/* $Id$ */ #ifndef GENWORLD_H #define GENWORLD_H /* If OTTDThread isn't defined, define it to a void, but make sure to undefine * it after this include. This makes including genworld.h easier, as you * don't need to include thread.h before it, while it stays possible to * include it after it, and still work. */ #ifndef OTTDThread #define TEMPORARY_OTTDTHREAD_DEFINITION #define OTTDThread void #endif /* * Order of these enums has to be the same as in lang/english.txt * Otherwise you will get inconsistent behaviour. */ enum { LG_ORIGINAL = 0, //! The original landscape generator LG_TERRAGENESIS = 1, //! TerraGenesis Perlin landscape generator GENERATE_NEW_SEED = (uint)-1, //! Create a new random seed }; typedef void gw_done_proc(void); typedef struct gw_info { bool active; //! Is generating world active bool abort; //! Whether to abort the thread ASAP bool wait_for_draw; //! Are we waiting on a draw event bool quit_thread; //! Do we want to quit the active thread bool threaded; //! Whether we run _GenerateWorld threaded int mode; //! What mode are we making a world in byte lp; //! The local_player before generating uint size_x; //! X-size of the map uint size_y; //! Y-size of the map gw_done_proc *proc; //! Proc that is called when done (can be NULL) OTTDThread *thread; //! The thread we are in (can be NULL) } gw_info; #ifdef TEMPORARY_OTTDTHREAD_DEFINITION #undef OTTDThread #undef TEMPORARY_OTTDTHREAD_DEFINITION #endif typedef enum gwp_classes { GWP_MAP_INIT, /* Initialize/allocate the map, start economy */ GWP_LANDSCAPE, /* Create the landscape */ GWP_ROUGH_ROCKY, /* Make rough and rocky areas */ GWP_TOWN, /* Generate towns */ GWP_INDUSTRY, /* Generate industries */ GWP_UNMOVABLE, /* Generate unmovables (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_GAME_START, /* Really prepare to start the game */ GWP_CLASS_COUNT } gwp_class; /** * Check if we are currently in the process of generating a world. */ static inline bool IsGeneratingWorld(void) { extern gw_info _gw; return _gw.active; } /* genworld.c */ void SetGeneratingWorldPaintStatus(bool status); bool IsGeneratingWorldReadyForPaint(void); bool IsGenerateWorldThreaded(void); void GenerateWorldSetCallback(gw_done_proc *proc); void WaitTillGeneratedWorld(void); void GenerateWorld(int mode, uint size_x, uint size_y); void AbortGeneratingWorld(void); bool IsGeneratingWorldAborted(void); void HandleGeneratingWorldAbortion(void); /* genworld_gui.c */ void SetGeneratingWorldProgress(gwp_class class, uint total); void IncreaseGeneratingWorldProgress(gwp_class class); void PrepareGenerateWorldProgress(void); void ShowGenerateWorldProgress(void); void StartNewGameWithoutGUI(uint seed); void ShowCreateScenario(void); #endif /* GENWORLD_H */