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-rw-r--r--genworld.c13
1 files changed, 13 insertions, 0 deletions
diff --git a/genworld.c b/genworld.c
index 55f7bb590..2e1f003d5 100644
--- a/genworld.c
+++ b/genworld.c
@@ -165,6 +165,15 @@ void GenerateWorldSetCallback(gw_done_proc *proc)
}
/**
+ * Set here the function, if any, that you want to be called when landscape
+ * generation is aborted.
+ */
+void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
+{
+ _gw.abortp = proc;
+}
+
+/**
* This will wait for the thread to finish up his work. It will not continue
* till the work is done.
*/
@@ -201,12 +210,15 @@ void HandleGeneratingWorldAbortion(void)
/* Clean up - in SE create an empty map, otherwise, go to intro menu */
_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
+ if (_gw.abortp != NULL) _gw.abortp();
+
if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
/* Show all vital windows again, because we have hidden them */
if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
_gw.active = false;
_gw.thread = NULL;
_gw.proc = NULL;
+ _gw.abortp = NULL;
_gw.threaded = false;
DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
@@ -229,6 +241,7 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
_gw.size_y = size_y;
_gw.active = true;
_gw.abort = false;
+ _gw.abortp = NULL;
_gw.lp = _local_player;
_gw.wait_for_draw = false;
_gw.quit_thread = false;