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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/variables.h
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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+/* $Id$ */
+
+#ifndef VARIABLES_H
+#define VARIABLES_H
+
+#include "yapf/yapf_settings.h"
+
+// ********* START OF SAVE REGION
+#if !defined(MAX_PATH)
+# define MAX_PATH 260
+#endif
+
+// Prices and also the fractional part.
+VARDEF Prices _price;
+VARDEF uint16 _price_frac[NUM_PRICES];
+
+VARDEF uint32 _cargo_payment_rates[NUM_CARGO];
+VARDEF uint16 _cargo_payment_rates_frac[NUM_CARGO];
+
+typedef struct {
+ GameDifficulty diff;
+ byte diff_level;
+ byte currency;
+ byte units;
+ byte town_name;
+ byte landscape;
+ byte snow_line;
+ byte autosave;
+ byte road_side;
+} GameOptions;
+
+/* These are the options for the current game
+ * either ingame, or loaded. Also used for networking games */
+VARDEF GameOptions _opt;
+
+/* These are the default options for a new game */
+VARDEF GameOptions _opt_newgame;
+
+// Pointer to one of the two _opt OR _opt_newgame structs
+VARDEF GameOptions *_opt_ptr;
+
+// Amount of game ticks
+VARDEF uint16 _tick_counter;
+
+// This one is not used anymore.
+VARDEF VehicleID _vehicle_id_ctr_day;
+
+// Skip aging of cargo?
+VARDEF byte _age_cargo_skip_counter;
+
+// Available aircraft types
+VARDEF byte _avail_aircraft;
+
+// Position in tile loop
+VARDEF TileIndex _cur_tileloop_tile;
+
+// Also save scrollpos_x, scrollpos_y and zoom
+VARDEF uint16 _disaster_delay;
+
+// Determines what station to operate on in the
+// tick handler.
+VARDEF uint16 _station_tick_ctr;
+
+VARDEF uint32 _random_seeds[2][2];
+
+// Iterator through all towns in OnTick_Town
+VARDEF uint32 _cur_town_ctr;
+// Frequency iterator at the same place
+VARDEF uint32 _cur_town_iter;
+
+VARDEF uint _cur_player_tick_index;
+VARDEF uint _next_competitor_start;
+
+// Determines how often to run the tree loop
+VARDEF byte _trees_tick_ctr;
+
+// Keep track of current game position
+VARDEF int _saved_scrollpos_x;
+VARDEF int _saved_scrollpos_y;
+VARDEF byte _saved_scrollpos_zoom;
+
+// ********* END OF SAVE REGION
+
+typedef struct Patches {
+ bool modified_catchment; // different-size catchment areas
+ bool vehicle_speed; // show vehicle speed
+ bool build_on_slopes; // allow building on slopes
+ bool mammoth_trains; // allow very long trains
+ bool join_stations; // allow joining of train stations
+ bool full_load_any; // new full load calculation, any cargo must be full
+ bool improved_load; // improved loading algorithm
+ bool gradual_loading; // load vehicles gradually
+ byte station_spread; // amount a station may spread
+ bool inflation; // disable inflation
+ bool selectgoods; // only send the goods to station if a train has been there
+ bool longbridges; // allow 100 tile long bridges
+ bool gotodepot; // allow goto depot in orders
+ bool build_rawmaterial_ind; // allow building raw material industries
+ bool multiple_industry_per_town; // allow many industries of the same type per town
+ bool same_industry_close; // allow same type industries to be built close to each other
+ bool lost_train_warn; // if a train can't find its destination, show a warning
+ uint8 order_review_system;
+ bool train_income_warn; // if train is generating little income, show a warning
+ bool status_long_date; // always show long date in status bar
+ bool signal_side; // show signals on right side
+ bool show_finances; // show finances at end of year
+ bool new_nonstop; // ttdpatch compatible nonstop handling
+ bool roadveh_queue; // buggy road vehicle queueing
+ bool autoscroll; // scroll when moving mouse to the edge.
+ byte errmsg_duration; // duration of error message
+ byte land_generator; // the landscape generator
+ byte oil_refinery_limit; // distance oil refineries allowed from map edge
+ byte snow_line_height; // a number 0-15 that configured snow line height
+ byte tgen_smoothness; // how rough is the terrain from 0-3
+ uint32 generation_seed; // noise seed for world generation
+ byte tree_placer; // the tree placer algorithm
+ byte heightmap_rotation; // rotation director for the heightmap
+ byte se_flat_world_height; // land height a flat world gets in SE
+ bool bribe; // enable bribing the local authority
+ bool nonuniform_stations; // allow nonuniform train stations
+ bool always_small_airport; // always allow small airports
+ bool realistic_acceleration; // realistic acceleration for trains
+ bool wagon_speed_limits; // enable wagon speed limits
+ bool forbid_90_deg; // forbid trains to make 90 deg turns
+ bool invisible_trees; // don't show trees when buildings are transparent
+ bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled
+ bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars
+ bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction
+ bool disable_elrails; // when true, the elrails are disabled
+ bool measure_tooltip; // Show a permanent tooltip when dragging tools
+ byte liveries; // Options for displaying company liveries, 0=none, 1=self, 2=all
+ bool prefer_teamchat; // Choose the chat message target with <ENTER>, true=all players, false=your team
+
+ uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
+ uint8 window_snap_radius; // Windows snap at each other if closer than this
+
+ UnitID max_trains; // max trains in game per player (these are 16bit because the unitnumber field can't hold more)
+ UnitID max_roadveh; // max trucks in game per player
+ UnitID max_aircraft; // max planes in game per player
+ UnitID max_ships; // max ships in game per player
+
+ bool servint_ispercent; // service intervals are in percents
+ uint16 servint_trains; // service interval for trains
+ uint16 servint_roadveh; // service interval for road vehicles
+ uint16 servint_aircraft; // service interval for aircraft
+ uint16 servint_ships; // service interval for ships
+
+ bool autorenew;
+ int16 autorenew_months;
+ int32 autorenew_money;
+
+ byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder
+ uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder
+
+
+ bool bridge_pillars; // show bridge pillars for high bridges
+
+ bool ai_disable_veh_train; // disable types for AI
+ bool ai_disable_veh_roadveh; // disable types for AI
+ bool ai_disable_veh_aircraft; // disable types for AI
+ bool ai_disable_veh_ship; // disable types for AI
+ Year starting_year; // starting date
+ Year ending_year; // end of the game (just show highscore)
+ Year colored_news_year; // when does newspaper become colored?
+
+ bool keep_all_autosave; // name the autosave in a different way.
+ bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?"
+ byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
+ bool extra_dynamite; // extra dynamite
+
+ bool never_expire_vehicles; // never expire vehicles
+ byte extend_vehicle_life; // extend vehicle life by this many years
+
+ bool auto_euro; // automatically switch to euro in 2002
+ bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot)
+ bool smooth_economy; // smooth economy
+ bool allow_shares; // allow the buying/selling of shares
+ byte dist_local_authority; // distance for town local authority, default 20
+
+ byte wait_oneway_signal; // waitingtime in days before a oneway signal
+ byte wait_twoway_signal; // waitingtime in days before a twoway signal
+
+ uint8 map_x; // Size of map
+ uint8 map_y;
+
+ byte drag_signals_density; // many signals density
+ bool ainew_active; // Is the new AI active?
+ bool ai_in_multiplayer; // Do we allow AIs in multiplayer
+
+ /*
+ * New Path Finding
+ */
+ bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
+
+ /**
+ * The maximum amount of search nodes a single NPF run should take. This
+ * limit should make sure performance stays at acceptable levels at the cost
+ * of not being perfect anymore. This will probably be fixed in a more
+ * sophisticated way sometime soon
+ */
+ uint32 npf_max_search_nodes;
+
+ uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */
+ uint32 npf_rail_firstred_exit_penalty; /* The penalty for when the first signal is red (and it is an exit or combo signal) */
+ uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */
+ uint32 npf_rail_station_penalty; /* The penalty for station tiles */
+ uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */
+ uint32 npf_rail_curve_penalty; /* The penalty for curves */
+ uint32 npf_rail_depot_reverse_penalty; /* The penalty for reversing in depots */
+ uint32 npf_buoy_penalty; /* The penalty for going over (through) a buoy */
+ uint32 npf_water_curve_penalty; /* The penalty for curves */
+ uint32 npf_road_curve_penalty; /* The penalty for curves */
+ uint32 npf_crossing_penalty; /* The penalty for level crossings */
+
+ bool population_in_label; // Show the population of a town in his label?
+
+ uint8 freight_trains; ///< Value to multiply the weight of cargo by
+
+ /** YAPF settings */
+ YapfSettings yapf;
+
+} Patches;
+
+VARDEF Patches _patches;
+
+
+typedef struct Cheat {
+ bool been_used; // has this cheat been used before?
+ bool value; // tells if the bool cheat is active or not
+} Cheat;
+
+
+// WARNING! Do _not_ remove entries in Cheats struct or change the order
+// of the existing ones! Would break downward compatibility.
+// Only add new entries at the end of the struct!
+
+typedef struct Cheats {
+ Cheat magic_bulldozer; // dynamite industries, unmovables
+ Cheat switch_player; // change to another player
+ Cheat money; // get rich
+ Cheat crossing_tunnels; // allow tunnels that cross each other
+ Cheat build_in_pause; // build while in pause mode
+ Cheat no_jetcrash; // no jet will crash on small airports anymore
+ Cheat switch_climate;
+ Cheat change_date; // changes date ingame
+ Cheat setup_prod; // setup raw-material production in game
+ Cheat dummy; // empty cheat (enable running el-engines on normal rail)
+} Cheats;
+
+VARDEF Cheats _cheats;
+
+typedef struct Paths {
+ char *personal_dir; // includes cfg file and save folder
+ char *game_data_dir; // includes data, gm, lang
+ char *data_dir;
+ char *gm_dir;
+ char *lang_dir;
+ char *save_dir;
+ char *autosave_dir;
+ char *scenario_dir;
+ char *heightmap_dir;
+ char *second_data_dir;
+} Paths;
+
+VARDEF Paths _paths;
+
+// NOSAVE: Used in palette animations only, not really important.
+VARDEF int _timer_counter;
+
+
+VARDEF uint32 _frame_counter;
+
+VARDEF bool _is_old_ai_player; // current player is an oldAI player? (enables a lot of cheats..)
+
+VARDEF bool _do_autosave;
+VARDEF int _autosave_ctr;
+
+VARDEF byte _display_opt;
+VARDEF byte _pause;
+VARDEF int _caret_timer;
+VARDEF uint32 _news_display_opt;
+VARDEF bool _news_ticker_sound;
+VARDEF byte _game_mode;
+
+VARDEF StringID _error_message;
+VARDEF int32 _additional_cash_required;
+
+VARDEF uint32 _decode_parameters[20];
+
+VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
+VARDEF bool _shift_pressed; // Is Shift pressed?
+VARDEF byte _dirkeys; // 1 = left, 2 = up, 4 = right, 8 = down
+
+VARDEF bool _fullscreen;
+VARDEF bool _fast_forward;
+VARDEF bool _rightclick_emulate;
+
+// IN/OUT parameters to commands
+VARDEF byte _yearly_expenses_type;
+VARDEF TileIndex _terraform_err_tile;
+VARDEF TileIndex _build_tunnel_endtile;
+VARDEF bool _generating_world;
+
+// Deals with the type of the savegame, independent of extension
+typedef struct {
+ int mode; // savegame/scenario type (old, new)
+ char name[MAX_PATH]; // name
+ char title[255]; // internal name of the game
+} SmallFiosItem;
+
+// Used when switching from the intro menu.
+VARDEF byte _switch_mode;
+VARDEF StringID _switch_mode_errorstr;
+VARDEF bool _exit_game;
+VARDEF SmallFiosItem _file_to_saveload;
+
+
+
+VARDEF Vehicle *_place_clicked_vehicle;
+
+VARDEF char _ini_videodriver[16], _ini_musicdriver[16], _ini_sounddriver[16];
+
+// Used for dynamic language support
+typedef struct {
+ int num; // number of languages
+ int curr; // currently selected language index
+ char curr_file[MAX_LANG]; // currently selected language file
+ StringID dropdown[MAX_LANG + 1]; // used in settings dialog
+ struct {
+ char *name;
+ char *file;
+ } ent[MAX_LANG];
+} DynamicLanguages;
+
+VARDEF DynamicLanguages _dynlang;
+
+VARDEF int _num_resolutions;
+VARDEF uint16 _resolutions[32][2];
+VARDEF uint16 _cur_resolution[2];
+
+VARDEF char _savegame_format[8];
+
+VARDEF char *_config_file;
+VARDEF char *_highscore_file;
+VARDEF char *_log_file;
+
+// NOSAVE: These can be recalculated from InitializeLandscapeVariables
+typedef struct {
+ StringID names_s[NUM_CARGO];
+ StringID names_long[NUM_CARGO];
+ StringID names_short[NUM_CARGO];
+ byte weights[NUM_CARGO];
+ SpriteID sprites[NUM_CARGO];
+ byte transit_days_1[NUM_CARGO];
+ byte transit_days_2[NUM_CARGO];
+} CargoConst;
+
+VARDEF CargoConst _cargoc;
+
+
+static inline void SetDParamX(uint32 *s, uint n, uint32 v)
+{
+ s[n] = v;
+}
+
+static inline uint32 GetDParamX(const uint32 *s, uint n)
+{
+ return s[n];
+}
+
+static inline void SetDParam(uint n, uint32 v)
+{
+ assert(n < lengthof(_decode_parameters));
+ _decode_parameters[n] = v;
+}
+
+static inline void SetDParam64(uint n, uint64 v)
+{
+ assert(n + 1 < lengthof(_decode_parameters));
+ _decode_parameters[n + 0] = v & 0xffffffff;
+ _decode_parameters[n + 1] = v >> 32;
+}
+
+static inline uint32 GetDParam(uint n)
+{
+ assert(n < lengthof(_decode_parameters));
+ return _decode_parameters[n];
+}
+
+// Used to bind a C string name to a dparam number.
+// NOTE: This has a short lifetime. You can't
+// use this string much later or it will be gone.
+void SetDParamStr(uint n, const char *str);
+
+// This function takes a C-string and allocates a temporary string ID.
+// The duration of the bound string is valid only until the next acll to GetString,
+// so be careful.
+StringID BindCString(const char *str);
+
+
+#define COPY_IN_DPARAM(offs,src,num) memcpy(_decode_parameters + offs, src, sizeof(uint32) * (num))
+#define COPY_OUT_DPARAM(dst,offs,num) memcpy(dst,_decode_parameters + offs, sizeof(uint32) * (num))
+
+
+#define SET_EXPENSES_TYPE(x) _yearly_expenses_type = x;
+
+/* landscape.c */
+extern const byte _tileh_to_sprite[32];
+extern const byte _inclined_tileh[16];
+
+extern const TileTypeProcs * const _tile_type_procs[16];
+
+/* misc */
+VARDEF char _screenshot_name[128];
+VARDEF byte _vehicle_design_names;
+
+/* Forking stuff */
+VARDEF bool _dedicated_forks;
+
+#endif /* VARIABLES_H */