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authortruelight <truelight@openttd.org>2006-08-19 10:00:30 +0000
committertruelight <truelight@openttd.org>2006-08-19 10:00:30 +0000
commit10b842bddcbe6cdcf7111736bec985cdc13e528f (patch)
treecd9ad6758b68622254b2545359b5d87f88f7074b /misc.c
parent83d56d6d798a28169f00a4c67323a407037c0b0a (diff)
downloadopenttd-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 'misc.c')
-rw-r--r--misc.c62
1 files changed, 0 insertions, 62 deletions
diff --git a/misc.c b/misc.c
index e853fc579..c74b68055 100644
--- a/misc.c
+++ b/misc.c
@@ -19,8 +19,6 @@
#include "table/landscape_const.h"
#include "date.h"
-extern void StartupEconomy(void);
-
char _name_array[512][32];
#ifndef MERSENNE_TWISTER
@@ -96,19 +94,6 @@ void InitializePlayers(void);
static void InitializeCheats(void);
void InitializeNPF(void);
-void GenerateLandscape(void);
-void GenerateClearTile(void);
-
-void GenerateIndustries(void);
-void GenerateUnmovables(void);
-bool GenerateTowns(void);
-
-void StartupPlayers(void);
-void StartupDisasters(void);
-void GenerateTrees(void);
-
-void ConvertGroundTilesIntoWaterTiles(void);
-
void InitializeGame(int mode, uint size_x, uint size_y)
{
AllocateMap(size_x, size_y);
@@ -165,53 +150,6 @@ void InitializeGame(int mode, uint size_x, uint size_y)
ResetObjectToPlace();
}
-void GenerateWorld(int mode, uint size_x, uint size_y)
-{
- // Make sure everything is done via OWNER_NONE
- _current_player = OWNER_NONE;
-
- UpdatePatches();
-
- _generating_world = true;
- InitializeGame(mode == GW_RANDOM ? 0 : IG_DATE_RESET, size_x, size_y);
- SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);
-
- // Must start economy early because of the costs.
- StartupEconomy();
-
- // Don't generate landscape items when in the scenario editor.
- if (mode == GW_EMPTY) {
- // empty world in scenario editor
- ConvertGroundTilesIntoWaterTiles();
- } else {
- GenerateLandscape();
- GenerateClearTile();
-
- // only generate towns, tree and industries in newgame mode.
- if (mode == GW_NEWGAME) {
- GenerateTowns();
- GenerateTrees();
- GenerateIndustries();
- GenerateUnmovables();
- }
- }
-
- // These are probably pointless when inside the scenario editor.
- StartupPlayers();
- StartupEngines();
- StartupDisasters();
- _generating_world = false;
-
- // No need to run the tile loop in the scenario editor.
- if (mode != GW_EMPTY) {
- uint i;
-
- for (i = 0; i < 0x500; i++) RunTileLoop();
- }
-
- ResetObjectToPlace();
-}
-
void DeleteName(StringID id)
{
if ((id & 0xF800) == 0x7800) {