4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file openttd.h Some generic types. */
15 #include "core/enum_type.hpp"
17 /** Mode which defines the state of the game. */
25 /** Mode which defines what mode we're switching to. */
28 SM_NEWGAME
, ///< New Game --> 'Random game'.
29 SM_RESTARTGAME
, ///< Restart --> 'Random game' with current settings.
30 SM_EDITOR
, ///< Switch to scenario editor.
31 SM_LOAD_GAME
, ///< Load game, Play Scenario.
32 SM_MENU
, ///< Switch to game intro menu.
33 SM_SAVE_GAME
, ///< Save game.
34 SM_SAVE_HEIGHTMAP
, ///< Save heightmap.
35 SM_GENRANDLAND
, ///< Generate random land within scenario editor.
36 SM_LOAD_SCENARIO
, ///< Load scenario from scenario editor.
37 SM_START_HEIGHTMAP
, ///< Load a heightmap and start a new game from it.
38 SM_LOAD_HEIGHTMAP
, ///< Load heightmap from scenario editor.
41 /** Display Options */
43 DO_SHOW_TOWN_NAMES
= 0, ///< Display town names.
44 DO_SHOW_STATION_NAMES
= 1, ///< Display station names.
45 DO_SHOW_SIGNS
= 2, ///< Display signs.
46 DO_FULL_ANIMATION
= 3, ///< Perform palette animation.
47 DO_RAIL_FENCES
= 4, ///< Draw rail fences.
48 DO_FULL_DETAIL
= 5, ///< Also draw details of track and roads.
49 DO_SHOW_WAYPOINT_NAMES
= 6, ///< Display waypoint names.
50 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.
53 extern GameMode _game_mode
;
54 extern SwitchMode _switch_mode
;
55 extern bool _exit_game
;
58 extern bool _in_event_loop_post_crash
;
60 inline bool InEventLoopPostCrash()
62 return _in_event_loop_post_crash
;
65 inline bool InEventLoopPostCrash()
71 /** Modes of pausing we've got */
73 PM_UNPAUSED
= 0, ///< A normal unpaused game
74 PM_PAUSED_NORMAL
= 1 << 0, ///< A game normally paused
75 PM_PAUSED_SAVELOAD
= 1 << 1, ///< A game paused for saving/loading
76 PM_PAUSED_JOIN
= 1 << 2, ///< A game paused for 'pause_on_join'
77 PM_PAUSED_ERROR
= 1 << 3, ///< A game paused because a (critical) error
78 PM_PAUSED_ACTIVE_CLIENTS
= 1 << 4, ///< A game paused for 'min_active_clients'
79 PM_PAUSED_GAME_SCRIPT
= 1 << 5, ///< A game paused by a game script
80 PM_PAUSED_LINK_GRAPH
= 1 << 6, ///< A game paused due to the link graph schedule lagging
82 /** Pause mode bits when paused for network reasons. */
83 PMB_PAUSED_NETWORK
= PM_PAUSED_ACTIVE_CLIENTS
| PM_PAUSED_JOIN
,
85 DECLARE_ENUM_AS_BIT_SET(PauseMode
)
86 typedef SimpleTinyEnumT
<PauseMode
, byte
> PauseModeByte
;
88 /** The current pause mode */
89 extern PauseModeByte _pause_mode
;
92 void AskExitToGameMenu();
94 int openttd_main(int argc
, char *argv
[]);
95 void HandleExitGameRequest();
97 void SwitchToMode(SwitchMode new_mode
);
99 #endif /* OPENTTD_H */