File diff r10854:9dc46af240e5 → r10855:5a3c2f38f98e
src/genworld.cpp
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@@ -19,24 +19,25 @@
 
#include "viewport_func.h"
 
#include "gfx_func.h"
 
#include "map_func.h"
 
#include "date_func.h"
 
#include "core/random_func.hpp"
 
#include "engine_func.h"
 
#include "settings_type.h"
 
#include "newgrf_storage.h"
 
#include "water.h"
 
#include "blitter/factory.hpp"
 
#include "tilehighlight_func.h"
 
#include "saveload/saveload.h"
 
#include "void_map.h"
 

	
 
#include "table/sprites.h"
 

	
 
void GenerateClearTile();
 
void GenerateIndustries();
 
void GenerateUnmovables();
 
bool GenerateTowns();
 
void GenerateTrees();
 

	
 
void StartupEconomy();
 
void StartupCompanies();
 
void StartupDisasters();
 
@@ -97,24 +98,30 @@ static void _GenerateWorld(void *arg)
 
		_random.SetSeed(_settings_game.game_creation.generation_seed);
 
		SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
 
		SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
 

	
 
		IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
 
		/* Must start economy early because of the costs. */
 
		StartupEconomy();
 

	
 
		/* Don't generate landscape items when in the scenario editor. */
 
		if (_gw.mode == GW_EMPTY) {
 
			SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
 

	
 
			/* Make sure the tiles at the north border are void tiles if needed. */
 
			if (_settings_game.construction.freeform_edges) {
 
				for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
 
				for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
 
			}
 

	
 
			/* Make the map the height of the patch setting */
 
			if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
 

	
 
			ConvertGroundTilesIntoWaterTiles();
 
			IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
 
		} else {
 
			GenerateLandscape(_gw.mode);
 
			GenerateClearTile();
 

	
 
			/* only generate towns, tree and industries in newgame mode. */
 
			if (_game_mode != GM_EDITOR) {
 
				GenerateTowns();