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https://github.com/JGRennison/OpenTTD-patches.git
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98 lines
3.1 KiB
C
98 lines
3.1 KiB
C
/* $Id$ */
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/** @file genworld.h */
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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();
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typedef void gw_abort_proc();
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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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PlayerID 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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gw_abort_proc *abortp; ///< Proc that is called when aborting (can be NULL)
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OTTDThread *thread; ///< The thread we are in (can be NULL)
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};
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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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enum gwp_class {
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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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};
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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()
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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.cpp */
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void SetGeneratingWorldPaintStatus(bool status);
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bool IsGeneratingWorldReadyForPaint();
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bool IsGenerateWorldThreaded();
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void GenerateWorldSetCallback(gw_done_proc *proc);
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void GenerateWorldSetAbortCallback(gw_abort_proc *proc);
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void WaitTillGeneratedWorld();
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void GenerateWorld(int mode, uint size_x, uint size_y);
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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 SetGeneratingWorldProgress(gwp_class cls, uint total);
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void IncreaseGeneratingWorldProgress(gwp_class 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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#endif /* GENWORLD_H */
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