OpenTTD
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Functions related to world/map generation. More...
#include "company_type.h"
Go to the source code of this file.
Data Structures | |
struct | GenWorldInfo |
Properties of current genworld process. More... |
Typedefs | |
typedef void | GWDoneProc () |
Procedure called when the genworld process finishes. | |
typedef void | GWAbortProc () |
Called when genworld is aborted. |
Enumerations | |
enum | LandscapeGenerator { LG_ORIGINAL = 0, LG_TERRAGENESIS = 1 } |
Constants related to world generation. More... | |
enum | GenWorldMode { GWM_NEWGAME = 0, GWM_EMPTY = 1, GWM_RANDOM = 2, GWM_HEIGHTMAP = 3 } |
Modes for GenerateWorld. More... | |
enum | TgenSmoothness { TGEN_SMOOTHNESS_BEGIN, TGEN_SMOOTHNESS_VERY_SMOOTH = TGEN_SMOOTHNESS_BEGIN, TGEN_SMOOTHNESS_SMOOTH, TGEN_SMOOTHNESS_ROUGH, TGEN_SMOOTHNESS_VERY_ROUGH, TGEN_SMOOTHNESS_END } |
Smoothness presets. More... | |
enum | GenWorldProgress { GWP_MAP_INIT, GWP_LANDSCAPE, GWP_RIVER, GWP_ROUGH_ROCKY, GWP_TOWN, GWP_INDUSTRY, GWP_OBJECT, GWP_TREE, GWP_GAME_INIT, GWP_RUNTILELOOP, GWP_RUNSCRIPT, GWP_GAME_START, GWP_CLASS_COUNT } |
Current stage of world generation process. More... |
Functions | |
bool | IsGenerateWorldThreaded () |
Tells if the world generation is done in a thread or not. | |
void | GenerateWorldSetCallback (GWDoneProc *proc) |
Set here the function, if any, that you want to be called when landscape generation is done. | |
void | GenerateWorldSetAbortCallback (GWAbortProc *proc) |
Set here the function, if any, that you want to be called when landscape generation is aborted. | |
void | WaitTillGeneratedWorld () |
This will wait for the thread to finish up his work. | |
void | GenerateWorld (GenWorldMode mode, uint size_x, uint size_y, bool reset_settings=true) |
Generate a world. | |
void | AbortGeneratingWorld () |
Initializes the abortion process. | |
bool | IsGeneratingWorldAborted () |
Is the generation being aborted? | |
void | HandleGeneratingWorldAbortion () |
Really handle the abortion, i.e. | |
void | SetNewLandscapeType (byte landscape) |
Changes landscape type and sets genworld window dirty. | |
void | SetGeneratingWorldProgress (GenWorldProgress cls, uint total) |
Set the total of a stage of the world generation. | |
void | IncreaseGeneratingWorldProgress (GenWorldProgress cls) |
Increases the current stage of the world generation with one. | |
void | PrepareGenerateWorldProgress () |
Initializes the progress counters to the starting point. | |
void | ShowGenerateWorldProgress () |
Show the window where a user can follow the process of the map generation. | |
void | StartNewGameWithoutGUI (uint seed) |
Start a normal game without the GUI. | |
void | ShowCreateScenario () |
Show the window to create a scenario. | |
void | StartScenarioEditor () |
Start with a scenario editor. |
Variables | |
static const uint | GENERATE_NEW_SEED = UINT_MAX |
Create a new random seed. | |
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. | |
bool | _generating_world |
Whether we are generating the map or not. |
Functions related to world/map generation.
Definition in file genworld.h.
enum GenWorldMode |
Modes for GenerateWorld.
GWM_NEWGAME |
Generate a map for a new game. |
GWM_EMPTY |
Generate an empty map (sea-level) |
GWM_RANDOM |
Generate a random map for SE. |
GWM_HEIGHTMAP |
Generate a newgame from a heightmap. |
Definition at line 28 of file genworld.h.
enum GenWorldProgress |
Current stage of world generation process.
Definition at line 68 of file genworld.h.
enum LandscapeGenerator |
Constants related to world generation.
LG_ORIGINAL |
The original landscape generator. |
LG_TERRAGENESIS |
TerraGenesis Perlin landscape generator. |
Definition at line 18 of file genworld.h.
enum TgenSmoothness |
Smoothness presets.
Definition at line 36 of file genworld.h.
void GenerateWorld | ( | GenWorldMode | mode, |
uint | size_x, | ||
uint | size_y, | ||
bool | reset_settings | ||
) |
Generate a world.
mode | The mode of world generation (see GenWorldMode). |
size_x | The X-size of the map. |
size_y | The Y-size of the map. |
reset_settings | Whether to reset the game configuration (used for restart) |
Definition at line 298 of file genworld.cpp.
References _GenerateWorld(), _local_company, _modal_progress_work_mutex, GenWorldInfo::abort, GenWorldInfo::abortp, ThreadMutex::BeginCritical(), COMPANY_SPECTATOR, DEBUG, DeleteAllNonVitalWindows(), ThreadMutex::EndCritical(), FindWindowById(), VideoDriver::GetInstance(), GfxLoadSprites(), HasModalProgress(), HideVitalWindows(), HT_NONE, ThreadObject::Join(), GenWorldInfo::lc, LoadStringWidthTable(), MapSizeX(), MapSizeY(), GenWorldInfo::mode, ThreadObject::New(), PrepareGenerateWorldProgress(), GenWorldInfo::quit_thread, ResetWindowSystem(), ScrollMainWindowToTile(), SetLocalCompany(), SetModalProgress(), SetObjectToPlace(), SetupColoursAndInitialWindow(), ShowGenerateWorldProgress(), GenWorldInfo::size_x, GenWorldInfo::size_y, GenWorldInfo::thread, GenWorldInfo::threaded, TileXY(), UnshowCriticalError(), and WC_MAIN_WINDOW.
Referenced by LoadIntroGame(), and openttd_main().
void GenerateWorldSetAbortCallback | ( | GWAbortProc * | proc | ) |
Set here the function, if any, that you want to be called when landscape generation is aborted.
proc | callback procedure |
Definition at line 233 of file genworld.cpp.
References GenWorldInfo::abortp.
Referenced by GenerateTerrainPerlin().
void GenerateWorldSetCallback | ( | GWDoneProc * | proc | ) |
Set here the function, if any, that you want to be called when landscape generation is done.
proc | callback procedure |
Definition at line 223 of file genworld.cpp.
References GenWorldInfo::proc.
void HandleGeneratingWorldAbortion | ( | ) |
Really handle the abortion, i.e.
clean up some of the mess
Definition at line 277 of file genworld.cpp.
References _switch_mode, GenWorldInfo::abortp, CleanupGeneration(), ThreadObject::Exit(), SM_EDITOR, SM_MENU, and GenWorldInfo::thread.
Referenced by _GenerateWorld().
void IncreaseGeneratingWorldProgress | ( | GenWorldProgress | cls | ) |
Increases the current stage of the world generation with one.
cls | the current class we are in. |
Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always. Also, progress works if total is zero, total works if progress is zero.
Definition at line 1354 of file genworld_gui.cpp.
Referenced by _GenerateWorld(), CreateRivers(), GenerateLandscape(), GenerateTerrainPerlin(), GenerateTowns(), PlaceInitialIndustry(), PlaceTreeGroups(), and PlaceTreesRandomly().
bool IsGenerateWorldThreaded | ( | ) |
Tells if the world generation is done in a thread or not.
Definition at line 67 of file genworld.cpp.
References GenWorldInfo::quit_thread, and GenWorldInfo::threaded.
bool IsGeneratingWorldAborted | ( | ) |
Is the generation being aborted?
Definition at line 269 of file genworld.cpp.
References GenWorldInfo::abort.
void SetGeneratingWorldProgress | ( | GenWorldProgress | cls, |
uint | total | ||
) |
Set the total of a stage of the world generation.
cls | the current class we are in. |
total | Set the total expected items for this class. |
Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always. Also, progress works if total is zero, total works if progress is zero.
Definition at line 1340 of file genworld_gui.cpp.
Referenced by _GenerateWorld(), CreateRivers(), GenerateIndustries(), GenerateLandscape(), GenerateTowns(), and GenerateTrees().
void SetNewLandscapeType | ( | byte | landscape | ) |
Changes landscape type and sets genworld window dirty.
landscape | new landscape type |
Definition at line 51 of file genworld_gui.cpp.
References _settings_newgame, GameSettings::game_creation, InvalidateWindowClassesData(), GameCreationSettings::landscape, WC_GENERATE_LANDSCAPE, and WC_SELECT_GAME.
Referenced by SelectGameWindow::OnClick(), GenerateLandscapeWindow::OnClick(), and CreateScenarioWindow::OnClick().
void ShowCreateScenario | ( | ) |
Show the window to create a scenario.
Definition at line 1120 of file genworld_gui.cpp.
References DeleteWindowByClass(), GLWM_SCENARIO, and WC_GENERATE_LANDSCAPE.
Referenced by ScenarioEditorLandscapeGenerationWindow::OnClick().
void StartNewGameWithoutGUI | ( | uint | seed | ) |
Start a normal game without the GUI.
seed | The seed of the new game. |
Definition at line 873 of file genworld_gui.cpp.
References _settings_newgame, GameSettings::game_creation, GameCreationSettings::generation_seed, and GLWM_GENERATE.
Referenced by VideoDriver_Dedicated::MainLoop(), NetworkCheckRestartMap(), SelectGameWindow::OnClick(), and NetworkStartServerWindow::OnClick().
void StartScenarioEditor | ( | ) |
Start with a scenario editor.
Definition at line 864 of file genworld_gui.cpp.
References GLWM_SCENARIO.
Referenced by SelectGameWindow::OnClick().
void WaitTillGeneratedWorld | ( | ) |
This will wait for the thread to finish up his work.
It will not continue till the work is done.
Definition at line 242 of file genworld.cpp.
References _modal_progress_paint_mutex, _modal_progress_work_mutex, ThreadMutex::BeginCritical(), ThreadMutex::EndCritical(), ThreadObject::Join(), GenWorldInfo::quit_thread, GenWorldInfo::thread, and GenWorldInfo::threaded.
Referenced by LoadIntroGame(), and openttd_main().
bool _generating_world |
Whether we are generating the map or not.
Definition at line 61 of file genworld.cpp.
Referenced by _GenerateWorld(), BuildTownHouse(), CanFollowRoad(), CheckIfIndustryTilesAreFree(), CleanupGeneration(), ClosestTownFromTile(), CmdBuildObject(), CmdDeleteTown(), CmdFoundTown(), CmdTerraformLand(), CreateNewIndustryHelper(), DoCommandP(), DoCommandPInternal(), DoCreateNewIndustry(), GenerateDesertArea(), GenerateTownName(), GetTerrainType(), HouseScopeResolver::GetVariable(), GrowTown(), GrowTownInTile(), HasRoadTypesAvail(), InitializeGRFSpecial(), ObjectSpec::IsEverAvailable(), IsRoadAllowedHere(), BuildIndustryWindow::OnClick(), FoundTownWindow::OnClick(), BuildIndustryWindow::OnPlaceObject(), ResetLandscapeConfirmationCallback(), TownLayoutAllows2x2HouseHere(), TownLayoutAllowsHouseHere(), and UpdateNearestTownForRoadTiles().