forked from mirror/OpenTTD
(svn r13251) -Codechange: rename _patches to _settings as that is more logic.
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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@@ -91,8 +91,8 @@ static void * CDECL _GenerateWorld(void *arg)
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_generating_world = true;
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if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
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/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
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if (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom();
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_random.SetSeed(_patches.generation_seed);
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if (_settings.game_creation.generation_seed == GENERATE_NEW_SEED) _settings.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
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_random.SetSeed(_settings.game_creation.generation_seed);
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SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
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SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
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@@ -105,7 +105,7 @@ static void * CDECL _GenerateWorld(void *arg)
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SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
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/* Make the map the height of the patch setting */
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if (_game_mode != GM_MENU) FlatEmptyWorld(_patches.se_flat_world_height);
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if (_game_mode != GM_MENU) FlatEmptyWorld(_settings.game_creation.se_flat_world_height);
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ConvertGroundTilesIntoWaterTiles();
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IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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@@ -165,7 +165,7 @@ static void * CDECL _GenerateWorld(void *arg)
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if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
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if (_patches.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
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if (_settings.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
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} catch (...) {
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_generating_world = false;
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throw;
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@@ -273,7 +273,7 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
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_current_player = OWNER_NONE;
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/* Set the date before loading sprites as some newgrfs check it */
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SetDate(ConvertYMDToDate(_patches.starting_year, 0, 1));
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SetDate(ConvertYMDToDate(_settings.game_creation.starting_year, 0, 1));
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/* Load the right landscape stuff */
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GfxLoadSprites();
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