mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
459 lines
14 KiB
C
459 lines
14 KiB
C
#ifndef VARIABLES_H
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#define VARIABLES_H
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#include "player.h"
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//enum { DPARAM_SIZE = 32 };
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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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typedef uint16 UnitID; //! All unitnumber stuff is of this type (or anyway, should be)
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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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bool kilometers;
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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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VARDEF GameOptions _opt;
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// These are the options for the new game
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VARDEF GameOptions _new_opt;
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enum {
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CF_NOEURO = 0,
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CF_ISEURO = 1,
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};
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typedef struct {
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uint16 rate;
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char separator;
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uint16 to_euro;
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char prefix[16];
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char suffix[16];
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} CurrencySpec;
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VARDEF CurrencySpec _currency_specs[24];
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// Current date
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VARDEF uint16 _date;
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VARDEF uint16 _date_fract;
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// Amount of game ticks
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VARDEF uint16 _tick_counter;
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// Used when calling OnNewDay
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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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VARDEF uint32 _player_seeds[MAX_PLAYERS][2];
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// Iterator through all towns in OnTick_Town
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VARDEF byte _cur_town_ctr;
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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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uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown
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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 snow_line_height; // a number 0-15 that configured snow line height
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bool bribe; // enable bribing the local authority
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bool new_depot_finding; // use new algorithm to find a depot.
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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 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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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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bool new_pathfinding; // use optimized pathfinding algoritm for trains
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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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uint32 starting_date; // starting date
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uint32 ending_date; // end of the game (just show highscore)
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uint32 colored_news_date; // 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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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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uint map_x; // Size of map
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uint 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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/* New Path Finding */
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bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
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uint32 npf_rail_firstred_penalty; /* The penalty for when the first 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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bool population_in_label; // Show the population of a town in his label?
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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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byte value; // active?
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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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} 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 *second_data_dir;
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} Paths;
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VARDEF Paths _path;
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// Which options struct does options modify?
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VARDEF GameOptions *_opt_mod_ptr;
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VARDEF GameOptions _opt_mod_temp;
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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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// NOSAVE: can be determined from _date
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VARDEF byte _cur_year;
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VARDEF byte _cur_month;
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// NOSAVE: can be determined from player structs
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VARDEF byte _player_colors[MAX_PLAYERS];
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VARDEF bool _in_state_game_loop;
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VARDEF uint32 _frame_counter;
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VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done
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VARDEF bool _do_autosave;
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VARDEF int _autosave_ctr;
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VARDEF byte _local_player;
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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 uint16 _news_display_opt;
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VARDEF byte _game_mode;
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VARDEF StringID _error_message;
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VARDEF StringID _error_message_2;
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VARDEF int32 _additional_cash_required;
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VARDEF uint32 _decode_parameters[20];
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VARDEF byte _current_player;
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VARDEF int _docommand_recursive;
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VARDEF uint32 _pressed_key; // Low 8 bits = ASCII, High 16 bits = keycode
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VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
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VARDEF bool _shift_pressed; // Is Alt 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 _double_size;
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VARDEF uint _display_hz;
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VARDEF bool _force_full_redraw;
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VARDEF uint _fullscreen_bpp;
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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 uint _build_tunnel_endtile;
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VARDEF bool _generating_world;
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VARDEF int _new_town_size;
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VARDEF uint _returned_refit_amount;
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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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} 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 _make_screenshot;
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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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VARDEF bool _cache_sprites;
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// debug features
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VARDEF char _savedump_path[64];
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VARDEF uint _savedump_first, _savedump_freq, _savedump_last;
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// end of debug features
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typedef struct {
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char *name;
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char *file;
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} DynLangEnt;
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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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DynLangEnt 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 _screenshot_format_name[8];
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VARDEF int _num_screenshot_formats, _cur_screenshot_format;
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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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VARDEF FILE *_log_file_fd;
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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_p[NUM_CARGO];
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StringID names_long_s[NUM_CARGO];
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StringID names_long_p[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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byte ai_railwagon[3][NUM_CARGO];
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byte ai_roadveh_start[NUM_CARGO];
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byte ai_roadveh_count[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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#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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static const byte _inclined_tileh[] = {
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3,9,3,6,12,6,12,9,
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};
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extern const TileTypeProcs * const _tile_type_procs[16];
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/* station_cmd.c */
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// there are 5 types of airport (Country (3x4) , City(6x6), Metropolitan(6x6), International(7x7), Heliport(1x1)
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// will become obsolete once airports are loaded from seperate file
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extern const byte _airport_size_x[5];
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extern const byte _airport_size_y[5];
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/* misc */
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VARDEF char str_buffr[512];
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VARDEF char _screenshot_name[128];
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#define USERSTRING_LEN 128
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VARDEF char _userstring[USERSTRING_LEN];
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VARDEF byte _vehicle_design_names;
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/* tunnelbridge */
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#define MAX_BRIDGES 13
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/* For new pathfinding. Define here so it is globally available */
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#define NPF_TILE_LENGTH 100
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/* Autoreplace vehicle stuff*/
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VARDEF byte _autoreplace_array[256];
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VARDEF uint16 _player_num_engines[256];
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VARDEF byte _railtype_selected_in_replace_gui;
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/* Forking stuff */
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VARDEF bool _dedicated_forks;
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VARDEF bool _dedicated_enabled;
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#ifdef UNIX
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VARDEF pid_t _dedicated_pid;
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#endif
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#endif /* VARIABLES_H */
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