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(svn r26313) -Codechange: use a set for finding unique town names instead of iterating all just created town names (MJP)
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@ -1901,6 +1901,7 @@ bool GenerateTowns(TownLayout layout)
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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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total = min(TownPool::MAX_SIZE, total);
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uint32 townnameparts;
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TownNames town_names;
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SetGeneratingWorldProgress(GWP_TOWN, total);
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@ -1919,11 +1920,13 @@ bool GenerateTowns(TownLayout layout)
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bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
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IncreaseGeneratingWorldProgress(GWP_TOWN);
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/* Get a unique name for the town. */
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if (!GenerateTownName(&townnameparts)) continue;
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if (!GenerateTownName(&townnameparts, &town_names)) 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) current_number++; // If creation was successful, raise a flag.
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} while (--total);
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town_names.clear();
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if (current_number != 0) return true;
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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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@ -75,9 +75,10 @@ char *GetTownName(char *buff, const Town *t, const char *last)
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* Verifies the town name is valid and unique.
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* @param r random bits
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* @param par town name parameters
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* @param town_names if a name is generated, check its uniqueness with the set
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* @return true iff name is valid and unique
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*/
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bool VerifyTownName(uint32 r, const TownNameParams *par)
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bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
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{
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/* reserve space for extra unicode character and terminating '\0' */
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char buf1[(MAX_LENGTH_TOWN_NAME_CHARS + 1) * MAX_CHAR_LENGTH];
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@ -88,6 +89,10 @@ bool VerifyTownName(uint32 r, const TownNameParams *par)
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/* Check size and width */
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if (Utf8StringLength(buf1) >= MAX_LENGTH_TOWN_NAME_CHARS) return false;
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if (town_names != NULL) {
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if (town_names->find(buf1) != town_names->end()) return false;
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town_names->insert(buf1);
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} else {
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const Town *t;
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FOR_ALL_TOWNS(t) {
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/* We can't just compare the numbers since
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@ -99,6 +104,7 @@ bool VerifyTownName(uint32 r, const TownNameParams *par)
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}
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if (strcmp(buf1, buf) == 0) return false;
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}
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}
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return true;
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}
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@ -107,9 +113,10 @@ bool VerifyTownName(uint32 r, const TownNameParams *par)
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/**
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* Generates valid town name.
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* @param townnameparts if a name is generated, it's stored there
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* @param town_names if a name is generated, check its uniqueness with the set
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* @return true iff a name was generated
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*/
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bool GenerateTownName(uint32 *townnameparts)
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bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
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{
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/* Do not set too low tries, since when we run out of names, we loop
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* for #tries only one time anyway - then we stop generating more
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@ -120,7 +127,7 @@ bool GenerateTownName(uint32 *townnameparts)
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for (int i = 1000; i != 0; i--) {
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uint32 r = _generating_world ? Random() : InteractiveRandom();
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if (!VerifyTownName(r, &par)) continue;
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if (!VerifyTownName(r, &par, town_names)) continue;
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*townnameparts = r;
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return true;
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@ -17,7 +17,7 @@
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char *GenerateTownNameString(char *buf, const char *last, size_t lang, uint32 seed);
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char *GetTownName(char *buff, const TownNameParams *par, uint32 townnameparts, const char *last);
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char *GetTownName(char *buff, const Town *t, const char *last);
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bool VerifyTownName(uint32 r, const TownNameParams *par);
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bool GenerateTownName(uint32 *townnameparts);
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bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names = NULL);
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bool GenerateTownName(uint32 *townnameparts, TownNames *town_names = NULL);
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#endif /* TOWNNAME_FUNC_H */
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@ -17,6 +17,10 @@
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#include "newgrf_townname.h"
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#include "town_type.h"
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#include <set>
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#include <string>
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typedef std::set<std::string> TownNames;
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/**
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* Struct holding a parameters used to generate town name.
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