/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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/>. */ /** @file openttd.h Some generic types. */ #ifndef OPENTTD_H #define OPENTTD_H #include "core/enum_type.hpp" /** Mode which defines the state of the game. */ enum GameMode { GM_MENU, GM_NORMAL, GM_EDITOR, GM_BOOTSTRAP }; /** Mode which defines what mode we're switching to. */ enum SwitchMode { SM_NONE, SM_NEWGAME, ///< New Game --> 'Random game'. SM_RESTARTGAME, ///< Restart --> 'Random game' with current settings. SM_EDITOR, ///< Switch to scenario editor. SM_LOAD_GAME, ///< Load game, Play Scenario. SM_MENU, ///< Switch to game intro menu. SM_SAVE_GAME, ///< Save game. SM_SAVE_HEIGHTMAP, ///< Save heightmap. SM_GENRANDLAND, ///< Generate random land within scenario editor. SM_LOAD_SCENARIO, ///< Load scenario from scenario editor. SM_START_HEIGHTMAP, ///< Load a heightmap and start a new game from it. SM_LOAD_HEIGHTMAP, ///< Load heightmap from scenario editor. }; /** Display Options */ enum DisplayOptions { DO_SHOW_TOWN_NAMES = 0, ///< Display town names. DO_SHOW_STATION_NAMES = 1, ///< Display station names. DO_SHOW_SIGNS = 2, ///< Display signs. DO_FULL_ANIMATION = 3, ///< Perform palette animation. DO_FULL_DETAIL = 5, ///< Also draw details of track and roads. DO_SHOW_WAYPOINT_NAMES = 6, ///< Display waypoint names. 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. }; extern GameMode _game_mode; extern SwitchMode _switch_mode; extern bool _exit_game; /** Modes of pausing we've got */ enum PauseMode { PM_UNPAUSED = 0, ///< A normal unpaused game PM_PAUSED_NORMAL = 1 << 0, ///< A game normally paused PM_PAUSED_SAVELOAD = 1 << 1, ///< A game paused for saving/loading PM_PAUSED_JOIN = 1 << 2, ///< A game paused for 'pause_on_join' PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients' PM_PAUSED_GAME_SCRIPT = 1 << 5, ///< A game paused by a game script /** Pause mode bits when paused for network reasons. */ PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN, }; DECLARE_ENUM_AS_BIT_SET(PauseMode) typedef SimpleTinyEnumT<PauseMode, byte> PauseModeByte; /** The current pause mode */ extern PauseModeByte _pause_mode; void AskExitGame(); void AskExitToGameMenu(); int ttd_main(int argc, char *argv[]); void HandleExitGameRequest(); void SwitchToMode(SwitchMode new_mode); #endif /* OPENTTD_H */