mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file openttd.h Some generic types. */
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#ifndef OPENTTD_H
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#define OPENTTD_H
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#include <atomic>
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#include <chrono>
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#include "core/enum_type.hpp"
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/** Mode which defines the state of the game. */
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enum GameMode {
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GM_MENU,
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GM_NORMAL,
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GM_EDITOR,
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GM_BOOTSTRAP
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};
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/** Mode which defines what mode we're switching to. */
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enum SwitchMode {
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SM_NONE,
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SM_NEWGAME, ///< New Game --> 'Random game'.
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SM_RESTARTGAME, ///< Restart --> 'Random game' with current settings.
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SM_RELOADGAME, ///< Reload the savegame / scenario / heightmap you started the game with.
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SM_EDITOR, ///< Switch to scenario editor.
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SM_LOAD_GAME, ///< Load game, Play Scenario.
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SM_MENU, ///< Switch to game intro menu.
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SM_SAVE_GAME, ///< Save game.
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SM_SAVE_HEIGHTMAP, ///< Save heightmap.
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SM_GENRANDLAND, ///< Generate random land within scenario editor.
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SM_LOAD_SCENARIO, ///< Load scenario from scenario editor.
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SM_START_HEIGHTMAP, ///< Load a heightmap and start a new game from it.
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SM_LOAD_HEIGHTMAP, ///< Load heightmap from scenario editor.
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SM_RESTART_HEIGHTMAP, ///< Load a heightmap and start a new game from it with current settings.
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SM_JOIN_GAME, ///< Join a network game.
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};
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/** Display Options */
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enum DisplayOptions {
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DO_SHOW_TOWN_NAMES = 0, ///< Display town names.
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DO_SHOW_STATION_NAMES = 1, ///< Display station names.
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DO_SHOW_SIGNS = 2, ///< Display signs.
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DO_FULL_ANIMATION = 3, ///< Perform palette animation.
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DO_FULL_DETAIL = 5, ///< Also draw details of track and roads.
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DO_SHOW_WAYPOINT_NAMES = 6, ///< Display waypoint names.
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DO_SHOW_COMPETITOR_SIGNS = 7, ///< Display signs, station names and waypoint names of opponent companies. Buoys and oilrig-stations are always shown, even if this option is turned off.
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};
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extern GameMode _game_mode;
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extern SwitchMode _switch_mode;
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extern std::chrono::steady_clock::time_point _switch_mode_time;
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extern std::atomic<bool> _exit_game;
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extern bool _save_config;
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/** Modes of pausing we've got */
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enum PauseMode : byte {
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PM_UNPAUSED = 0, ///< A normal unpaused game
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PM_PAUSED_NORMAL = 1 << 0, ///< A game normally paused
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PM_PAUSED_SAVELOAD = 1 << 1, ///< A game paused for saving/loading
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PM_PAUSED_JOIN = 1 << 2, ///< A game paused for 'pause_on_join'
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PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error
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PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients'
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PM_PAUSED_GAME_SCRIPT = 1 << 5, ///< A game paused by a game script
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PM_PAUSED_LINK_GRAPH = 1 << 6, ///< A game paused due to the link graph schedule lagging
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PM_COMMAND_DURING_PAUSE = 1 << 7, ///< A game paused, and a command executed during the pause; resets on autosave
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/** Pause mode bits when paused for network reasons. */
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PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN,
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};
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DECLARE_ENUM_AS_BIT_SET(PauseMode)
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/** The current pause mode */
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extern PauseMode _pause_mode;
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void AskExitGame();
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void AskExitToGameMenu();
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int openttd_main(int argc, char *argv[]);
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void StateGameLoop();
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void HandleExitGameRequest();
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void SwitchToMode(SwitchMode new_mode);
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bool RequestNewGRFScan(struct NewGRFScanCallback *callback = nullptr);
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void GenerateSavegameId();
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void OpenBrowser(const std::string &url);
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void ChangeAutosaveFrequency(bool reset);
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#endif /* OPENTTD_H */
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