File diff r6178:fc8bd2bde93a → r6179:c0508e7aefec
src/genworld.cpp
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/* $Id$ */
 

	
 
/** @file genworld.cpp */
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "functions.h"
 
#include "player.h"
 
#include "table/sprites.h"
 
#include "variables.h"
 
@@ -84,47 +86,47 @@ static void *_GenerateWorld(void *arg)
 
	if (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom();
 
	_random_seeds[0][0] = _random_seeds[0][1] = _patches.generation_seed;
 
	SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
 
	SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, 0, WC_MAIN_WINDOW, 0);
 

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

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

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

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

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

	
 
	// These are probably pointless when inside the scenario editor.
 
	/* These are probably pointless when inside the scenario editor. */
 
	SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
 
	StartupPlayers();
 
	IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
 
	StartupEngines();
 
	IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
 
	StartupDisasters();
 
	_generating_world = false;
 

	
 
	// No need to run the tile loop in the scenario editor.
 
	/* No need to run the tile loop in the scenario editor. */
 
	if (_gw.mode != GW_EMPTY) {
 
		uint i;
 

	
 
		SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
 
		for (i = 0; i < 0x500; i++) {
 
			RunTileLoop();
 
@@ -227,13 +229,13 @@ void HandleGeneratingWorldAbortion(void)
 

	
 
	OTTDExitThread();
 
}
 

	
 
/**
 
 * Generate a world.
 
 * @param mode The mode of world generation (@see GenerateWorldModes).
 
 * @param mode The mode of world generation (see GenerateWorldModes).
 
 * @param size_x The X-size of the map.
 
 * @param size_y The Y-size of the map.
 
 */
 
void GenerateWorld(int mode, uint size_x, uint size_y)
 
{
 
	if (_gw.active) return;