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Location: cpp/openttd-patchpack/source/src/openttd.h
r8172:34dc88bd58a7
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(svn r11735) -Fix [FS#1574]: Don't reset loading indicator IDs when only reloading NewGRFs.
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/** @file openttd.h */
#ifndef OPENTTD_H
#define OPENTTD_H
#ifndef VARDEF
#define VARDEF extern
#endif
#include "core/enum_type.hpp"
#include "strings_type.h"
// Forward declarations of structs.
struct Depot;
struct Waypoint;
struct Station;
struct ViewPort;
struct Town;
struct NewsItem;
struct Industry;
struct DrawPixelInfo;
struct Group;
typedef byte VehicleOrderID; ///< The index of an order within its current vehicle (not pool related)
typedef byte LandscapeID;
typedef uint16 EngineID;
typedef uint16 UnitID;
typedef EngineID *EngineList; ///< engine list type placeholder acceptable for C code (see helpers.cpp)
/* IDs used in Pools */
typedef uint16 StationID;
static const StationID INVALID_STATION = 0xFFFF;
typedef uint16 RoadStopID;
typedef uint16 TownID;
typedef uint16 IndustryID;
typedef uint16 DepotID;
typedef uint16 WaypointID;
typedef uint16 OrderID;
typedef uint16 SignID;
typedef uint16 GroupID;
typedef uint16 EngineRenewID;
typedef uint16 DestinationID;
/* DestinationID must be at least as large as every these below, because it can
* be any of them
*/
assert_compile(sizeof(DestinationID) == sizeof(DepotID));
assert_compile(sizeof(DestinationID) == sizeof(WaypointID));
assert_compile(sizeof(DestinationID) == sizeof(StationID));
typedef uint32 PlayerFace; ///< player face bits, info see in player_face.h
enum GameModes {
GM_MENU,
GM_NORMAL,
GM_EDITOR
};
enum SwitchModes {
SM_NONE = 0,
SM_NEWGAME = 1,
SM_EDITOR = 2,
SM_LOAD = 3,
SM_MENU = 4,
SM_SAVE = 5,
SM_GENRANDLAND = 6,
SM_LOAD_SCENARIO = 9,
SM_START_SCENARIO = 10,
SM_START_HEIGHTMAP = 11,
SM_LOAD_HEIGHTMAP = 12,
};
/* Modes for GenerateWorld */
enum GenerateWorldModes {
GW_NEWGAME = 0, /* Generate a map for a new game */
GW_EMPTY = 1, /* Generate an empty map (sea-level) */
GW_RANDOM = 2, /* Generate a random map for SE */
GW_HEIGHTMAP = 3, /* Generate a newgame from a heightmap */
};
/* Modes for InitializeGame, those are _bits_! */
enum InitializeGameModes {
IG_NONE = 0, /* Don't do anything special */
IG_DATE_RESET = 1, /* Reset the date when initializing a game */
};
enum Owner {
PLAYER_INACTIVE_CLIENT = 253,
PLAYER_NEW_COMPANY = 254,
PLAYER_SPECTATOR = 255,
OWNER_BEGIN = 0x00,
PLAYER_FIRST = 0x00,
MAX_PLAYERS = 8,
OWNER_TOWN = 0x0F, // a town owns the tile
OWNER_NONE = 0x10, // nobody owns the tile
OWNER_WATER = 0x11, // "water" owns the tile
OWNER_END = 0x12,
INVALID_OWNER = 0xFF,
INVALID_PLAYER = 0xFF,
/* Player identifiers All players below MAX_PLAYERS are playable
* players, above, they are special, computer controlled players */
};
typedef Owner PlayerID;
DECLARE_POSTFIX_INCREMENT(Owner);
/** Define basic enum properties */
template <> struct EnumPropsT<Owner> : MakeEnumPropsT<Owner, byte, OWNER_BEGIN, OWNER_END, INVALID_OWNER> {};
typedef TinyEnumT<Owner> OwnerByte;
typedef OwnerByte PlayerByte;
enum TransportType {
/* These constants are for now linked to the representation of bridges
* and tunnels, so they can be used by GetTileTrackStatus_TunnelBridge.
* In an ideal world, these constants would be used everywhere when
* accessing tunnels and bridges. For now, you should just not change
* the values for road and rail.
*/
TRANSPORT_BEGIN = 0,
TRANSPORT_RAIL = 0,
TRANSPORT_ROAD = 1,
TRANSPORT_WATER, // = 2
TRANSPORT_END,
INVALID_TRANSPORT = 0xff,
};
/** Define basic enum properties */
template <> struct EnumPropsT<TransportType> : MakeEnumPropsT<TransportType, byte, TRANSPORT_BEGIN, TRANSPORT_END, INVALID_TRANSPORT> {};
typedef TinyEnumT<TransportType> TransportTypeByte;
/* Display Options */
enum {
DO_SHOW_TOWN_NAMES = 0,
DO_SHOW_STATION_NAMES = 1,
DO_SHOW_SIGNS = 2,
DO_FULL_ANIMATION = 3,
DO_FULL_DETAIL = 5,
DO_WAYPOINTS = 6,
};
/* Landscape types */
enum {
LT_TEMPERATE = 0,
LT_ARCTIC = 1,
LT_TROPIC = 2,
LT_TOYLAND = 3,
NUM_LANDSCAPE = 4,
};
/**
* Town Layouts
*/
enum TownLayout {
TL_NO_ROADS = 0, ///< Build no more roads, but still build houses
TL_ORIGINAL, ///< Original algorithm (min. 1 distance between roads)
TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads)
TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
NUM_TLS, ///< Number of town layouts
};
/* It needs to be 8bits, because we save and load it as such */
/** Define basic enum properties */
template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_NO_ROADS, NUM_TLS, NUM_TLS> {};
typedef TinyEnumT<TownLayout> TownLayoutByte; //typedefing-enumification of TownLayout
#define GAME_DIFFICULTY_NUM 18
/** Specific type for Game Difficulty to ease changing the type */
typedef uint16 GDType;
struct GameDifficulty {
GDType max_no_competitors;
GDType competitor_start_time;
GDType number_towns;
GDType number_industries;
GDType max_loan;
GDType initial_interest;
GDType vehicle_costs;
GDType competitor_speed;
GDType competitor_intelligence; // no longer in use
GDType vehicle_breakdowns;
GDType subsidy_multiplier;
GDType construction_cost;
GDType terrain_type;
GDType quantity_sea_lakes;
GDType economy;
GDType line_reverse_mode;
GDType disasters;
GDType town_council_tolerance; // minimum required town ratings to be allowed to demolish stuff
};
struct ViewportSign {
int32 left;
int32 top;
byte width_1, width_2;
};
enum {
SORT_ASCENDING = 0,
SORT_DESCENDING = 1,
SORT_BY_DATE = 0,
SORT_BY_NAME = 2
};
VARDEF byte _savegame_sort_order;
enum {
MAX_SCREEN_WIDTH = 2048,
MAX_SCREEN_HEIGHT = 1200,
};
/* In certain windows you navigate with the arrow keys. Do not scroll the
* gameview when here. Bitencoded variable that only allows scrolling if all
* elements are zero */
enum {
SCROLL_CON = 0,
SCROLL_EDIT = 1,
SCROLL_SAVE = 2,
SCROLL_CHAT = 4,
};
VARDEF byte _no_scroll;
/** To have a concurrently running thread interface with the main program, use
* the OTTD_SendThreadMessage() function. Actions to perform upon the message are handled
* in the ProcessSentMessage() function */
enum ThreadMsg {
MSG_OTTD_NO_MESSAGE,
MSG_OTTD_SAVETHREAD_DONE,
MSG_OTTD_SAVETHREAD_ERROR,
};
void OTTD_SendThreadMessage(ThreadMsg msg);
extern byte _game_mode;
extern bool _exit_game;
extern byte _pause_game;
#endif /* OPENTTD_H */
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