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420 lines
15 KiB
C
420 lines
15 KiB
C
/* $Id$ */
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#ifndef VARIABLES_H
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#define VARIABLES_H
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#include "yapf/yapf_settings.h"
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// ********* START OF SAVE REGION
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#if !defined(MAX_PATH)
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# define MAX_PATH 260
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#endif
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// Prices and also the fractional part.
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VARDEF Prices _price;
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VARDEF uint16 _price_frac[NUM_PRICES];
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VARDEF uint32 _cargo_payment_rates[NUM_CARGO];
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VARDEF uint16 _cargo_payment_rates_frac[NUM_CARGO];
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typedef struct {
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GameDifficulty diff;
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byte diff_level;
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byte currency;
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byte units;
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byte town_name;
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byte landscape;
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byte snow_line;
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byte autosave;
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byte road_side;
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} GameOptions;
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/* These are the options for the current game
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* either ingame, or loaded. Also used for networking games */
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VARDEF GameOptions _opt;
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/* These are the default options for a new game */
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VARDEF GameOptions _opt_newgame;
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// Pointer to one of the two _opt OR _opt_newgame structs
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VARDEF GameOptions *_opt_ptr;
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// Amount of game ticks
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VARDEF uint16 _tick_counter;
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// This one is not used anymore.
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VARDEF VehicleID _vehicle_id_ctr_day;
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// Skip aging of cargo?
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VARDEF byte _age_cargo_skip_counter;
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// Available aircraft types
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VARDEF byte _avail_aircraft;
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// Position in tile loop
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VARDEF TileIndex _cur_tileloop_tile;
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// Also save scrollpos_x, scrollpos_y and zoom
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VARDEF uint16 _disaster_delay;
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// Determines what station to operate on in the
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// tick handler.
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VARDEF uint16 _station_tick_ctr;
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VARDEF uint32 _random_seeds[2][2];
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// Iterator through all towns in OnTick_Town
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VARDEF uint32 _cur_town_ctr;
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// Frequency iterator at the same place
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VARDEF uint32 _cur_town_iter;
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VARDEF uint _cur_player_tick_index;
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VARDEF uint _next_competitor_start;
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// Determines how often to run the tree loop
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VARDEF byte _trees_tick_ctr;
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// Keep track of current game position
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VARDEF int _saved_scrollpos_x;
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VARDEF int _saved_scrollpos_y;
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VARDEF byte _saved_scrollpos_zoom;
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// ********* END OF SAVE REGION
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typedef struct Patches {
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bool modified_catchment; // different-size catchment areas
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bool vehicle_speed; // show vehicle speed
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bool build_on_slopes; // allow building on slopes
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bool mammoth_trains; // allow very long trains
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bool join_stations; // allow joining of train stations
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bool full_load_any; // new full load calculation, any cargo must be full
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bool improved_load; // improved loading algorithm
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byte station_spread; // amount a station may spread
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bool inflation; // disable inflation
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bool selectgoods; // only send the goods to station if a train has been there
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bool longbridges; // allow 100 tile long bridges
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bool gotodepot; // allow goto depot in orders
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bool build_rawmaterial_ind; // allow building raw material industries
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bool multiple_industry_per_town; // allow many industries of the same type per town
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bool same_industry_close; // allow same type industries to be built close to each other
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bool lost_train_warn; // if a train can't find its destination, show a warning
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uint8 order_review_system;
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bool train_income_warn; // if train is generating little income, show a warning
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bool status_long_date; // always show long date in status bar
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bool signal_side; // show signals on right side
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bool show_finances; // show finances at end of year
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bool new_nonstop; // ttdpatch compatible nonstop handling
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bool roadveh_queue; // buggy road vehicle queueing
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bool autoscroll; // scroll when moving mouse to the edge.
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byte errmsg_duration; // duration of error message
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byte land_generator; // the landscape generator
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byte oil_refinery_limit; // distance oil refineries allowed from map edge
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byte snow_line_height; // a number 0-15 that configured snow line height
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byte tgen_smoothness; // how rough is the terrain from 0-3
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uint32 generation_seed; // noise seed for world generation
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byte tree_placer; // the tree placer algorithm
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byte heightmap_rotation; // rotation director for the heightmap
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byte se_flat_world_height; // land height a flat world gets in SE
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bool bribe; // enable bribing the local authority
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bool nonuniform_stations; // allow nonuniform train stations
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bool always_small_airport; // always allow small airports
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bool realistic_acceleration; // realistic acceleration for trains
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bool wagon_speed_limits; // enable wagon speed limits
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bool forbid_90_deg; // forbid trains to make 90 deg turns
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bool invisible_trees; // don't show trees when buildings are transparent
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bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled
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bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars
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bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction
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bool measure_tooltip; // Show a permanent tooltip when dragging tools
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byte liveries; // Options for displaying company liveries, 0=none, 1=self, 2=all
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bool prefer_teamchat; // Choose the chat message target with <ENTER>, true=all players, false=your team
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uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
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uint8 window_snap_radius; // Windows snap at each other if closer than this
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UnitID max_trains; // max trains in game per player (these are 16bit because the unitnumber field can't hold more)
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UnitID max_roadveh; // max trucks in game per player
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UnitID max_aircraft; // max planes in game per player
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UnitID max_ships; // max ships in game per player
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bool servint_ispercent; // service intervals are in percents
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uint16 servint_trains; // service interval for trains
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uint16 servint_roadveh; // service interval for road vehicles
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uint16 servint_aircraft; // service interval for aircraft
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uint16 servint_ships; // service interval for ships
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bool autorenew;
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int16 autorenew_months;
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int32 autorenew_money;
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byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder
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uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder
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bool bridge_pillars; // show bridge pillars for high bridges
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bool ai_disable_veh_train; // disable types for AI
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bool ai_disable_veh_roadveh; // disable types for AI
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bool ai_disable_veh_aircraft; // disable types for AI
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bool ai_disable_veh_ship; // disable types for AI
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Year starting_year; // starting date
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Year ending_year; // end of the game (just show highscore)
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Year colored_news_year; // when does newspaper become colored?
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bool keep_all_autosave; // name the autosave in a different way.
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bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?"
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byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
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bool extra_dynamite; // extra dynamite
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bool never_expire_vehicles; // never expire vehicles
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byte extend_vehicle_life; // extend vehicle life by this many years
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bool auto_euro; // automatically switch to euro in 2002
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bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot)
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bool smooth_economy; // smooth economy
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bool allow_shares; // allow the buying/selling of shares
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byte dist_local_authority; // distance for town local authority, default 20
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byte wait_oneway_signal; // waitingtime in days before a oneway signal
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byte wait_twoway_signal; // waitingtime in days before a twoway signal
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uint8 map_x; // Size of map
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uint8 map_y;
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byte drag_signals_density; // many signals density
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bool ainew_active; // Is the new AI active?
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bool ai_in_multiplayer; // Do we allow AIs in multiplayer
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/*
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* New Path Finding
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*/
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bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
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/**
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* The maximum amount of search nodes a single NPF run should take. This
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* limit should make sure performance stays at acceptable levels at the cost
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* of not being perfect anymore. This will probably be fixed in a more
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* sophisticated way sometime soon
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*/
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uint32 npf_max_search_nodes;
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uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */
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uint32 npf_rail_firstred_exit_penalty; /* The penalty for when the first signal is red (and it is an exit or combo signal) */
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uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */
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uint32 npf_rail_station_penalty; /* The penalty for station tiles */
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uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */
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uint32 npf_rail_curve_penalty; /* The penalty for curves */
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uint32 npf_rail_depot_reverse_penalty; /* The penalty for reversing in depots */
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uint32 npf_buoy_penalty; /* The penalty for going over (through) a buoy */
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uint32 npf_water_curve_penalty; /* The penalty for curves */
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uint32 npf_road_curve_penalty; /* The penalty for curves */
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uint32 npf_crossing_penalty; /* The penalty for level crossings */
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bool population_in_label; // Show the population of a town in his label?
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/** YAPF settings */
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YapfSettings yapf;
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} Patches;
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VARDEF Patches _patches;
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typedef struct Cheat {
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bool been_used; // has this cheat been used before?
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bool value; // tells if the bool cheat is active or not
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} Cheat;
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// WARNING! Do _not_ remove entries in Cheats struct or change the order
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// of the existing ones! Would break downward compatibility.
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// Only add new entries at the end of the struct!
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typedef struct Cheats {
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Cheat magic_bulldozer; // dynamite industries, unmovables
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Cheat switch_player; // change to another player
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Cheat money; // get rich
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Cheat crossing_tunnels; // allow tunnels that cross each other
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Cheat build_in_pause; // build while in pause mode
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Cheat no_jetcrash; // no jet will crash on small airports anymore
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Cheat switch_climate;
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Cheat change_date; // changes date ingame
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Cheat setup_prod; // setup raw-material production in game
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Cheat elrail; // allow electric engines to be powered on conventional rail
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} Cheats;
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VARDEF Cheats _cheats;
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typedef struct Paths {
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char *personal_dir; // includes cfg file and save folder
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char *game_data_dir; // includes data, gm, lang
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char *data_dir;
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char *gm_dir;
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char *lang_dir;
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char *save_dir;
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char *autosave_dir;
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char *scenario_dir;
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char *heightmap_dir;
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char *second_data_dir;
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} Paths;
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VARDEF Paths _path;
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// NOSAVE: Used in palette animations only, not really important.
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VARDEF int _timer_counter;
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VARDEF uint32 _frame_counter;
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VARDEF bool _is_old_ai_player; // current player is an oldAI player? (enables a lot of cheats..)
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VARDEF bool _do_autosave;
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VARDEF int _autosave_ctr;
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VARDEF byte _display_opt;
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VARDEF byte _pause;
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VARDEF int _caret_timer;
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VARDEF uint32 _news_display_opt;
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VARDEF bool _news_ticker_sound;
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VARDEF byte _game_mode;
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VARDEF StringID _error_message;
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VARDEF int32 _additional_cash_required;
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VARDEF uint32 _decode_parameters[20];
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VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
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VARDEF bool _shift_pressed; // Is Shift pressed?
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VARDEF byte _dirkeys; // 1 = left, 2 = up, 4 = right, 8 = down
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VARDEF bool _fullscreen;
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VARDEF bool _fast_forward;
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VARDEF bool _rightclick_emulate;
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// IN/OUT parameters to commands
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VARDEF byte _yearly_expenses_type;
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VARDEF TileIndex _terraform_err_tile;
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VARDEF TileIndex _build_tunnel_endtile;
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VARDEF bool _generating_world;
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// Deals with the type of the savegame, independent of extension
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typedef struct {
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int mode; // savegame/scenario type (old, new)
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char name[MAX_PATH]; // name
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char title[255]; // internal name of the game
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} SmallFiosItem;
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// Used when switching from the intro menu.
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VARDEF byte _switch_mode;
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VARDEF StringID _switch_mode_errorstr;
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VARDEF bool _exit_game;
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VARDEF SmallFiosItem _file_to_saveload;
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VARDEF byte _get_z_hint; // used as a hint to getslopez to return the right height at a bridge.
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VARDEF char *_newgrf_files[32];
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VARDEF Vehicle *_place_clicked_vehicle;
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VARDEF char _ini_videodriver[16], _ini_musicdriver[16], _ini_sounddriver[16];
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// Used for dynamic language support
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typedef struct {
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int num; // number of languages
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int curr; // currently selected language index
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char curr_file[32]; // currently selected language file
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StringID dropdown[32 + 1]; // used in settings dialog
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struct {
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char *name;
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char *file;
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} ent[32];
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} DynamicLanguages;
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VARDEF DynamicLanguages _dynlang;
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VARDEF int _num_resolutions;
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VARDEF uint16 _resolutions[32][2];
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VARDEF uint16 _cur_resolution[2];
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VARDEF char _savegame_format[8];
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VARDEF char *_config_file;
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VARDEF char *_highscore_file;
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VARDEF char *_log_file;
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// NOSAVE: These can be recalculated from InitializeLandscapeVariables
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typedef struct {
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StringID names_s[NUM_CARGO];
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StringID names_long[NUM_CARGO];
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StringID names_short[NUM_CARGO];
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byte weights[NUM_CARGO];
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SpriteID sprites[NUM_CARGO];
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byte transit_days_1[NUM_CARGO];
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byte transit_days_2[NUM_CARGO];
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} CargoConst;
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VARDEF CargoConst _cargoc;
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static inline void SetDParamX(uint32 *s, uint n, uint32 v)
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{
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s[n] = v;
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}
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static inline uint32 GetDParamX(const uint32 *s, uint n)
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{
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return s[n];
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}
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static inline void SetDParam(uint n, uint32 v)
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{
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assert(n < lengthof(_decode_parameters));
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_decode_parameters[n] = v;
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}
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static inline void SetDParam64(uint n, uint64 v)
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{
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assert(n + 1 < lengthof(_decode_parameters));
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_decode_parameters[n + 0] = v & 0xffffffff;
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_decode_parameters[n + 1] = v >> 32;
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}
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static inline uint32 GetDParam(uint n)
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{
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assert(n < lengthof(_decode_parameters));
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return _decode_parameters[n];
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}
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// Used to bind a C string name to a dparam number.
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// NOTE: This has a short lifetime. You can't
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// use this string much later or it will be gone.
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void SetDParamStr(uint n, const char *str);
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// This function takes a C-string and allocates a temporary string ID.
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// The duration of the bound string is valid only until the next acll to GetString,
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// so be careful.
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StringID BindCString(const char *str);
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#define COPY_IN_DPARAM(offs,src,num) memcpy(_decode_parameters + offs, src, sizeof(uint32) * (num))
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#define COPY_OUT_DPARAM(dst,offs,num) memcpy(dst,_decode_parameters + offs, sizeof(uint32) * (num))
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#define SET_EXPENSES_TYPE(x) _yearly_expenses_type = x;
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/* landscape.c */
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extern const byte _tileh_to_sprite[32];
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extern const byte _inclined_tileh[16];
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extern const TileTypeProcs * const _tile_type_procs[16];
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/* misc */
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VARDEF char _screenshot_name[128];
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VARDEF byte _vehicle_design_names;
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/* Forking stuff */
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VARDEF bool _dedicated_forks;
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#endif /* VARIABLES_H */
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