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Location: cpp/openttd-patchpack/source/src/openttd.h
r8984:b9a96c1e0b58
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(svn r12778) -Codechange: add the NORETURN attribute to *allocError() functions
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 | /* $Id$ */
/** @file openttd.h */
#ifndef OPENTTD_H
#define OPENTTD_H
#ifndef VARDEF
#define VARDEF extern
#endif
// Forward declarations of structs.
typedef byte LandscapeID;
typedef uint16 UnitID;
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 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,
};
/* 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,
};
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
};
extern 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,
};
extern 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 int8 _pause_game;
#endif /* OPENTTD_H */
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