mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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c66bd18a10
Formally it was only done on exit. This means that if it crashes changes in settings were not stored. This is often rather frustrating. Additionally, targets (like emscripten) where people are unlike to use "Exit Game", will never see their configuration stored. The drawback is that on every setting change there is some minor I/O of writing the ini file to disk again.
83 lines
3.2 KiB
C
83 lines
3.2 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 "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_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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};
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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 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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/** 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 HandleExitGameRequest();
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void SwitchToMode(SwitchMode new_mode);
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#endif /* OPENTTD_H */
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