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/* $Id$ */
/** @file genworld.h */
#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
#include "player_type.h"
/*
* 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();
typedef void gw_abort_proc();
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
PlayerID 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)
};
#ifdef TEMPORARY_OTTDTHREAD_DEFINITION
#undef OTTDThread
#undef TEMPORARY_OTTDTHREAD_DEFINITION
#endif
enum gwp_class {
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
};
/**
* Check if we are currently in the process of generating a world.
*/
static inline bool IsGeneratingWorld()
{
extern gw_info _gw;
return _gw.active;
}
/* genworld.cpp */
void SetGeneratingWorldPaintStatus(bool status);
bool IsGeneratingWorldReadyForPaint();
bool IsGenerateWorldThreaded();
void GenerateWorldSetCallback(gw_done_proc *proc);
void GenerateWorldSetAbortCallback(gw_abort_proc *proc);
void WaitTillGeneratedWorld();
void GenerateWorld(int mode, uint size_x, uint size_y);
void AbortGeneratingWorld();
bool IsGeneratingWorldAborted();
void HandleGeneratingWorldAbortion();
/* genworld_gui.cpp */
void SetGeneratingWorldProgress(gwp_class cls, uint total);
void IncreaseGeneratingWorldProgress(gwp_class cls);
void PrepareGenerateWorldProgress();
void ShowGenerateWorldProgress();
void StartNewGameWithoutGUI(uint seed);
void ShowCreateScenario();
void StartScenarioEditor();
#endif /* GENWORLD_H */
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