/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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/>. */ /** @file genworld.h Functions related to world/map generation. */ #ifndef GENWORLD_H #define GENWORLD_H #include "company_type.h" /** Constants related to world generation */ enum LandscapeGenerator { /* Order of these enums has to be the same as in lang/english.txt * Otherwise you will get inconsistent behaviour. */ LG_ORIGINAL = 0, ///< The original landscape generator LG_TERRAGENESIS = 1, ///< TerraGenesis Perlin landscape generator }; static const uint GENERATE_NEW_SEED = UINT_MAX; ///< Create a new random seed /** Modes for GenerateWorld */ enum GenWorldMode { GWM_NEWGAME = 0, ///< Generate a map for a new game GWM_EMPTY = 1, ///< Generate an empty map (sea-level) GWM_RANDOM = 2, ///< Generate a random map for SE GWM_HEIGHTMAP = 3, ///< Generate a newgame from a heightmap }; static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom sea level in difficulty settings. static const uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level. static const uint CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level. typedef void GWDoneProc(); ///< Procedure called when the genworld process finishes typedef void GWAbortProc(); ///< Called when genworld is aborted /** Properties of current genworld process */ struct GenWorldInfo { bool abort; ///< Whether to abort the thread ASAP bool quit_thread; ///< Do we want to quit the active thread bool threaded; ///< Whether we run _GenerateWorld threaded GenWorldMode mode; ///< What mode are we making a world in CompanyID lc; ///< The local_company before generating uint size_x; ///< X-size of the map uint size_y; ///< Y-size of the map GWDoneProc *proc; ///< Proc that is called when done (can be NULL) GWAbortProc *abortp; ///< Proc that is called when aborting (can be NULL) class ThreadObject *thread; ///< The thread we are in (can be NULL) }; /** Current stage of world generation process */ enum GenWorldProgress { GWP_MAP_INIT, ///< Initialize/allocate the map, start economy GWP_LANDSCAPE, ///< Create the landscape GWP_RIVER, ///< Create the rivers GWP_ROUGH_ROCKY, ///< Make rough and rocky areas GWP_TOWN, ///< Generate towns GWP_INDUSTRY, ///< Generate industries GWP_OBJECT, ///< Generate objects (radio tower, light houses) GWP_TREE, ///< Generate trees GWP_GAME_INIT, ///< Initialize the game GWP_RUNTILELOOP, ///< Runs the tile loop 1280 times to make snow etc GWP_RUNSCRIPT, ///< Runs the game script at most 2500 times, or when ever the script sleeps GWP_GAME_START, ///< Really prepare to start the game GWP_CLASS_COUNT }; /* genworld.cpp */ bool IsGenerateWorldThreaded(); void GenerateWorldSetCallback(GWDoneProc *proc); void GenerateWorldSetAbortCallback(GWAbortProc *proc); void WaitTillGeneratedWorld(); void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings = true); void AbortGeneratingWorld(); bool IsGeneratingWorldAborted(); void HandleGeneratingWorldAbortion(); /* genworld_gui.cpp */ void SetNewLandscapeType(byte landscape); void SetGeneratingWorldProgress(GenWorldProgress cls, uint total); void IncreaseGeneratingWorldProgress(GenWorldProgress cls); void PrepareGenerateWorldProgress(); void ShowGenerateWorldProgress(); void StartNewGameWithoutGUI(uint seed); void ShowCreateScenario(); void StartScenarioEditor(); extern bool _generating_world; #endif /* GENWORLD_H */