Update to OpenTTD 1.9.0-beta2

--HG--
branch : openttd
This commit is contained in:
Pavel Stupnikov
2019-02-13 15:17:23 +03:00
parent 42ec3bd611
commit 2bda8d4f34
1362 changed files with 22145 additions and 10644 deletions

View File

@@ -1,4 +1,4 @@
/* $Id: tgp.cpp 27334 2015-07-16 17:05:40Z frosch $ */
/* $Id$ */
/*
* This file is part of OpenTTD.
@@ -47,7 +47,7 @@
* second sets the major variations to that, ... until finally the smallest
* bumps are added.
*
* Usefully, this routine is totally scaleable; so when 32bpp comes along, the
* Usefully, this routine is totally scalable; so when 32bpp comes along, the
* terrain can be as bumpy as you like! It is also infinitely expandable; a
* single random seed terrain continues in X & Y as far as you care to
* calculate. In theory, we could use just one seed value, but randomly select
@@ -262,7 +262,7 @@ static amplitude_t GetAmplitude(int frequency)
* areas with a particular gradient so that we are able to create maps without too
* many steep slopes up to the wanted height level. It's definitely not perfect since
* it will bring larger rectangles with similar slopes which makes the rectangular
* behaviour of TGP more noticable. However, these height differentiations cannot
* behaviour of TGP more noticeable. However, these height differentiations cannot
* happen over much smaller areas; we basically double the "range" to give a similar
* slope for every doubling of map height.
*/
@@ -977,7 +977,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
* The main new land generator using Perlin noise. Desert landscape is handled
* different to all others to give a desert valley between two high mountains.
* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
* areas wont be high enough, and there will be very little tropic on the map.
* areas won't be high enough, and there will be very little tropic on the map.
* Thus Tropic works best on Hilly or Mountainous.
*/
void GenerateTerrainPerlin()
@@ -995,8 +995,8 @@ void GenerateTerrainPerlin()
/* First make sure the tiles at the north border are void tiles if needed. */
if (_settings_game.construction.freeform_edges) {
for (int y = 0; y < _height_map.size_y - 1; y++) MakeVoid(_height_map.size_x * y);
for (int x = 0; x < _height_map.size_x; x++) MakeVoid(x);
for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
}
int max_height = H2I(TGPGetMaxHeight());