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/* $Id$ */
/** @file variables.h */
#ifndef VARIABLES_H
#define VARIABLES_H
#include "yapf/yapf_settings.h"
/* ********* START OF SAVE REGION */
#include "gfx.h"
/* Prices and also the fractional part. */
VARDEF Prices _price;
VARDEF uint16 _price_frac[NUM_PRICES];
VARDEF Money _cargo_payment_rates[NUM_CARGO];
VARDEF uint16 _cargo_payment_rates_frac[NUM_CARGO];
struct GameOptions {
GameDifficulty diff;
byte diff_level;
byte currency;
byte units;
byte town_name;
byte landscape;
byte snow_line;
byte autosave;
byte road_side;
};
/* 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;
/* 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;
/* ********* END OF SAVE REGION */
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
uint8 raw_industry_construction; ///< Type of (raw) industry construction (none, "normal", prospecting)
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 adjacent_stations; // allow stations to be built directly adjacent to other 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 smooth_scroll; ///< Smooth scroll viewports
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 advanced_vehicle_list; // Use the "advanced" vehicle list
uint8 loading_indicators; // Show loading indicators
uint8 default_rail_type; ///< The default rail type for the rail GUI
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
bool always_build_infrastructure; ///< Always allow building of infrastructure, even when you do not have the vehicles for it
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 road_stop_on_town_road; // allow building of drive-through road stops on town owned roads
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
Year semaphore_build_before; // Build semaphore signals automatically before this year
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
uint32 npf_road_drive_through_penalty; // The penalty for going through a drive-through road stop
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;
uint8 right_mouse_btn_emulation;
uint8 scrollwheel_scrolling;
uint8 scrollwheel_multiplier;
uint8 town_growth_rate; ///< Town growth rate
uint8 larger_towns; ///< The number of cities to build. These start off larger and grow twice as fast
uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns
bool pause_on_newgame; ///< Whether to start new games paused or not.
TownLayoutByte town_layout; ///< Select town layout
bool timetabling; ///< Whether to allow timetabling.
bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
};
VARDEF Patches _patches;
struct Cheat {
bool been_used; // has this cheat been used before?
bool value; // tells if the bool cheat is active or not
};
/* 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! */
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)
};
VARDEF Cheats _cheats;
/* NOSAVE: Used in palette animations only, not really important. */
VARDEF int _palette_animation_counter;
VARDEF uint32 _frame_counter;
VARDEF uint32 _realtime_tick;
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 _transparent_opt;
VARDEF int _caret_timer;
VARDEF uint32 _news_display_opt;
VARDEF bool _news_ticker_sound;
VARDEF StringID _error_message;
VARDEF Money _additional_cash_required;
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 */
struct SmallFiosItem {
int mode; // savegame/scenario type (old, new)
char name[MAX_PATH]; // name
char title[255]; // internal name of the game
};
/* Used when switching from the intro menu. */
VARDEF byte _switch_mode;
VARDEF StringID _switch_mode_errorstr;
VARDEF SmallFiosItem _file_to_saveload;
VARDEF Vehicle *_place_clicked_vehicle;
VARDEF char _ini_videodriver[32], _ini_musicdriver[32], _ini_sounddriver[32], _ini_blitter[32];
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;
#define SET_EXPENSES_TYPE(x) _yearly_expenses_type = x;
/* landscape.cpp */
extern const byte _tileh_to_sprite[32];
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 */
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