/* $Id$ */ #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 _path; // 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 byte _get_z_hint; // used as a hint to getslopez to return the right height at a bridge. 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 */