genworld.h
author KUDr
Sun, 31 Dec 2006 02:53:23 +0000
branchcustombridgeheads
changeset 5611 11da6bafbfb9
parent 5145 4c5761bb0176
permissions -rw-r--r--
(svn r7687) [cbh] - Fix: trains can now enter the bridge from side. They still can't leave it from side (pathfinder will need to be invoked when the other ramp is entered). Also the code is not very clear and needs review. It is more proof of concept than final solution. I hope that somebody smarter (Celestar) can do it better.
/* $Id$ */

#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 */