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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:

- New optional landscape generator (TerraGenesis Perlin)
  - Load heightmaps (either BMP or PNG)
  - Progress dialog while generating worlds (no longer a 'hanging' screen)
  - New dialogs for NewGame, Create Scenario and Play Heightmap
    - Easier to configure your landscape
    - More things to configure (tree-placer, ..)
  - Speedup of world generation
  - New console command 'restart': restart the map EXACTLY as it was when you
      first started it (needs a game made after or with this commit)
  - New console command 'getseed': get the seed of your map and share it with
      others (of course only works with generated maps)
  - Many new, world generation related, things
  - Many internal cleanups and rewrites
  Many tnx to those people who helped making this:
     Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
  Many tnx to those who helped testing:
     Arnau, Bjarni, and tokai (alfabetic)
  And to all other people who helped testing and sending comments / bugs
  Stats: 673 lines changed, 3534 new lines, 79 new strings
This commit is contained in:
truelight
2006-08-19 10:00:30 +00:00
parent 83d56d6d79
commit 10b842bddc
57 changed files with 4072 additions and 616 deletions

62
misc.c
View File

@@ -19,8 +19,6 @@
#include "table/landscape_const.h"
#include "date.h"
extern void StartupEconomy(void);
char _name_array[512][32];
#ifndef MERSENNE_TWISTER
@@ -96,19 +94,6 @@ void InitializePlayers(void);
static void InitializeCheats(void);
void InitializeNPF(void);
void GenerateLandscape(void);
void GenerateClearTile(void);
void GenerateIndustries(void);
void GenerateUnmovables(void);
bool GenerateTowns(void);
void StartupPlayers(void);
void StartupDisasters(void);
void GenerateTrees(void);
void ConvertGroundTilesIntoWaterTiles(void);
void InitializeGame(int mode, uint size_x, uint size_y)
{
AllocateMap(size_x, size_y);
@@ -165,53 +150,6 @@ void InitializeGame(int mode, uint size_x, uint size_y)
ResetObjectToPlace();
}
void GenerateWorld(int mode, uint size_x, uint size_y)
{
// Make sure everything is done via OWNER_NONE
_current_player = OWNER_NONE;
UpdatePatches();
_generating_world = true;
InitializeGame(mode == GW_RANDOM ? 0 : IG_DATE_RESET, size_x, size_y);
SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);
// Must start economy early because of the costs.
StartupEconomy();
// Don't generate landscape items when in the scenario editor.
if (mode == GW_EMPTY) {
// empty world in scenario editor
ConvertGroundTilesIntoWaterTiles();
} else {
GenerateLandscape();
GenerateClearTile();
// only generate towns, tree and industries in newgame mode.
if (mode == GW_NEWGAME) {
GenerateTowns();
GenerateTrees();
GenerateIndustries();
GenerateUnmovables();
}
}
// These are probably pointless when inside the scenario editor.
StartupPlayers();
StartupEngines();
StartupDisasters();
_generating_world = false;
// No need to run the tile loop in the scenario editor.
if (mode != GW_EMPTY) {
uint i;
for (i = 0; i < 0x500; i++) RunTileLoop();
}
ResetObjectToPlace();
}
void DeleteName(StringID id)
{
if ((id & 0xF800) == 0x7800) {