forked from mirror/OpenTTD
(svn r9050) -Codechange: Foo(void) -> Foo()
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@@ -20,19 +20,19 @@
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#include "date.h"
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void GenerateLandscape(byte mode);
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void GenerateClearTile(void);
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void GenerateIndustries(void);
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void GenerateUnmovables(void);
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bool GenerateTowns(void);
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void GenerateTrees(void);
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void GenerateClearTile();
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void GenerateIndustries();
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void GenerateUnmovables();
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bool GenerateTowns();
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void GenerateTrees();
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void StartupEconomy(void);
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void StartupPlayers(void);
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void StartupDisasters(void);
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void StartupEconomy();
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void StartupPlayers();
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void StartupDisasters();
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void InitializeGame(int mode, uint size_x, uint size_y);
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void ConvertGroundTilesIntoWaterTiles(void);
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void ConvertGroundTilesIntoWaterTiles();
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/* Please only use this variable in genworld.h and genworld.c and
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* nowhere else. For speed improvements we need it to be global, but
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@@ -58,7 +58,7 @@ void SetGeneratingWorldPaintStatus(bool status)
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* writing in a thread, it can cause damaged data (reading and writing the
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* same tile at the same time).
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*/
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bool IsGeneratingWorldReadyForPaint(void)
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bool IsGeneratingWorldReadyForPaint()
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{
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/* If we are in quit_thread mode, ignore this and always return false. This
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* forces the screen to not be drawn, and the GUI not to wait for a draw. */
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@@ -70,7 +70,7 @@ bool IsGeneratingWorldReadyForPaint(void)
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/**
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* Tells if the world generation is done in a thread or not.
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*/
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bool IsGenerateWorldThreaded(void)
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bool IsGenerateWorldThreaded()
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{
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return _gw.threaded && !_gw.quit_thread;
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}
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@@ -180,7 +180,7 @@ void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
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* This will wait for the thread to finish up his work. It will not continue
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* till the work is done.
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*/
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void WaitTillGeneratedWorld(void)
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void WaitTillGeneratedWorld()
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{
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if (_gw.thread == NULL) return;
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_gw.quit_thread = true;
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@@ -192,7 +192,7 @@ void WaitTillGeneratedWorld(void)
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/**
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* Initializes the abortion process
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*/
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void AbortGeneratingWorld(void)
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void AbortGeneratingWorld()
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{
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_gw.abort = true;
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}
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@@ -200,7 +200,7 @@ void AbortGeneratingWorld(void)
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/**
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* Is the generation being aborted?
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*/
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bool IsGeneratingWorldAborted(void)
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bool IsGeneratingWorldAborted()
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{
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return _gw.abort;
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}
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@@ -208,7 +208,7 @@ bool IsGeneratingWorldAborted(void)
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/**
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* Really handle the abortion, i.e. clean up some of the mess
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*/
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void HandleGeneratingWorldAbortion(void)
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void HandleGeneratingWorldAbortion()
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{
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/* Clean up - in SE create an empty map, otherwise, go to intro menu */
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_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
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