changeset 14301:70d2b51a40ae draft

(svn r18853) -Codechange: apply coding style to GenWorld's enums, structs and typedefs
author smatz <smatz@openttd.org>
date Sun, 17 Jan 2010 22:59:24 +0000
parents a63d087cc4ad
children ca08e414237f
files src/genworld.cpp src/genworld.h src/genworld_gui.cpp src/landscape.cpp src/openttd.cpp
diffstat 5 files changed, 67 insertions(+), 67 deletions(-) [+]
line wrap: on
line diff
--- a/src/genworld.cpp
+++ b/src/genworld.cpp
@@ -48,11 +48,11 @@
 
 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
 
-/* Please only use this variable in genworld.h and genworld.c and
+/* Please only use this variable in genworld.h and genworld.cpp and
  *  nowhere else. For speed improvements we need it to be global, but
  *  in no way the meaning of it is to use it anywhere else besides
- *  in the genworld.h and genworld.c! -- TrueLight */
-gw_info _gw;
+ *  in the genworld.h and genworld.cpp! -- TrueLight */
+GenWorldInfo _gw;
 
 /** Rights for the map generation */
 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
@@ -108,7 +108,7 @@
 		StartupEconomy();
 
 		/* Don't generate landscape items when in the scenario editor. */
-		if (_gw.mode == GW_EMPTY) {
+		if (_gw.mode == GWM_EMPTY) {
 			SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
 
 			/* Make sure the tiles at the north border are void tiles if needed. */
@@ -150,7 +150,7 @@
 		_generating_world = false;
 
 		/* No need to run the tile loop in the scenario editor. */
-		if (_gw.mode != GW_EMPTY) {
+		if (_gw.mode != GWM_EMPTY) {
 			uint i;
 
 			SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
@@ -192,7 +192,7 @@
  * Set here the function, if any, that you want to be called when landscape
  *  generation is done.
  */
-void GenerateWorldSetCallback(gw_done_proc *proc)
+void GenerateWorldSetCallback(GWDoneProc *proc)
 {
 	_gw.proc = proc;
 }
@@ -201,7 +201,7 @@
  * Set here the function, if any, that you want to be called when landscape
  *  generation is aborted.
  */
-void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
+void GenerateWorldSetAbortCallback(GWAbortProc *proc)
 {
 	_gw.abortp = proc;
 }
@@ -266,7 +266,7 @@
  * @param size_y The Y-size of the map.
  * @param reset_settings Whether to reset the game configuration (used for restart)
  */
-void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_settings)
+void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
 {
 	if (_gw.active) return;
 	_gw.mode   = mode;
@@ -308,7 +308,7 @@
 	}
 
 	if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
-	    !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
+			!ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
 		DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
 		_gw.threaded = false;
 		_genworld_mapgen_mutex->EndCritical();
--- a/src/genworld.h
+++ b/src/genworld.h
@@ -28,31 +28,31 @@
 };
 
 /* 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
+enum GenWorldMode {
+	GWM_NEWGAME   = 0, ///< Generate a map for a new game
+	GWM_EMPTY     = 1, ///< Generate an empty map (sea-level)
+	GWM_RANDOM    = 2, ///< Generate a random map for SE
+	GWM_HEIGHTMAP = 3, ///< Generate a newgame from a heightmap
 };
 
-typedef void gw_done_proc();
-typedef void gw_abort_proc();
+typedef void GWDoneProc();
+typedef void GWAbortProc();
 
-struct gw_info {
+struct GenWorldInfo {
 	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
+	GenWorldMode 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)
+	GWDoneProc *proc;      ///< Proc that is called when done (can be NULL)
+	GWAbortProc *abortp;   ///< Proc that is called when aborting (can be NULL)
 	class ThreadObject *thread; ///< The thread we are in (can be NULL)
 };
 
-enum gwp_class {
+enum GenWorldProgress {
 	GWP_MAP_INIT,    ///< Initialize/allocate the map, start economy
 	GWP_LANDSCAPE,   ///< Create the landscape
 	GWP_ROUGH_ROCKY, ///< Make rough and rocky areas
@@ -71,24 +71,23 @@
  */
 static inline bool IsGeneratingWorld()
 {
-	extern gw_info _gw;
-
+	extern GenWorldInfo _gw;
 	return _gw.active;
 }
 
 /* genworld.cpp */
 bool IsGenerateWorldThreaded();
-void GenerateWorldSetCallback(gw_done_proc *proc);
-void GenerateWorldSetAbortCallback(gw_abort_proc *proc);
+void GenerateWorldSetCallback(GWDoneProc *proc);
+void GenerateWorldSetAbortCallback(GWAbortProc *proc);
 void WaitTillGeneratedWorld();
-void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_settings = true);
+void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings = true);
 void AbortGeneratingWorld();
 bool IsGeneratingWorldAborted();
 void HandleGeneratingWorldAbortion();
 
 /* genworld_gui.cpp */
-void SetGeneratingWorldProgress(gwp_class cls, uint total);
-void IncreaseGeneratingWorldProgress(gwp_class cls);
+void SetGeneratingWorldProgress(GenWorldProgress cls, uint total);
+void IncreaseGeneratingWorldProgress(GenWorldProgress cls);
 void PrepareGenerateWorldProgress();
 void ShowGenerateWorldProgress();
 void StartNewGameWithoutGUI(uint seed);
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -1112,7 +1112,7 @@
 	_nested_generate_progress_widgets, lengthof(_nested_generate_progress_widgets)
 );
 
-struct tp_info {
+struct GenWorldStatus {
 	uint percent;
 	StringID cls;
 	uint current;
@@ -1120,9 +1120,9 @@
 	int timer;
 };
 
-static tp_info _tp;
+static GenWorldStatus _gws;
 
-static const StringID _generation_class_table[GWP_CLASS_COUNT]  = {
+static const StringID _generation_class_table[]  = {
 	STR_GENERATION_WORLD_GENERATION,
 	STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION,
 	STR_GENERATION_CLEARING_TILES,
@@ -1134,6 +1134,7 @@
 	STR_GENERATION_PREPARING_TILELOOP,
 	STR_GENERATION_PREPARING_GAME
 };
+assert_compile(lengthof(_generation_class_table) == GWP_CLASS_COUNT);
 
 
 static void AbortGeneratingWorldCallback(Window *w, bool confirmed)
@@ -1198,18 +1199,18 @@
 			case GPWW_PROGRESS_BAR:
 				/* Draw the % complete with a bar and a text */
 				DrawFrameRect(r.left, r.top, r.right, r.bottom, COLOUR_GREY, FR_BORDERONLY);
-				DrawFrameRect(r.left + 1, r.top + 1, (int)((r.right - r.left - 2) * _tp.percent / 100) + r.left + 1, r.bottom - 1, COLOUR_MAUVE, FR_NONE);
-				SetDParam(0, _tp.percent);
+				DrawFrameRect(r.left + 1, r.top + 1, (int)((r.right - r.left - 2) * _gws.percent / 100) + r.left + 1, r.bottom - 1, COLOUR_MAUVE, FR_NONE);
+				SetDParam(0, _gws.percent);
 				DrawString(r.left, r.right, r.top + 5, STR_GENERATION_PROGRESS, TC_FROMSTRING, SA_CENTER);
 				break;
 
 			case GPWW_PROGRESS_TEXT:
 				/* Tell which class we are generating */
-				DrawString(r.left, r.right, r.top, _tp.cls, TC_FROMSTRING, SA_CENTER);
+				DrawString(r.left, r.right, r.top, _gws.cls, TC_FROMSTRING, SA_CENTER);
 
 				/* And say where we are in that class */
-				SetDParam(0, _tp.current);
-				SetDParam(1, _tp.total);
+				SetDParam(0, _gws.current);
+				SetDParam(1, _gws.total);
 				DrawString(r.left, r.right, r.top + FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL, STR_GENERATION_PROGRESS_NUM, TC_FROMSTRING, SA_CENTER);
 		}
 	}
@@ -1220,11 +1221,11 @@
  */
 void PrepareGenerateWorldProgress()
 {
-	_tp.cls   = STR_GENERATION_WORLD_GENERATION;
-	_tp.current = 0;
-	_tp.total   = 0;
-	_tp.percent = 0;
-	_tp.timer   = 0; // Forces to paint the progress window immediatelly
+	_gws.cls     = STR_GENERATION_WORLD_GENERATION;
+	_gws.current = 0;
+	_gws.total   = 0;
+	_gws.percent = 0;
+	_gws.timer   = 0; // Forces to paint the progress window immediatelly
 }
 
 /**
@@ -1236,7 +1237,7 @@
 	new GenerateProgressWindow();
 }
 
-static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total)
+static void _SetGeneratingWorldProgress(GenWorldProgress cls, uint progress, uint total)
 {
 	static const int percent_table[GWP_CLASS_COUNT + 1] = {0, 5, 15, 20, 40, 60, 65, 80, 85, 99, 100 };
 
@@ -1248,36 +1249,36 @@
 	if (IsGeneratingWorldAborted()) HandleGeneratingWorldAbortion();
 
 	if (total == 0) {
-		assert(_tp.cls == _generation_class_table[cls]);
-		_tp.current += progress;
-		assert(_tp.current <= _tp.total);
+		assert(_gws.cls == _generation_class_table[cls]);
+		_gws.current += progress;
+		assert(_gws.current <= _gws.total);
 	} else {
-		_tp.cls   = _generation_class_table[cls];
-		_tp.current = progress;
-		_tp.total   = total;
-		_tp.percent = percent_table[cls];
+		_gws.cls     = _generation_class_table[cls];
+		_gws.current = progress;
+		_gws.total   = total;
+		_gws.percent = percent_table[cls];
 	}
 
 	/* Don't update the screen too often. So update it once in every once in a while... */
-	if (!_network_dedicated && _tp.timer != 0 && _realtime_tick - _tp.timer < GENWORLD_REDRAW_TIMEOUT) return;
+	if (!_network_dedicated && _gws.timer != 0 && _realtime_tick - _gws.timer < GENWORLD_REDRAW_TIMEOUT) return;
 
 	/* Percentage is about the number of completed tasks, so 'current - 1' */
-	_tp.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_tp.current == 0 ? 0 : _tp.current - 1) / _tp.total;
+	_gws.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_gws.current == 0 ? 0 : _gws.current - 1) / _gws.total;
 
 	if (_network_dedicated) {
 		static uint last_percent = 0;
 
 		/* Never display 0% */
-		if (_tp.percent == 0) return;
+		if (_gws.percent == 0) return;
 		/* Reset if percent is lower than the last recorded */
-		if (_tp.percent < last_percent) last_percent = 0;
+		if (_gws.percent < last_percent) last_percent = 0;
 		/* Display every 5%, but 6% is also very valid.. just not smaller steps than 5% */
-		if (_tp.percent % 5 != 0 && _tp.percent <= last_percent + 5) return;
+		if (_gws.percent % 5 != 0 && _gws.percent <= last_percent + 5) return;
 		/* Never show steps smaller than 2%, even if it is a mod 5% */
-		if (_tp.percent <= last_percent + 2) return;
+		if (_gws.percent <= last_percent + 2) return;
 
-		DEBUG(net, 1, "Map generation percentage complete: %d", _tp.percent);
-		last_percent = _tp.percent;
+		DEBUG(net, 1, "Map generation percentage complete: %d", _gws.percent);
+		last_percent = _gws.percent;
 
 		/* Don't continue as dedicated never has a thread running */
 		return;
@@ -1295,7 +1296,7 @@
 	_genworld_mapgen_mutex->BeginCritical();
 	_genworld_paint_mutex->EndCritical();
 
-	_tp.timer = _realtime_tick;
+	_gws.timer = _realtime_tick;
 }
 
 /**
@@ -1306,7 +1307,7 @@
  * Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always.
  *  Also, progress works if total is zero, total works if progress is zero.
  */
-void SetGeneratingWorldProgress(gwp_class cls, uint total)
+void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
 {
 	if (total == 0) return;
 
@@ -1320,7 +1321,7 @@
  * Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always.
  *  Also, progress works if total is zero, total works if progress is zero.
  */
-void IncreaseGeneratingWorldProgress(gwp_class cls)
+void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
 {
 	/* In fact the param 'class' isn't needed.. but for some security reasons, we want it around */
 	_SetGeneratingWorldProgress(cls, 1, 0);
--- a/src/landscape.cpp
+++ b/src/landscape.cpp
@@ -867,7 +867,7 @@
 	};
 	uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
 
-	if (mode == GW_HEIGHTMAP) {
+	if (mode == GWM_HEIGHTMAP) {
 		SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
 		LoadHeightmap(_file_to_saveload.name);
 		IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -368,7 +368,7 @@
 
 	/* Load the default opening screen savegame */
 	if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
-		GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
+		GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
 		WaitTillGeneratedWorld();
 		SetLocalCompany(COMPANY_SPECTATOR);
 	} else {
@@ -721,7 +721,7 @@
 	_genworld_paint_mutex->BeginCritical();
 	_genworld_mapgen_mutex->BeginCritical();
 
-	GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
+	GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
 	WaitTillGeneratedWorld();
 
 	CheckForMissingGlyphsInLoadedLanguagePack();
@@ -833,7 +833,7 @@
 	InitializeDynamicVariables();
 
 	GenerateWorldSetCallback(&MakeNewGameDone);
-	GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
+	GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
 }
 
 static void MakeNewEditorWorldDone()
@@ -848,7 +848,7 @@
 	ResetGRFConfig(true);
 
 	GenerateWorldSetCallback(&MakeNewEditorWorldDone);
-	GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
+	GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
 }
 
 void StartupCompanies();
@@ -1033,7 +1033,7 @@
 		case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
 			SetLocalCompany(OWNER_NONE);
 
-			GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
+			GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
 			MarkWholeScreenDirty();
 			break;
 
@@ -1066,7 +1066,7 @@
 
 		case SM_GENRANDLAND: // Generate random land within scenario editor
 			SetLocalCompany(OWNER_NONE);
-			GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
+			GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
 			/* XXX: set date */
 			MarkWholeScreenDirty();
 			break;