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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 /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.
Diffstat (limited to 'variables.h')
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1 files changed, 0 insertions, 420 deletions
diff --git a/variables.h b/variables.h
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+++ /dev/null
@@ -1,420 +0,0 @@
-/* $Id$ */
-
-#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 */