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(svn r22768) -Add: progress bar updates for river building
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@ -59,6 +59,7 @@ struct GenWorldInfo {
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enum GenWorldProgress {
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GWP_MAP_INIT, ///< Initialize/allocate the map, start economy
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GWP_LANDSCAPE, ///< Create the landscape
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GWP_RIVER, ///< Create the rivers
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GWP_ROUGH_ROCKY, ///< Make rough and rocky areas
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GWP_TOWN, ///< Generate towns
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GWP_INDUSTRY, ///< Generate industries
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@ -410,6 +410,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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}
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break;
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case GLAND_RIVER_PULLDOWN: SetDParam(0, _rivers[_settings_newgame.game_creation.amount_of_rivers]); break;
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case GLAND_RIVER_PULLDOWN: SetDParam(0, _rivers[_settings_newgame.game_creation.amount_of_rivers]); break;
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case GLAND_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break;
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case GLAND_VARIETY_PULLDOWN: SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break;
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@ -1233,6 +1234,7 @@ static GenWorldStatus _gws;
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static const StringID _generation_class_table[] = {
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STR_GENERATION_WORLD_GENERATION,
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STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION,
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STR_GENERATION_RIVER_GENERATION,
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STR_GENERATION_CLEARING_TILES,
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STR_SCENEDIT_TOOLBAR_TOWN_GENERATION,
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STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION,
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@ -1343,8 +1345,8 @@ void ShowGenerateWorldProgress()
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static void _SetGeneratingWorldProgress(GenWorldProgress cls, uint progress, uint total)
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{
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static const int percent_table[GWP_CLASS_COUNT + 1] = {0, 5, 15, 20, 40, 60, 65, 80, 85, 99, 100 };
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static const int percent_table[] = {0, 5, 14, 17, 20, 40, 60, 65, 80, 85, 99, 100 };
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assert_compile(lengthof(percent_table) == GWP_CLASS_COUNT + 1);
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assert(cls < GWP_CLASS_COUNT);
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/* Do not run this function if we aren't in a thread */
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@ -1167,9 +1167,12 @@ static void CreateRivers()
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int amount = _settings_game.game_creation.amount_of_rivers;
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if (amount == 0) return;
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uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
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SetGeneratingWorldProgress(GWP_RIVER, wells);
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bool *marks = CallocT<bool>(MapSize());
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for (uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers); wells != 0; wells--) {
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for (; wells != 0; wells--) {
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IncreaseGeneratingWorldProgress(GWP_RIVER);
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for (int tries = 0; tries < 128; tries++) {
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TileIndex t = RandomTile();
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if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
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@ -2367,6 +2367,7 @@ STR_GENERATION_ABORT_MESSAGE :{YELLOW}Do you
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STR_GENERATION_PROGRESS :{WHITE}{NUM}% complete
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STR_GENERATION_PROGRESS_NUM :{BLACK}{NUM} / {NUM}
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STR_GENERATION_WORLD_GENERATION :{BLACK}World generation
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STR_GENERATION_RIVER_GENERATION :{BLACK}River generation
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STR_GENERATION_TREE_GENERATION :{BLACK}Tree generation
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STR_GENERATION_OBJECT_GENERATION :{BLACK}Object generation
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STR_GENERATION_CLEARING_TILES :{BLACK}Rough and rocky area generation
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