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+/* $Id$ */
+
+#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 */