(svn r22773) -Add: Some grass around rivers in desert areas.

This commit is contained in:
michi_cc
2011-08-20 20:07:02 +00:00
parent d7baf7a4a9
commit 4261e8fdfd
3 changed files with 26 additions and 2 deletions

View File

@@ -1038,7 +1038,12 @@ static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
{
for (PathNode *path = &current->path; path != NULL; path = path->parent) {
if (!IsWaterTile(path->node.tile)) MakeRiver(path->node.tile, Random());
TileIndex tile = path->node.tile;
if (!IsWaterTile(tile)) {
MakeRiver(tile, Random());
/* Remove desert directly around the river tile. */
CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
}
}
}
@@ -1168,7 +1173,7 @@ static void CreateRivers()
if (amount == 0) return;
uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
SetGeneratingWorldProgress(GWP_RIVER, wells);
SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
bool *marks = CallocT<bool>(MapSize());
for (; wells != 0; wells--) {
@@ -1181,6 +1186,12 @@ static void CreateRivers()
}
free(marks);
/* Run tile loop to update the ground density. */
for (uint i = 0; i != 256; i++) {
if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
RunTileLoop();
}
}
void GenerateLandscape(byte mode)