From 11e3a00a23148c96c497c8ba28e1f2c0583e966c Mon Sep 17 00:00:00 2001 From: smatz Date: Sun, 17 Jan 2010 22:59:24 +0000 Subject: (svn r18853) -Codechange: apply coding style to GenWorld's enums, structs and typedefs --- src/genworld.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'src/genworld.cpp') diff --git a/src/genworld.cpp b/src/genworld.cpp index f6f33d3da..9f479210b 100644 --- a/src/genworld.cpp +++ b/src/genworld.cpp @@ -48,11 +48,11 @@ void StartupDisasters(); void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings); -/* Please only use this variable in genworld.h and genworld.c and +/* Please only use this variable in genworld.h and genworld.cpp and * nowhere else. For speed improvements we need it to be global, but * in no way the meaning of it is to use it anywhere else besides - * in the genworld.h and genworld.c! -- TrueLight */ -gw_info _gw; + * in the genworld.h and genworld.cpp! -- TrueLight */ +GenWorldInfo _gw; /** Rights for the map generation */ ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New(); @@ -108,7 +108,7 @@ static void _GenerateWorld(void *arg) StartupEconomy(); /* Don't generate landscape items when in the scenario editor. */ - if (_gw.mode == GW_EMPTY) { + if (_gw.mode == GWM_EMPTY) { SetGeneratingWorldProgress(GWP_UNMOVABLE, 1); /* Make sure the tiles at the north border are void tiles if needed. */ @@ -150,7 +150,7 @@ static void _GenerateWorld(void *arg) _generating_world = false; /* No need to run the tile loop in the scenario editor. */ - if (_gw.mode != GW_EMPTY) { + if (_gw.mode != GWM_EMPTY) { uint i; SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500); @@ -192,7 +192,7 @@ static void _GenerateWorld(void *arg) * Set here the function, if any, that you want to be called when landscape * generation is done. */ -void GenerateWorldSetCallback(gw_done_proc *proc) +void GenerateWorldSetCallback(GWDoneProc *proc) { _gw.proc = proc; } @@ -201,7 +201,7 @@ 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) +void GenerateWorldSetAbortCallback(GWAbortProc *proc) { _gw.abortp = proc; } @@ -266,7 +266,7 @@ void HandleGeneratingWorldAbortion() * @param size_y The Y-size of the map. * @param reset_settings Whether to reset the game configuration (used for restart) */ -void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_settings) +void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings) { if (_gw.active) return; _gw.mode = mode; @@ -308,7 +308,7 @@ void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_ } if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 || - !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) { + !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) { DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode"); _gw.threaded = false; _genworld_mapgen_mutex->EndCritical(); -- cgit v1.2.3-54-g00ecf