void FlatEmptyWorld(byte tile_height) { int edge_distance = _settings_game.construction.freeform_edges ? 0 : 2; for (uint row = edge_distance; row < MapSizeY() - edge_distance; row++) { for (uint col = edge_distance; col < MapSizeX() - edge_distance; col++) { SetTileHeight(TileXY(col, row), tile_height); } } FixSlopes(); MarkWholeScreenDirty(); }
void LoadHeightmap(char *filename) { uint x, y; byte *map = NULL; if (!ReadHeightMap(filename, &x, &y, &map)) { free(map); return; } GrayscaleToMapHeights(x, y, map); free(map); FixSlopes(); MarkWholeScreenDirty(); }
/** * Load a heightmap from file and change the map in his current dimensions * to a landscape representing the heightmap. * It converts pixels to height. The brighter, the higher. * @param dft Type of image file. * @param filename of the heightmap file to be imported */ void LoadHeightmap(DetailedFileType dft, const char *filename) { uint x, y; byte *map = nullptr; if (!ReadHeightMap(dft, filename, &x, &y, &map)) { free(map); return; } GrayscaleToMapHeights(x, y, map); free(map); FixSlopes(); MarkWholeScreenDirty(); }