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
432
433
434
435
436
437
438
|
/* $Id$ */
#ifndef VARIABLES_H
#define VARIABLES_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;
bool kilometers;
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;
// Current date
VARDEF uint16 _date;
VARDEF uint16 _date_fract;
// 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 auto_pbs_placement;// automatic pbs signal placement
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
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
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 snow_line_height; // a number 0-15 that configured snow line height
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
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
uint32 starting_date; // starting date
uint32 ending_date; // end of the game (just show highscore)
uint32 colored_news_date; // 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
uint map_x; // Size of map
uint map_y;
byte drag_signals_density; // many signals density
bool ainew_active; // Is the new AI active?
/*
* 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?
} 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
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
} 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 *second_data_dir;
} Paths;
VARDEF Paths _path;
// 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;
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 StringID _error_message_2;
VARDEF int32 _additional_cash_required;
VARDEF uint32 _decode_parameters[20];
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 TileIndex _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)
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 _make_screenshot;
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];
// debug features
VARDEF char _savedump_path[64];
VARDEF uint _savedump_first, _savedump_freq, _savedump_last;
// end of debug features
// 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
struct {
char *name;
char *file;
} ent[32];
} 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];
byte ai_railwagon[3][NUM_CARGO];
byte ai_roadveh_start[NUM_CARGO];
byte ai_roadveh_count[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[8];
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[];
extern const byte _airport_size_y[];
/* misc */
VARDEF char _screenshot_name[128];
VARDEF byte _vehicle_design_names;
/* tunnelbridge */
#define MAX_BRIDGES 13
/* For new pathfinding. Define here so it is globally available without having
* to include npf.h */
#define NPF_TILE_LENGTH 100
/* Forking stuff */
VARDEF bool _dedicated_forks;
#endif /* VARIABLES_H */
|