/* $Id$ */

#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 void gw_abort_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)
	gw_abort_proc *abortp; //! Proc that is called when aborting (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 GenerateWorldSetAbortCallback(gw_abort_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 */