author | convert-repo |
Mon, 07 Apr 2008 16:21:55 +0000 | |
changeset 10076 | dfd70e42c4ae |
parent 8771 | f7ad4dba14bf |
child 10225 | 8becb17444a7 |
permissions | -rw-r--r-- |
2186 | 1 |
/* $Id$ */ |
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/** @file variables.h */ |
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#ifndef VARIABLES_H |
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#define VARIABLES_H |
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#include "tile_type.h" |
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#include "strings_type.h" |
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/* Amount of game ticks */ |
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VARDEF uint16 _tick_counter; |
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/* Skip aging of cargo? */ |
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VARDEF byte _age_cargo_skip_counter; |
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/* Position in tile loop */ |
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VARDEF TileIndex _cur_tileloop_tile; |
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/* Also save scrollpos_x, scrollpos_y and zoom */ |
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VARDEF uint16 _disaster_delay; |
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/* Determines what station to operate on in the |
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* tick handler. */ |
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VARDEF uint16 _station_tick_ctr; |
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/* Iterator through all towns in OnTick_Town */ |
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(svn r2021) Fix: Enlarge _cur_town_ctr from byte to uint32 so that all the towns are considered when growing them even for big maps, where much more than 256 towns are around; reported by Tomasz Dubi?ski <uboottd@hydra.polsl.gliwice.pl>. The savegame still saves just the lowest 8 bits but that doesn't hurt so much.
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VARDEF uint32 _cur_town_ctr; |
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/* Frequency iterator at the same place */ |
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(svn r2033) - Fix: Fix some more desync by saving the town growth frequency iterator _cur_town_iter. Needed to bump a svg revision for that thanks to the braindead SlGlob thing, or at least I don't know how to do it without bumping it.
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VARDEF uint32 _cur_town_iter; |
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VARDEF uint _cur_player_tick_index; |
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VARDEF uint _next_competitor_start; |
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/* Determines how often to run the tree loop */ |
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VARDEF byte _trees_tick_ctr; |
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/* Keep track of current game position */ |
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VARDEF int _saved_scrollpos_x; |
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VARDEF int _saved_scrollpos_y; |
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struct Cheat { |
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bool been_used; // has this cheat been used before? |
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bool value; // tells if the bool cheat is active or not |
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}; |
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/* WARNING! Do _not_ remove entries in Cheats struct or change the order |
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* of the existing ones! Would break downward compatibility. |
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* Only add new entries at the end of the struct! */ |
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struct Cheats { |
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Cheat magic_bulldozer; // dynamite industries, unmovables |
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Cheat switch_player; // change to another player |
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Cheat money; // get rich |
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Cheat crossing_tunnels; // allow tunnels that cross each other |
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Cheat build_in_pause; // build while in pause mode |
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Cheat no_jetcrash; // no jet will crash on small airports anymore |
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Cheat switch_climate; |
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Cheat change_date; // changes date ingame |
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Cheat setup_prod; // setup raw-material production in game |
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Cheat dummy; // empty cheat (enable running el-engines on normal rail) |
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}; |
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VARDEF Cheats _cheats; |
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/* NOSAVE: Used in palette animations only, not really important. */ |
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VARDEF int _palette_animation_counter; |
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VARDEF uint32 _frame_counter; |
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VARDEF uint32 _realtime_tick; |
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VARDEF bool _is_old_ai_player; // current player is an oldAI player? (enables a lot of cheats..) |
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VARDEF bool _do_autosave; |
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VARDEF int _autosave_ctr; |
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VARDEF byte _display_opt; |
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VARDEF int _caret_timer; |
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VARDEF bool _rightclick_emulate; |
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/* IN/OUT parameters to commands */ |
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(svn r2483) Replace almost 500 "uint tile" (and variants) with "TileIndex tile"
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VARDEF TileIndex _build_tunnel_endtile; |
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VARDEF bool _generating_world; |
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/* Used when switching from the intro menu. */ |
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VARDEF byte _switch_mode; |
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VARDEF StringID _switch_mode_errorstr; |
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VARDEF char _savegame_format[8]; |
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VARDEF char *_config_file; |
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VARDEF char *_highscore_file; |
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VARDEF char *_log_file; |
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/* landscape.cpp */ |
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extern const byte _tileh_to_sprite[32]; |
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extern bool _draw_bounding_boxes; |
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/* misc */ |
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VARDEF char _screenshot_name[128]; |
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VARDEF byte _vehicle_design_names; |
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/* Forking stuff */ |
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VARDEF bool _dedicated_forks; |
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#endif /* VARIABLES_H */ |