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(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
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parent
8070a68b2c
commit
1d606e7392
21
main_gui.c
21
main_gui.c
@ -1452,7 +1452,8 @@ void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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static void PlaceProc_Town(TileIndex tile)
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{
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DoCommandP(tile, 0, 0, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE));
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Window *w = FindWindowById(WC_SCEN_TOWN_GEN, 0);
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DoCommandP(tile, 1 + FIND_FIRST_BIT(w->click_state >> 7), 0, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE));
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}
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@ -1474,11 +1475,14 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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{
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switch (e->event) {
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case WE_PAINT:
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w->click_state = (w->click_state & ~(1<<7 | 1<<8 | 1<<9) ) | (1 << (_new_town_size + 7));
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DrawWindowWidgets(w);
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DrawStringCentered(80, 56, STR_02A5_TOWN_SIZE, 0);
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break;
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case WE_CREATE:
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w->click_state = 1 << 8; /* medium town size selected */
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break;
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case WE_CLICK:
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switch (e->click.widget) {
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case 4: /* new town */
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@ -1489,7 +1493,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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HandleButtonClick(w, 5);
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_generating_world = true;
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t = CreateRandomTown(20);
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t = CreateRandomTown(20, 1 + FIND_FIRST_BIT(w->click_state >> 7));
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_generating_world = false;
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if (t == NULL) {
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@ -1504,18 +1508,13 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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HandleButtonClick(w, 6);
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_generating_world = true;
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_game_mode = GM_NORMAL; // little hack to avoid towns of the same size
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if (!GenerateTowns()) {
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ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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}
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if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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_generating_world = false;
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_game_mode = GM_EDITOR;
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break;
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}
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case 7: case 8: case 9:
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_new_town_size = e->click.widget - 7;
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w->click_state = 1 << e->click.widget;
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SetWindowDirty(w);
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break;
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}
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@ -1528,7 +1527,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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_place_proc(e->place.tile);
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break;
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case WE_ABORT_PLACE_OBJ:
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w->click_state = 0;
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w->click_state &= (1 << 7 | 1 << 8 | 1 << 9);
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SetWindowDirty(w);
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break;
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}
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2
town.h
2
town.h
@ -83,7 +83,7 @@ void InitializeTown(void);
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void ShowTownViewWindow(TownID town);
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void DeleteTown(Town *t);
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void ExpandTown(Town *t);
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Town *CreateRandomTown(uint attempts);
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Town *CreateRandomTown(uint attempts, uint size_mode);
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enum {
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ROAD_REMOVE = 0,
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24
town_cmd.c
24
town_cmd.c
@ -887,7 +887,7 @@ void UpdateTownMaxPass(Town *t)
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t->max_mail = t->population >> 4;
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}
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static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
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static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint size_mode)
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{
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int x, i;
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@ -935,9 +935,11 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
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UpdateTownVirtCoord(t);
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_town_sort_dirty = true;
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x = (Random() & 0xF) + 8;
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if (_game_mode == GM_EDITOR)
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x = _new_town_size * 16 + 3;
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if (size_mode == 0) {
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x = (Random() & 0xF) + 8;
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} else {
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x = (size_mode - 1) * 16 + 3;
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}
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t->num_houses += x;
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UpdateTownRadius(t);
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@ -980,7 +982,7 @@ static Town *AllocateTown(void)
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* This obviously only works in the scenario editor. Function not removed
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* as it might be possible in the future to fund your own town :)
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* @param tile coordinates where town is built
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* @param p1 unused
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* @param p1 size of the town (1 = small, 2 = medium, 3 = large)
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* @param p2 unused
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*/
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int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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@ -1017,13 +1019,13 @@ int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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// Create the town
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if (flags & DC_EXEC) {
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_generating_world = true;
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DoCreateTown(t, tile, townnameparts);
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DoCreateTown(t, tile, townnameparts, p1);
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_generating_world = false;
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}
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return 0;
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}
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Town *CreateRandomTown(uint attempts)
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Town *CreateRandomTown(uint attempts, uint size_mode)
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{
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TileIndex tile;
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Town *t;
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@ -1047,7 +1049,7 @@ Town *CreateRandomTown(uint attempts)
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t = AllocateTown();
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if (t == NULL) break;
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DoCreateTown(t, tile, townnameparts);
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DoCreateTown(t, tile, townnameparts, size_mode);
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return t;
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} while (--attempts);
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return NULL;
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@ -1061,17 +1063,17 @@ bool GenerateTowns(void)
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uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
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do {
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if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
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if (CreateRandomTown(20, 0) != NULL) //try 20 times to create a random-sized town for the first loop.
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num++;
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} while (--n);
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// give it a last try, but now more aggressive
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if (num == 0 && CreateRandomTown(10000) == NULL) {
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if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
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Town *t;
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FOR_ALL_TOWNS(t) { if (IsValidTown(t)) {num = 1; break;}}
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//XXX can we handle that more gracefully?
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if (num == 0) error("Could not generate any town");
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if (num == 0 && _game_mode != GM_EDITOR) error("Could not generate any town");
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return false;
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}
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@ -287,7 +287,6 @@ VARDEF byte _yearly_expenses_type;
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VARDEF TileIndex _terraform_err_tile;
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VARDEF TileIndex _build_tunnel_endtile;
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VARDEF bool _generating_world;
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VARDEF int _new_town_size;
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// Deals with the type of the savegame, independent of extension
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typedef struct {
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