Merge branch 'master' into jgrpp
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@@ -1088,6 +1088,7 @@ static bool MakeLake(TileIndex tile, void *user_data)
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TileIndex t2 = tile + TileOffsByDiagDir(d);
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if (IsWaterTile(t2)) {
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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TileIndex t = tile;
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CircularTileSearch(&t, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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@@ -1161,6 +1162,7 @@ static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
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TileIndex tile = path->node.tile;
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if (!IsWaterTile(tile)) {
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MakeRiver(tile, Random());
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&tile, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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}
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@@ -1273,6 +1275,7 @@ static bool FlowRiver(TileIndex spring, TileIndex begin)
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DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
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end = lakeCenter;
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MakeRiver(lakeCenter, Random());
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MarkTileDirtyByTile(lakeCenter);
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&lakeCenter, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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lakeCenter = end;
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@@ -1394,8 +1397,11 @@ void GenerateLandscape(byte mode)
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/* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
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* it allows screen redraw. Drawing of broken slopes crashes the game */
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FixSlopes();
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MarkWholeScreenDirty();
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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ConvertGroundTilesIntoWaterTiles();
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MarkWholeScreenDirty();
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
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