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https://github.com/JGRennison/OpenTTD-patches.git
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92 lines
3.0 KiB
C
92 lines
3.0 KiB
C
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/* $Id$ */
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#ifndef GENWORLD_H
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#define GENWORLD_H
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/* If OTTDThread isn't defined, define it to a void, but make sure to undefine
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* it after this include. This makes including genworld.h easier, as you
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* don't need to include thread.h before it, while it stays possible to
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* include it after it, and still work.
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*/
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#ifndef OTTDThread
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#define TEMPORARY_OTTDTHREAD_DEFINITION
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#define OTTDThread void
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#endif
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/*
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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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*/
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enum {
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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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GENERATE_NEW_SEED = (uint)-1, //! Create a new random seed
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};
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typedef void gw_done_proc(void);
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typedef struct gw_info {
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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 wait_for_draw; //! Are we waiting on a draw event
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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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int mode; //! What mode are we making a world in
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byte lp; //! The local_player 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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gw_done_proc *proc; //! Proc that is called when done (can be NULL)
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OTTDThread *thread; //! The thread we are in (can be NULL)
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} gw_info;
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#ifdef TEMPORARY_OTTDTHREAD_DEFINITION
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#undef OTTDThread
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#undef TEMPORARY_OTTDTHREAD_DEFINITION
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#endif
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typedef enum gwp_classes {
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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_UNMOVABLE, /* Generate unmovables (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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} gwp_class;
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/**
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* Check if we are currently in the process of generating a world.
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*/
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static inline bool IsGeneratingWorld(void)
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{
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extern gw_info _gw;
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return _gw.active;
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}
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/* genworld.c */
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void SetGeneratingWorldPaintStatus(bool status);
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bool IsGeneratingWorldReadyForPaint(void);
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bool IsGenerateWorldThreaded(void);
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void GenerateWorldSetCallback(gw_done_proc *proc);
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void WaitTillGeneratedWorld(void);
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void GenerateWorld(int mode, uint size_x, uint size_y);
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void AbortGeneratingWorld(void);
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bool IsGeneratingWorldAborted(void);
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void HandleGeneratingWorldAbortion(void);
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/* genworld_gui.c */
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void SetGeneratingWorldProgress(gwp_class class, uint total);
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void IncreaseGeneratingWorldProgress(gwp_class class);
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void PrepareGenerateWorldProgress(void);
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void ShowGenerateWorldProgress(void);
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void StartNewGameWithoutGUI(uint seed);
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void ShowCreateScenario(void);
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#endif /* GENWORLD_H */
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