Files @ r7582:dfefb1216e6f
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Location: cpp/openttd-patchpack/source/src/genworld.h

rubidium
(svn r11107) -Feature: some tool so one can still build tunnels under rails (and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
/* $Id$ */

/** @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

/*
 * 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 */