(svn r18853) -Codechange: apply coding style to GenWorld's enums, structs and typedefs
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@@ -368,7 +368,7 @@ static void LoadIntroGame()
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/* Load the default opening screen savegame */
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if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
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GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
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GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
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WaitTillGeneratedWorld();
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SetLocalCompany(COMPANY_SPECTATOR);
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} else {
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@@ -721,7 +721,7 @@ int ttd_main(int argc, char *argv[])
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_genworld_paint_mutex->BeginCritical();
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_genworld_mapgen_mutex->BeginCritical();
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GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
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GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
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WaitTillGeneratedWorld();
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CheckForMissingGlyphsInLoadedLanguagePack();
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@@ -833,7 +833,7 @@ static void MakeNewGame(bool from_heightmap, bool reset_settings)
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InitializeDynamicVariables();
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GenerateWorldSetCallback(&MakeNewGameDone);
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GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
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GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
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}
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static void MakeNewEditorWorldDone()
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@@ -848,7 +848,7 @@ static void MakeNewEditorWorld()
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ResetGRFConfig(true);
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GenerateWorldSetCallback(&MakeNewEditorWorldDone);
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GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
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GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
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}
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void StartupCompanies();
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@@ -1033,7 +1033,7 @@ void SwitchToMode(SwitchMode new_mode)
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case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
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SetLocalCompany(OWNER_NONE);
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GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
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GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
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MarkWholeScreenDirty();
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break;
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@@ -1066,7 +1066,7 @@ void SwitchToMode(SwitchMode new_mode)
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case SM_GENRANDLAND: // Generate random land within scenario editor
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SetLocalCompany(OWNER_NONE);
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GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
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GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
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/* XXX: set date */
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MarkWholeScreenDirty();
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break;
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