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https://github.com/JGRennison/OpenTTD-patches.git
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108 lines
4.4 KiB
C++
108 lines
4.4 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file genworld.h Functions related to world/map generation. */
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#ifndef GENWORLD_H
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#define GENWORLD_H
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#include "company_type.h"
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/** Constants related to world generation */
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enum LandscapeGenerator {
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/* Order of these enums has to be the same as in lang/english.txt
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* Otherwise you will get inconsistent behaviour. */
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LG_ORIGINAL = 0, ///< The original landscape generator
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LG_TERRAGENESIS = 1, ///< TerraGenesis Perlin landscape generator
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};
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static const uint GENERATE_NEW_SEED = UINT_MAX; ///< Create a new random seed
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static const uint GENWORLD_REDRAW_TIMEOUT = 200; ///< Timeout between redraws
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/** Modes for GenerateWorld */
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enum GenWorldMode {
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GWM_NEWGAME = 0, ///< Generate a map for a new game
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GWM_EMPTY = 1, ///< Generate an empty map (sea-level)
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GWM_RANDOM = 2, ///< Generate a random map for SE
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GWM_HEIGHTMAP = 3, ///< Generate a newgame from a heightmap
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};
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static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom sea level in difficulty settings.
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static const uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level.
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static const uint CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level.
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typedef void GWDoneProc(); ///< Procedure called when the genworld process finishes
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typedef void GWAbortProc(); ///< Called when genworld is aborted
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/** Properties of current genworld process */
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struct GenWorldInfo {
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bool active; ///< Is generating world active
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bool abort; ///< Whether to abort the thread ASAP
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bool quit_thread; ///< Do we want to quit the active thread
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bool threaded; ///< Whether we run _GenerateWorld threaded
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GenWorldMode mode; ///< What mode are we making a world in
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CompanyID lc; ///< The local_company before generating
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uint size_x; ///< X-size of the map
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uint size_y; ///< Y-size of the map
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GWDoneProc *proc; ///< Proc that is called when done (can be NULL)
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GWAbortProc *abortp; ///< Proc that is called when aborting (can be NULL)
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class ThreadObject *thread; ///< The thread we are in (can be NULL)
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};
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/** Current stage of world generation process */
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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_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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GWP_OBJECT, ///< Generate objects (radio tower, light houses)
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GWP_TREE, ///< Generate trees
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GWP_GAME_INIT, ///< Initialize the game
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GWP_RUNTILELOOP, ///< Runs the tile loop 1280 times to make snow etc
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GWP_GAME_START, ///< Really prepare to start the game
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GWP_CLASS_COUNT
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};
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/**
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* Check if we are currently in the process of generating a world.
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* @return are we generating world?
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*/
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static inline bool IsGeneratingWorld()
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{
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extern GenWorldInfo _gw;
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return _gw.active;
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}
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/* genworld.cpp */
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bool IsGenerateWorldThreaded();
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void GenerateWorldSetCallback(GWDoneProc *proc);
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void GenerateWorldSetAbortCallback(GWAbortProc *proc);
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void WaitTillGeneratedWorld();
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void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings = true);
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void AbortGeneratingWorld();
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bool IsGeneratingWorldAborted();
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void HandleGeneratingWorldAbortion();
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/* genworld_gui.cpp */
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void SetNewLandscapeType(byte landscape);
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void SetGeneratingWorldProgress(GenWorldProgress cls, uint total);
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void IncreaseGeneratingWorldProgress(GenWorldProgress cls);
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void PrepareGenerateWorldProgress();
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void ShowGenerateWorldProgress();
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void StartNewGameWithoutGUI(uint seed);
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void ShowCreateScenario();
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void StartScenarioEditor();
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extern class ThreadMutex *_genworld_mapgen_mutex;
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extern class ThreadMutex *_genworld_paint_mutex;
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extern bool _generating_world;
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#endif /* GENWORLD_H */
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