(svn r18851) -Codechange: enumify number of steps needed to generate landscape

pull/155/head
smatz 15 years ago
parent 1a4eb4e4a4
commit 665a1143a5

@ -857,23 +857,31 @@ static void CreateDesertOrRainForest()
void GenerateLandscape(byte mode)
{
static const int gwp_desert_amount = 4 + 8;
/** Number of steps of landscape generation */
enum GenLandscapeSteps {
GLS_HEIGHTMAP = 3, ///< Loading a heightmap
GLS_TERRAGENESIS = 5, ///< Terragenesis generator
GLS_ORIGINAL = 2, ///< Original generator
GLS_TROPIC = 12, ///< Extra steps needed for tropic landscape
GLS_OTHER = 0, ///< Extra steps for other landscapes
};
uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
if (mode == GW_HEIGHTMAP) {
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
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) ? 5 + gwp_desert_amount : 5);
SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
GenerateTerrainPerlin();
} else {
SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
if (_settings_game.construction.freeform_edges) {
for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
}
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) {
@ -887,8 +895,6 @@ void GenerateLandscape(byte mode)
} break;
case LT_TROPIC: {
SetGeneratingWorldProgress(GWP_LANDSCAPE, 2 + gwp_desert_amount);
uint32 r = Random();
for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
@ -908,8 +914,6 @@ void GenerateLandscape(byte mode)
} break;
default: {
SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
uint32 r = Random();
uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);

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