Files
openttd/src/openttd.h
Patric Stout f5fad88723 Change: base autosaves intervals on real time (instead of game time) (#10655)
There are two fundamental issues with autosave:
- When fast-forwarding, it saves way too often
- When paused, it never saves

Both makes no sense. Autosaves are meant to prevent you from
accidentally losing your work. The emphasis on "your" work.

To solve both issues, the autosave now works on real time. You
can select every 10 / 30 / 60 / 120 minutes, which are similar to
what the setting was in game-months.

When you pause, autosaving will stop. Unless you make any change
to the game; then it will continue to make autosaves, even so
the game is paused. Unpausing / pausing resets this mechanism.
2023-04-27 15:21:29 +00:00

94 lines
3.8 KiB
C++

/*
* 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 <atomic>
#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_RELOADGAME, ///< Reload the savegame / scenario / heightmap you started the game with.
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.
SM_RESTART_HEIGHTMAP, ///< Load a heightmap and start a new game from it with current settings.
SM_JOIN_GAME, ///< Join a network game.
};
/** 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 std::atomic<bool> _exit_game;
extern bool _save_config;
/** Modes of pausing we've got */
enum PauseMode : byte {
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
PM_PAUSED_LINK_GRAPH = 1 << 6, ///< A game paused due to the link graph schedule lagging
PM_COMMAND_DURING_PAUSE = 1 << 7, ///< A game paused, and a command executed during the pause; resets on autosave
/** Pause mode bits when paused for network reasons. */
PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN,
};
DECLARE_ENUM_AS_BIT_SET(PauseMode)
/** The current pause mode */
extern PauseMode _pause_mode;
void AskExitGame();
void AskExitToGameMenu();
int openttd_main(int argc, char *argv[]);
void StateGameLoop();
void HandleExitGameRequest();
void SwitchToMode(SwitchMode new_mode);
bool RequestNewGRFScan(struct NewGRFScanCallback *callback = nullptr);
void OpenBrowser(const char *url);
void ChangeAutosaveFrequency(bool reset);
#endif /* OPENTTD_H */