From 66bbf336c6af7353ef0aeed58002c46543b30635 Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 2 Jan 2007 19:19:48 +0000 Subject: (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. --- src/variables.h | 420 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 420 insertions(+) create mode 100644 src/variables.h (limited to 'src/variables.h') diff --git a/src/variables.h b/src/variables.h new file mode 100644 index 000000000..bbbe0b79b --- /dev/null +++ b/src/variables.h @@ -0,0 +1,420 @@ +/* $Id$ */ + +#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 , 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 */ -- cgit v1.2.3-54-g00ecf