mirror of https://github.com/OpenTTD/OpenTTD
(svn r18850) -Fix [FS#3540]: don't allow screen redraw when the landscape contains broken slopes
parent
75395dc8ce
commit
3850b5912f
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@ -1250,6 +1250,7 @@ static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total
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if (total == 0) {
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assert(_tp.cls == _generation_class_table[cls]);
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_tp.current += progress;
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assert(_tp.current <= _tp.total);
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} else {
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_tp.cls = _generation_class_table[cls];
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_tp.current = progress;
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@ -860,11 +860,11 @@ void GenerateLandscape(byte mode)
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static const int gwp_desert_amount = 4 + 8;
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if (mode == GW_HEIGHTMAP) {
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SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1);
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SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
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LoadHeightmap(_file_to_saveload.name);
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
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SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
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SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 5 + gwp_desert_amount : 5);
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GenerateTerrainPerlin();
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} else {
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if (_settings_game.construction.freeform_edges) {
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@ -874,47 +874,41 @@ void GenerateLandscape(byte mode)
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switch (_settings_game.game_creation.landscape) {
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case LT_ARCTIC: {
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SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
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uint32 r = Random();
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for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
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GenerateTerrain(2, 0);
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}
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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uint flag = GB(r, 7, 2) | 4;
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for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
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GenerateTerrain(4, flag);
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}
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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} break;
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case LT_TROPIC: {
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SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount);
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SetGeneratingWorldProgress(GWP_LANDSCAPE, 2 + gwp_desert_amount);
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uint32 r = Random();
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for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
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GenerateTerrain(0, 0);
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}
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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uint flag = GB(r, 7, 2) | 4;
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for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
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GenerateTerrain(0, flag);
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}
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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flag ^= 2;
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for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
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GenerateTerrain(3, flag);
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}
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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} break;
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default: {
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SetGeneratingWorldProgress(GWP_LANDSCAPE, 1);
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SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
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uint32 r = Random();
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@ -922,13 +916,16 @@ void GenerateLandscape(byte mode)
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for (; i != 0; --i) {
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GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
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}
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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} break;
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}
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}
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/* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
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* it allows screen redraw. Drawing of broken slopes crashes the game */
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FixSlopes();
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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ConvertGroundTilesIntoWaterTiles();
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
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}
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