(svn r3376) -Codechange: made enums for GenerateWorld and InitializeGame 'mode'

-Fix: [ FS#30 ] don't reset date in SE when pressing RandomLand (rewrote patch of MeusH, but Peter warned me I should put his name in, so... oh well)
This commit is contained in:
truelight
2006-01-06 21:57:37 +00:00
parent 10a2787fd5
commit efd3d42107
5 changed files with 30 additions and 15 deletions

12
misc.c
View File

@@ -122,7 +122,7 @@ void GenerateTrees(void);
void ConvertGroundTilesIntoWaterTiles(void);
void InitializeGame(uint size_x, uint size_y)
void InitializeGame(int mode, uint size_x, uint size_y)
{
AllocateMap(size_x, size_y);
@@ -136,7 +136,7 @@ void InitializeGame(uint size_x, uint size_y)
_date_fract = 0;
_cur_tileloop_tile = 0;
{
if ((mode & IG_DATE_RESET) == IG_DATE_RESET) {
uint starting = ConvertIntDate(_patches.starting_date);
if ( starting == (uint)-1) starting = 10958;
SetDate(starting);
@@ -189,14 +189,14 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
_current_player = OWNER_NONE;
_generating_world = true;
InitializeGame(size_x, size_y);
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 == 1) {
if (mode == GW_EMPTY) {
// empty world in scenario editor
ConvertGroundTilesIntoWaterTiles();
} else {
@@ -204,7 +204,7 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
GenerateClearTile();
// only generate towns, tree and industries in newgame mode.
if (mode == 0) {
if (mode == GW_NEWGAME) {
GenerateTowns();
GenerateTrees();
GenerateIndustries();
@@ -219,7 +219,7 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
_generating_world = false;
// No need to run the tile loop in the scenario editor.
if (mode != 1) {
if (mode != GW_EMPTY) {
for(i=0x500; i!=0; i--)
RunTileLoop();
}