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-rw-r--r--src/genworld_gui.cpp1
-rw-r--r--src/landscape.cpp19
2 files changed, 9 insertions, 11 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index 20417b68f..9fae22386 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -1250,6 +1250,7 @@ static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total
if (total == 0) {
assert(_tp.cls == _generation_class_table[cls]);
_tp.current += progress;
+ assert(_tp.current <= _tp.total);
} else {
_tp.cls = _generation_class_table[cls];
_tp.current = progress;
diff --git a/src/landscape.cpp b/src/landscape.cpp
index 9bf1e2973..c53f377ac 100644
--- a/src/landscape.cpp
+++ b/src/landscape.cpp
@@ -860,11 +860,11 @@ void GenerateLandscape(byte mode)
static const int gwp_desert_amount = 4 + 8;
if (mode == GW_HEIGHTMAP) {
- SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1);
+ SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
LoadHeightmap(_file_to_saveload.name);
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
- SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
+ SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 5 + gwp_desert_amount : 5);
GenerateTerrainPerlin();
} else {
if (_settings_game.construction.freeform_edges) {
@@ -874,47 +874,41 @@ void GenerateLandscape(byte mode)
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC: {
SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
-
uint32 r = Random();
for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
GenerateTerrain(2, 0);
}
- IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
uint flag = GB(r, 7, 2) | 4;
for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
GenerateTerrain(4, flag);
}
- IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
} break;
case LT_TROPIC: {
- SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount);
+ SetGeneratingWorldProgress(GWP_LANDSCAPE, 2 + gwp_desert_amount);
uint32 r = Random();
for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
GenerateTerrain(0, 0);
}
- IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
uint flag = GB(r, 7, 2) | 4;
for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
GenerateTerrain(0, flag);
}
- IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
flag ^= 2;
for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
GenerateTerrain(3, flag);
}
- IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
} break;
default: {
- SetGeneratingWorldProgress(GWP_LANDSCAPE, 1);
+ SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
uint32 r = Random();
@@ -922,13 +916,16 @@ void GenerateLandscape(byte mode)
for (; i != 0; --i) {
GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
}
- IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
} break;
}
}
+ /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
+ * it allows screen redraw. Drawing of broken slopes crashes the game */
FixSlopes();
+ IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
ConvertGroundTilesIntoWaterTiles();
+ IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
}