src/variables.h
changeset 5726 8f399788f6c9
parent 5573 afa6f92a71fd
child 5650 aefc131bf5ce
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/variables.h	Tue Jan 02 19:19:48 2007 +0000
@@ -0,0 +1,420 @@
+/* $Id$ */
+
+#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 _paths;
+
+// 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 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 */