Files @ r12162:c4894f5339c3
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Location: cpp/openttd-patchpack/source/src/genworld.h

rubidium
(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
/* $Id$ */

/** @file genworld.h Functions related to world/map generation. */

#ifndef GENWORLD_H
#define GENWORLD_H

#include "company_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_MAX, ///< Create a new random seed

	GENWORLD_REDRAW_TIMEOUT = 200, ///< Timeout between redraws
};

/* Modes for GenerateWorld */
enum GenerateWorldMode {
	GW_NEWGAME   = 0,    ///< Generate a map for a new game
	GW_EMPTY     = 1,    ///< Generate an empty map (sea-level)
	GW_RANDOM    = 2,    ///< Generate a random map for SE
	GW_HEIGHTMAP = 3,    ///< Generate a newgame from a heightmap
};

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 quit_thread;      ///< Do we want to quit the active thread
	bool threaded;         ///< Whether we run _GenerateWorld threaded
	GenerateWorldMode mode;///< What mode are we making a world in
	CompanyID lc;          ///< The local_company 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)
	class ThreadObject *thread; ///< The thread we are in (can be NULL)
};

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 */
bool IsGenerateWorldThreaded();
void GenerateWorldSetCallback(gw_done_proc *proc);
void GenerateWorldSetAbortCallback(gw_abort_proc *proc);
void WaitTillGeneratedWorld();
void GenerateWorld(GenerateWorldMode 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();

extern class ThreadMutex *_genworld_mapgen_mutex;
extern class ThreadMutex *_genworld_paint_mutex;

#endif /* GENWORLD_H */