# HG changeset patch # User Darkvater # Date 2005-09-16 00:33:33 # Node ID 978ee64e2f2a844071e4a29e7c2d8a18fa2c31e1 # Parent 6ba6fc717d0da9d421426cdc3f3b39e961b5f0f6 (svn r2956) - Fix: [ 1253736 ] creating many town crash to desktop. Now it 'dies' with an ingame error message informing the gamer if it couldn't generate any towns in user-space. Still if it happens during new-game generation it crashes since we don't yet have actions to do in such a circumstance. diff --git a/lang/english.txt b/lang/english.txt --- a/lang/english.txt +++ b/lang/english.txt @@ -575,6 +575,8 @@ STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}...too close to another town STR_0239_SITE_UNSUITABLE :{WHITE}...site unsuitable STR_023A_TOO_MANY_TOWNS :{WHITE}...too many towns +STR_CANNOT_GENERATE_TOWN :{WHITE}Can't build any towns +STR_NO_SPACE_FOR_TOWN :{WHITE}...there is no more space on the map STR_023B_INCREASE_SIZE_OF_TOWN :{BLACK}Increase size of town STR_023C_EXPAND :{BLACK}Expand STR_023D_RANDOM_TOWN :{BLACK}Random Town diff --git a/main_gui.c b/main_gui.c --- a/main_gui.c +++ b/main_gui.c @@ -42,7 +42,7 @@ static byte _last_built_railtype; extern void GenerateWorld(int mode, uint size_x, uint size_y); extern void GenerateIndustries(void); -extern void GenerateTowns(void); +extern bool GenerateTowns(void); void HandleOnEditTextCancel(void) { @@ -1505,16 +1505,23 @@ static void ScenEditTownGenWndProc(Windo _generating_world = true; t = CreateRandomTown(20); _generating_world = false; - if (t != NULL) + + if (t == NULL) { + ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0); + } else ScrollMainWindowToTile(t->xy); + break; } case 6: {/* many random towns */ HandleButtonClick(w, 6); + _generating_world = true; _game_mode = GM_NORMAL; // little hack to avoid towns of the same size - GenerateTowns(); + if (!GenerateTowns()) + ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0); _generating_world = false; + _game_mode = GM_EDITOR; break; } diff --git a/misc.c b/misc.c --- a/misc.c +++ b/misc.c @@ -113,7 +113,7 @@ void GenerateClearTile(void); void GenerateIndustries(void); void GenerateUnmovables(void); -void GenerateTowns(void); +bool GenerateTowns(void); void StartupPlayers(void); void StartupDisasters(void); diff --git a/town_cmd.c b/town_cmd.c --- a/town_cmd.c +++ b/town_cmd.c @@ -1107,25 +1107,29 @@ Town *CreateRandomTown(uint attempts) return NULL; } -static const byte _num_initial_towns[3] = { - 11, 23, 46 -}; +static const byte _num_initial_towns[3] = {11, 23, 46}; -void GenerateTowns(void) +bool GenerateTowns(void) { uint num = 0; - uint n = - ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7)); + uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7)); do { if (CreateRandomTown(20) != NULL) //try 20 times for the first loop num++; } while (--n); + // give it a last try, but now more aggressive if (num == 0 && CreateRandomTown(10000) == NULL) { + Town *t; + FOR_ALL_TOWNS(t) { if (IsValidTown(t)) {num = 1; break;}} + //XXX can we handle that more gracefully? - error("Could not generate any town"); + if (num == 0) error("Could not generate any town"); + return false; } + + return true; } static bool CheckBuildHouseMode(Town *t1, TileIndex tile, uint tileh, int mode)