(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.
--- a/main_gui.c Sun Feb 13 08:12:03 2005 +0000
+++ b/main_gui.c Sun Feb 13 09:42:49 2005 +0000
@@ -1444,7 +1444,7 @@
HandleButtonClick(w, 4);
_generating_world = true;
- t = CreateRandomTown();
+ t = CreateRandomTown(20);
_generating_world = false;
if (t != NULL)
ScrollMainWindowToTile(t->xy);
--- a/town.h Sun Feb 13 08:12:03 2005 +0000
+++ b/town.h Sun Feb 13 09:42:49 2005 +0000
@@ -82,7 +82,7 @@
void DeleteTown(Town *t);
void ExpandTown(Town *t);
bool GrowTown(Town *t);
-Town *CreateRandomTown(void);
+Town *CreateRandomTown(uint attempts);
enum {
ROAD_REMOVE = 0,
--- a/town_cmd.c Sun Feb 13 08:12:03 2005 +0000
+++ b/town_cmd.c Sun Feb 13 09:42:49 2005 +0000
@@ -1027,15 +1027,12 @@
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 @@
DoCreateTown(t, tile);
return t;
- } while (--n);
+ } while (--attempts);
return NULL;
}
@@ -1068,10 +1065,19 @@
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) {