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author | truelight <truelight@openttd.org> | 2006-08-19 10:00:30 +0000 |
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committer | truelight <truelight@openttd.org> | 2006-08-19 10:00:30 +0000 |
commit | 10b842bddcbe6cdcf7111736bec985cdc13e528f (patch) | |
tree | cd9ad6758b68622254b2545359b5d87f88f7074b /gfx.c | |
parent | 83d56d6d798a28169f00a4c67323a407037c0b0a (diff) | |
download | openttd-10b842bddcbe6cdcf7111736bec985cdc13e528f.tar.xz |
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
Diffstat (limited to 'gfx.c')
-rw-r--r-- | gfx.c | 9 |
1 files changed, 9 insertions, 0 deletions
@@ -12,6 +12,7 @@ #include "table/sprites.h" #include "hal.h" #include "variables.h" +#include "genworld.h" #ifdef _DEBUG bool _dbg_screen_rect; @@ -1753,6 +1754,8 @@ void DrawDirtyBlocks(void) int x; int y; + if (IsGeneratingWorld() && !IsGeneratingWorldReadyForPaint()) return; + y = 0; do { x = 0; @@ -1819,6 +1822,12 @@ void DrawDirtyBlocks(void) _invalid_rect.top = h; _invalid_rect.right = 0; _invalid_rect.bottom = 0; + + /* If we are generating a world, and waiting for a paint run, mark it here + * as done painting, so we can continue generating. */ + if (IsGeneratingWorld() && IsGeneratingWorldReadyForPaint()) { + SetGeneratingWorldPaintStatus(false); + } } |