Update to OpenTTD 1.9.0-beta2
--HG-- branch : openttd
This commit is contained in:
12
src/tgp.cpp
12
src/tgp.cpp
@@ -1,4 +1,4 @@
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/* $Id: tgp.cpp 27334 2015-07-16 17:05:40Z frosch $ */
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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@@ -47,7 +47,7 @@
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* second sets the major variations to that, ... until finally the smallest
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* bumps are added.
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*
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* Usefully, this routine is totally scaleable; so when 32bpp comes along, the
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* Usefully, this routine is totally scalable; so when 32bpp comes along, the
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* terrain can be as bumpy as you like! It is also infinitely expandable; a
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* single random seed terrain continues in X & Y as far as you care to
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* calculate. In theory, we could use just one seed value, but randomly select
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@@ -262,7 +262,7 @@ static amplitude_t GetAmplitude(int frequency)
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* areas with a particular gradient so that we are able to create maps without too
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* many steep slopes up to the wanted height level. It's definitely not perfect since
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* it will bring larger rectangles with similar slopes which makes the rectangular
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* behaviour of TGP more noticable. However, these height differentiations cannot
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* behaviour of TGP more noticeable. However, these height differentiations cannot
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* happen over much smaller areas; we basically double the "range" to give a similar
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* slope for every doubling of map height.
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*/
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@@ -977,7 +977,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
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* The main new land generator using Perlin noise. Desert landscape is handled
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* different to all others to give a desert valley between two high mountains.
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* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
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* areas wont be high enough, and there will be very little tropic on the map.
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* areas won't be high enough, and there will be very little tropic on the map.
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* Thus Tropic works best on Hilly or Mountainous.
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*/
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void GenerateTerrainPerlin()
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@@ -995,8 +995,8 @@ void GenerateTerrainPerlin()
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/* First make sure the tiles at the north border are void tiles if needed. */
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if (_settings_game.construction.freeform_edges) {
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for (int y = 0; y < _height_map.size_y - 1; y++) MakeVoid(_height_map.size_x * y);
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for (int x = 0; x < _height_map.size_x; x++) MakeVoid(x);
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for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
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for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
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}
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int max_height = H2I(TGPGetMaxHeight());
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