src/openttd.h
author rubidium
Fri, 28 Mar 2008 16:32:27 +0000
changeset 9264 31f5792aa96b
parent 9263 0f1ba0ce5839
child 9265 3988d0156a49
permissions -rw-r--r--
(svn r12467) -Codechange: move DepotID to a more logical location.
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/* $Id$ */
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/** @file openttd.h */
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#ifndef OPENTTD_H
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#define OPENTTD_H
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#ifndef VARDEF
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#define VARDEF extern
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#endif
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// Forward declarations of structs.
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struct Waypoint;
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struct Station;
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struct ViewPort;
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struct DrawPixelInfo;
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struct Group;
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typedef byte VehicleOrderID;  ///< The index of an order within its current vehicle (not pool related)
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typedef byte LandscapeID;
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typedef uint16 EngineID;
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typedef uint16 UnitID;
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typedef EngineID *EngineList; ///< engine list type placeholder acceptable for C code (see helpers.cpp)
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/* IDs used in Pools */
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typedef uint16 StationID;
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static const StationID INVALID_STATION = 0xFFFF;
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typedef uint16 RoadStopID;
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typedef uint16 WaypointID;
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typedef uint16 OrderID;
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typedef uint16 SignID;
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typedef uint16 GroupID;
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typedef uint16 EngineRenewID;
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enum GameModes {
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	GM_MENU,
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	GM_NORMAL,
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	GM_EDITOR
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};
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enum SwitchModes {
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	SM_NONE            =  0,
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	SM_NEWGAME         =  1,
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	SM_EDITOR          =  2,
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	SM_LOAD            =  3,
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	SM_MENU            =  4,
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	SM_SAVE            =  5,
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	SM_GENRANDLAND     =  6,
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	SM_LOAD_SCENARIO   =  9,
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	SM_START_SCENARIO  = 10,
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	SM_START_HEIGHTMAP = 11,
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	SM_LOAD_HEIGHTMAP  = 12,
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};
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/* Modes for GenerateWorld */
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enum GenerateWorldModes {
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	GW_NEWGAME   = 0,    /* Generate a map for a new game */
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	GW_EMPTY     = 1,    /* Generate an empty map (sea-level) */
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	GW_RANDOM    = 2,    /* Generate a random map for SE */
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	GW_HEIGHTMAP = 3,    /* Generate a newgame from a heightmap */
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};
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/* Modes for InitializeGame, those are _bits_! */
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enum InitializeGameModes {
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	IG_NONE       = 0,  /* Don't do anything special */
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	IG_DATE_RESET = 1,  /* Reset the date when initializing a game */
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};
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enum TransportType {
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	/* These constants are for now linked to the representation of bridges
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	 * and tunnels, so they can be used by GetTileTrackStatus_TunnelBridge.
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	 * In an ideal world, these constants would be used everywhere when
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	 * accessing tunnels and bridges. For now, you should just not change
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	 * the values for road and rail.
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	 */
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	TRANSPORT_BEGIN = 0,
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	TRANSPORT_RAIL = 0,
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	TRANSPORT_ROAD = 1,
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	TRANSPORT_WATER, // = 2
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	TRANSPORT_END,
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	INVALID_TRANSPORT = 0xff,
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};
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/* Display Options */
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enum {
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	DO_SHOW_TOWN_NAMES    = 0,
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	DO_SHOW_STATION_NAMES = 1,
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	DO_SHOW_SIGNS         = 2,
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	DO_FULL_ANIMATION     = 3,
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	DO_FULL_DETAIL        = 5,
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	DO_WAYPOINTS          = 6,
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};
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/* Landscape types */
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enum {
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	LT_TEMPERATE  = 0,
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	LT_ARCTIC     = 1,
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	LT_TROPIC     = 2,
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	LT_TOYLAND    = 3,
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	NUM_LANDSCAPE = 4,
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};
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struct ViewportSign {
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	int32 left;
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	int32 top;
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	byte width_1, width_2;
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};
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enum {
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	SORT_ASCENDING  = 0,
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	SORT_DESCENDING = 1,
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	SORT_BY_DATE    = 0,
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	SORT_BY_NAME    = 2
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};
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extern byte _savegame_sort_order;
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enum {
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	MAX_SCREEN_WIDTH  = 2048,
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	MAX_SCREEN_HEIGHT = 1200,
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};
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/* In certain windows you navigate with the arrow keys. Do not scroll the
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 * gameview when here. Bitencoded variable that only allows scrolling if all
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 * elements are zero */
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enum {
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	SCROLL_CON  = 0,
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	SCROLL_EDIT = 1,
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	SCROLL_SAVE = 2,
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	SCROLL_CHAT = 4,
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};
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extern byte _no_scroll;
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/** To have a concurrently running thread interface with the main program, use
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 * the OTTD_SendThreadMessage() function. Actions to perform upon the message are handled
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 * in the ProcessSentMessage() function */
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enum ThreadMsg {
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	MSG_OTTD_NO_MESSAGE,
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	MSG_OTTD_SAVETHREAD_DONE,
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	MSG_OTTD_SAVETHREAD_ERROR,
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};
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void OTTD_SendThreadMessage(ThreadMsg msg);
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extern byte _game_mode;
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extern bool _exit_game;
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extern int8 _pause_game;
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#endif /* OPENTTD_H */