mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
25a63ec7af
-Feature: Bridges can now be placed above: Any railway track combination (excluding depots and waypoints) Any road combination (excluding depots) Clear tiles (duh), including fields Tunnel entrances Bridge heads Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing There are still a number of visual problems remaining, especially when electric railways are on or under the bridge. DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
420 lines
14 KiB
C
420 lines
14 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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// 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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// 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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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 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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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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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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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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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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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 *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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// 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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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 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 _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 _make_screenshot;
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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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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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// 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[8];
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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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