1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
|
#ifndef VARIABLES_H
#define VARIABLES_H
#include "player.h"
//enum { DPARAM_SIZE = 32 };
// ********* 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;
bool kilometers;
byte town_name;
byte landscape;
byte snow_line;
byte autosave;
byte road_side;
} GameOptions;
// These are the options for the current game
VARDEF GameOptions _opt;
// These are the options for the new game
VARDEF GameOptions _new_opt;
// Current date
VARDEF uint16 _date;
VARDEF uint16 _date_fract;
// Amount of game ticks
VARDEF uint16 _tick_counter;
// Used when calling OnNewDay
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_seed_1, _random_seed_2;
// Iterator through all towns in OnTick_Town
VARDEF byte _cur_town_ctr;
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 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
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
uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown
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 snow_line_height; // a number 0-15 that configured snow line height
bool bribe; // enable bribing the local authority
bool new_depot_finding; // use new algorithm to find a depot.
bool nonuniform_stations;// allow nonuniform train stations
bool always_small_airport; // always allow small airports
bool realistic_acceleration; // realistic acceleration for trains
byte max_trains; //max trains in game per player (these are 8bit because the unitnumber field can't hold more)
byte max_roadveh; //max trucks in game per player
byte max_aircraft; //max planes in game per player
byte max_ships; //max ships in game per player
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;
bool new_pathfinding; // use optimized pathfinding algoritm for trains
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 build_in_pause; // build while in pause mode
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
uint32 starting_date; // starting date
uint32 colored_news_date; // when does newspaper become colored?
bool keep_all_autosave; // name the autosave in a different way.
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
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
} Patches;
VARDEF Patches _patches;
typedef struct Cheat {
bool been_used; // has this cheat been used before?
byte value; // active?
} 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
} 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;
} Paths;
VARDEF Paths _path;
// Which options struct does options modify?
VARDEF GameOptions *_opt_mod_ptr;
// NOSAVE: Used in palette animations only, not really important.
VARDEF int _timer_counter;
// NOSAVE: can be determined from _date
VARDEF byte _cur_year;
VARDEF byte _cur_month;
// NOSAVE: can be determined from player structs
VARDEF byte _player_colors[MAX_PLAYERS];
VARDEF bool _in_state_game_loop;
VARDEF int32 _frame_counter;
VARDEF int32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet.
VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
// networking settings
VARDEF uint _network_port;
VARDEF uint _network_sync_freq;
VARDEF uint _network_ahead_frames;
VARDEF uint32 _network_ip_list[10]; // Network IPs
VARDEF char * _network_detected_serverip; // UDP Broadcast detected Server
VARDEF uint32 _network_detected_serverport; // UDP Broadcast detected server-port
VARDEF uint32 _sync_seed_1, _sync_seed_2;
VARDEF bool _is_ai_player; // current player is an AI player?
VARDEF bool _do_autosave;
VARDEF int _autosave_ctr;
VARDEF byte _local_player;
VARDEF byte _display_opt;
VARDEF byte _pause;
VARDEF int _caret_timer;
VARDEF uint16 _news_display_opt;
VARDEF byte _game_mode;
VARDEF StringID _error_message;
VARDEF StringID _error_message_2;
VARDEF int32 _additional_cash_required;
VARDEF uint32 _decode_parameters[10];
VARDEF byte _current_player;
VARDEF int _docommand_recursive;
VARDEF uint32 _pressed_key; // Low 8 bits = ASCII, High 16 bits = keycode
VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
VARDEF bool _shift_pressed; // Is Alt pressed?
VARDEF byte _dirkeys; // 1=left, 2=up, 4=right, 8=down
VARDEF bool _fullscreen;
VARDEF bool _double_size;
VARDEF uint _display_hz;
VARDEF bool _force_full_redraw;
VARDEF uint _fullscreen_bpp;
VARDEF bool _fast_forward;
VARDEF bool _rightclick_emulate;
// IN/OUT parameters to commands
VARDEF byte _yearly_expenses_type;
VARDEF TileIndex _terraform_err_tile;
VARDEF uint _build_tunnel_endtile;
VARDEF bool _generating_world;
VARDEF int _new_town_size;
VARDEF uint _returned_refit_amount;
// Deals with the type of the savegame, independent of extension
typedef struct {
int mode; // savegame/scenario type (old, new)
byte name[MAX_PATH]; // name
} SmallFiosItem;
// Used when switching from the intro menu.
VARDEF byte _switch_mode;
VARDEF bool _exit_game;
VARDEF SmallFiosItem _file_to_saveload;
VARDEF byte _make_screenshot;
VARDEF bool _networking;
VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync.
VARDEF bool _networking_server;
VARDEF bool _networking_queuing; // queueing only?
VARDEF byte _network_playas; // an id to play as..
VARDEF byte _get_z_hint; // used as a hint to getslopez to return the right height at a bridge.
VARDEF char *_newgrf_files[32];
VARDEF Vehicle *_place_clicked_vehicle;
VARDEF char _ini_videodriver[16], _ini_musicdriver[16], _ini_sounddriver[16];
VARDEF bool _cache_sprites;
// debug features
VARDEF char _savedump_path[64];
VARDEF uint _savedump_first, _savedump_freq, _savedump_last;
// end of debug features
typedef struct {
char *name;
char *file;
} DynLangEnt;
// Used for dynamic language support
typedef struct {
int num; // number of languages
int curr; // currently selected language index
char curr_file[32]; // currently selected language file
StringID dropdown[32 + 1]; // used in settings dialog
DynLangEnt ent[32];
} DynamicLanguages;
VARDEF DynamicLanguages _dynlang;
VARDEF int _num_resolutions;
VARDEF uint16 _resolutions[32][2];
VARDEF uint16 _cur_resolution[2];
VARDEF char _screenshot_format_name[8];
VARDEF int _num_screenshot_formats, _cur_screenshot_format;
VARDEF char _savegame_format[8];
VARDEF char *_config_file;
// NOSAVE: These can be recalculated from InitializeLandscapeVariables
typedef struct {
StringID names_s[NUM_CARGO];
StringID names_p[NUM_CARGO];
StringID names_long_s[NUM_CARGO];
StringID names_long_p[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];
byte ai_railwagon[3][NUM_CARGO];
byte ai_roadveh_start[NUM_CARGO];
byte ai_roadveh_count[NUM_CARGO];
} CargoConst;
VARDEF CargoConst _cargoc;
typedef byte TownNameGenerator(byte *buf, uint32 seed);
extern TownNameGenerator * const _town_name_generators[];
#define SET_DPARAM32(n, v) (_decode_parameters[n] = (v))
#define SET_DPARAMX32(s, n, v) ((s)[n] = (v))
#define GET_DPARAM32(n) (_decode_parameters[n])
#define SET_DPARAM(n, v) (_decode_parameters[n] = (v))
#define SET_DPARAMX(s, n, v) ((s)[n] = (v))
#define GET_DPARAM(n) (_decode_parameters[n])
static void FORCEINLINE SET_DPARAM64(int n, int64 v)
{
_decode_parameters[n] = (uint32)v;
_decode_parameters[n+1] = (uint32)((uint64)v >> 32);
}
#if defined(TTD_LITTLE_ENDIAN)
#define SET_DPARAMX16(s, n, v) ( ((uint16*)(s+n))[0] = (v))
#define SET_DPARAMX8(s, n, v) ( ((uint8*)(s+n))[0] = (v))
#define GET_DPARAMX16(s, n) ( ((uint16*)(s+n))[0])
#define GET_DPARAMX8(s, n) ( ((uint8*)(s+n))[0])
#elif defined(TTD_BIG_ENDIAN)
#define SET_DPARAMX16(s, n, v) ( ((uint16*)(s+n))[1] = (v))
#define SET_DPARAMX8(s, n, v) ( ((uint8*)(s+n))[3] = (v))
#define GET_DPARAMX16(s, n) ( ((uint16*)(s+n))[1])
#define GET_DPARAMX8(s, n) ( ((uint8*)(s+n))[3])
#endif
#define SET_DPARAM16(n, v) SET_DPARAMX16(_decode_parameters, n, v)
#define SET_DPARAM8(n, v) SET_DPARAMX8(_decode_parameters, n, v)
#define GET_DPARAM16(n) GET_DPARAMX16(_decode_parameters, n)
#define GET_DPARAM8(n) GET_DPARAMX8(_decode_parameters, n)
#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 INJECT_DPARAM(n) InjectDparam(n);
#define SET_EXPENSES_TYPE(x) if (x) _yearly_expenses_type=x;
/* landscape.c */
extern const byte _tileh_to_sprite[32];
extern byte _map_type_and_height[TILES_X * TILES_Y];
extern byte _map5[TILES_X * TILES_Y];
extern byte _map3_lo[TILES_X * TILES_Y];
extern byte _map3_hi[TILES_X * TILES_Y];
extern byte _map_owner[TILES_X * TILES_Y];
extern byte _map2[TILES_X * TILES_Y];
extern byte _map_extra_bits[TILES_X * TILES_Y/4];
static const byte _inclined_tileh[] = {
3,9,3,6,12,6,12,9,
};
extern const TileTypeProcs * const _tile_type_procs[16];
/* station_cmd.c */
// there are 5 types of airport (Country (3x4) , City(6x6), Metropolitan(6x6), International(7x7), Heliport(1x1)
// will become obsolete once airports are loaded from seperate file
extern const byte _airport_size_x[5];
extern const byte _airport_size_y[5];
extern const TileIndexDiff _tileoffs_by_dir[4];
/* misc */
VARDEF byte str_buffr[512];
VARDEF char _screenshot_name[128];
VARDEF char _userstring[128];
VARDEF byte _vehicle_design_names;
VARDEF SignStruct _sign_list[40];
VARDEF SignStruct *_new_sign_struct;
VARDEF bool _ignore_wrong_grf;
/* tunnelbridge */
#define MAX_BRIDGES 13
/* Debugging levels */
VARDEF int _debug_spritecache_level;
VARDEF int _debug_misc_level;
void CDECL debug(const char *s, ...);
#define DEBUG(name, level) if (level == 0 || _debug_ ## name ## _level >= level) debug
#endif /* VARIABLES_H */
|