(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.)
authorpasky
Mon, 07 Mar 2005 13:20:22 +0000
changeset 1451 843188b51df8
parent 1450 0ea15b516e96
child 1452 9285e482f984
(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
--- a/town_cmd.c	Mon Mar 07 11:36:05 2005 +0000
+++ b/town_cmd.c	Mon Mar 07 13:20:22 2005 +0000
@@ -39,6 +39,11 @@
 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 @@
 
 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;