src/genworld.h
author Darkvater
Thu, 01 Feb 2007 22:54:04 +0000
changeset 5899 6f5ece1805fe
parent 5587 167d9a91ef02
child 6179 d19b0137d8e4
permissions -rw-r--r--
(svn r8522) -Regression (r8512): The flat/random window moved the to scenario editor did not use the right settings for generating land
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/* $Id$ */
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#ifndef GENWORLD_H
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#define GENWORLD_H
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/* If OTTDThread isn't defined, define it to a void, but make sure to undefine
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 *  it after this include. This makes including genworld.h easier, as you
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 *  don't need to include thread.h before it, while it stays possible to
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 *  include it after it, and still work.
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 */
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#ifndef OTTDThread
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#define TEMPORARY_OTTDTHREAD_DEFINITION
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#define OTTDThread void
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#endif
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/*
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 * Order of these enums has to be the same as in lang/english.txt
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 * Otherwise you will get inconsistent behaviour.
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 */
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enum {
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	LG_ORIGINAL     = 0,  //! The original landscape generator
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	LG_TERRAGENESIS = 1,  //! TerraGenesis Perlin landscape generator
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	GENERATE_NEW_SEED = (uint)-1, //! Create a new random seed
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};
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typedef void gw_done_proc(void);
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typedef void gw_abort_proc(void);
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typedef struct gw_info {
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	bool active;           //! Is generating world active
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	bool abort;            //! Whether to abort the thread ASAP
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	bool wait_for_draw;    //! Are we waiting on a draw event
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	bool quit_thread;      //! Do we want to quit the active thread
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	bool threaded;         //! Whether we run _GenerateWorld threaded
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	int mode;              //! What mode are we making a world in
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	PlayerID lp;               //! The local_player before generating
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	uint size_x;           //! X-size of the map
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	uint size_y;           //! Y-size of the map
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	gw_done_proc *proc;    //! Proc that is called when done (can be NULL)
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	gw_abort_proc *abortp; //! Proc that is called when aborting (can be NULL)
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	OTTDThread *thread;    //! The thread we are in (can be NULL)
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} gw_info;
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#ifdef TEMPORARY_OTTDTHREAD_DEFINITION
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#undef OTTDThread
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#undef TEMPORARY_OTTDTHREAD_DEFINITION
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#endif
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typedef enum gwp_classes {
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	GWP_MAP_INIT,    /* Initialize/allocate the map, start economy */
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	GWP_LANDSCAPE,   /* Create the landscape */
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	GWP_ROUGH_ROCKY, /* Make rough and rocky areas */
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	GWP_TOWN,        /* Generate towns */
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	GWP_INDUSTRY,    /* Generate industries */
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	GWP_UNMOVABLE,   /* Generate unmovables (radio tower, light houses) */
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	GWP_TREE,        /* Generate trees */
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	GWP_GAME_INIT,   /* Initialize the game */
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	GWP_RUNTILELOOP, /* Runs the tile loop 1280 times to make snow etc */
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	GWP_GAME_START,  /* Really prepare to start the game */
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	GWP_CLASS_COUNT
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} gwp_class;
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/**
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 * Check if we are currently in the process of generating a world.
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 */
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static inline bool IsGeneratingWorld(void)
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{
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	extern gw_info _gw;
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	return _gw.active;
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}
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/* genworld.c */
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void SetGeneratingWorldPaintStatus(bool status);
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bool IsGeneratingWorldReadyForPaint(void);
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bool IsGenerateWorldThreaded(void);
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void GenerateWorldSetCallback(gw_done_proc *proc);
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void GenerateWorldSetAbortCallback(gw_abort_proc *proc);
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void WaitTillGeneratedWorld(void);
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void GenerateWorld(int mode, uint size_x, uint size_y);
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void AbortGeneratingWorld(void);
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bool IsGeneratingWorldAborted(void);
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void HandleGeneratingWorldAbortion(void);
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/* genworld_gui.c */
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void SetGeneratingWorldProgress(gwp_class cls, uint total);
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void IncreaseGeneratingWorldProgress(gwp_class cls);
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void PrepareGenerateWorldProgress(void);
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void ShowGenerateWorldProgress(void);
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void StartNewGameWithoutGUI(uint seed);
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void ShowCreateScenario(void);
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void StartScenarioEditor(void);
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#endif /* GENWORLD_H */