Files @ r18783:bc122a900899
Branch filter:

Location: cpp/openttd-patchpack/source/src/genworld.h

translators
(svn r23641) -Update from WebTranslator v3.0:
afrikaans - 98 changes by Maccie123, kdzar
bulgarian - 4 changes by Tvel
catalan - 44 changes by arnau
simplified_chinese - 62 changes by ww9980
traditional_chinese - 46 changes by elleryq, ww9980
croatian - 43 changes by VoyagerOne
danish - 188 changes by majbom, mgarde
dutch - 44 changes by habell
english_US - 32 changes by Rubidium
finnish - 43 changes by jpx_
french - 43 changes by glx
frisian - 16 changes by Fopper
german - 44 changes by NG, planetmaker
greek - 49 changes by kyrm
indonesian - 31 changes by fanioz
korean - 39 changes by junho2813, telk5093
lithuanian - 66 changes by BlinK_, Devastator
malay - 36 changes by Syed
maltese - 20 changes by ercolesptr
norwegian_bokmal - 6 changes by kristoffer_hh
norwegian_nynorsk - 1 changes by Utvik
polish - 68 changes by lion, matma6, nouwak, wojteks86
portuguese - 104 changes by ABCRic
romanian - 148 changes by kneekoo, tonny
russian - 43 changes by Lone_Wolf, MajestiC, akasoft
slovak - 135 changes by teso
spanish - 43 changes by Terkhen
swedish - 38 changes by Zuu, urdh
ukrainian - 28 changes by Madvin
vietnamese - 3 changes by nglekhoi
/* $Id$ */

/*
 * 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 */