Merge branch 'master' into jgrpp

# Conflicts:
#	src/3rdparty/fmt/core.h
#	src/command_type.h
#	src/console_cmds.cpp
#	src/core/overflowsafe_type.hpp
#	src/landscape.cpp
#	src/network/network.cpp
#	src/newgrf_object.h
#	src/object_cmd.cpp
#	src/order_gui.cpp
#	src/saveload/vehicle_sl.cpp
#	src/script/api/script_industrytype.cpp
#	src/script/api/script_object.hpp
#	src/script/api/script_town.cpp
#	src/table/object_land.h
#	src/timetable_cmd.cpp
#	src/tree_cmd.cpp
#	src/vehicle_gui.cpp
#	src/window.cpp
This commit is contained in:
Jonathan G Rennison
2023-01-15 19:28:37 +00:00
64 changed files with 442 additions and 310 deletions

View File

@@ -112,11 +112,12 @@ bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
/**
* Generates valid town name.
* @param randomizer the source of random data for generating the name
* @param townnameparts if a name is generated, it's stored there
* @param town_names if a name is generated, check its uniqueness with the set
* @return true iff a name was generated
*/
bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
bool GenerateTownName(Randomizer &randomizer, uint32 *townnameparts, TownNames *town_names)
{
TownNameParams par(_settings_game.game_creation.town_name);
@@ -130,7 +131,7 @@ bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
* the other towns may take considerable amount of time (10000 is
* too much). */
for (int i = 1000; i != 0; i--) {
uint32 r = _generating_world ? Random() : InteractiveRandom();
uint32 r = randomizer.Next();
if (!VerifyTownName(r, &par, town_names)) continue;
*townnameparts = r;