point, it means that not a single town has been created.
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/* If current_number is still zero at this point, it means that not a single town has been created.
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* So give it a last try, but now more aggressive */
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if (GenerateTownName(&townnameparts) &&
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CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
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