src/variables.h
author rubidium
Wed, 26 Sep 2007 19:27:29 +0000
changeset 8139 16ad832aa538
parent 8137 67a9579abd74
child 8153 32f871f7e7f7
permissions -rw-r--r--
(svn r11174) -Codechange: add possibility to show the bounding boxes of sprites using CTRL-B so one can get a better understanding of the used bounding boxes to fix the glitches that still exist. Patch by frosch.
Note that this is not completely glitch free, bounding boxes sometimes aren't removed properly. This is due to the fact that the bounding boxes sometimes are larger than the sprite, which causes a smaller part than the bounding box to be redrawn. This is NOT a bug, but a known implementation limit as we do not want to slow down normal games so the debug graphics are always 100% correct.
/* $Id$ */

/** @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.

	bool autoslope;          ///< Allow terraforming under things.

	bool mod_road_rebuild;   ///< Roadworks remove unneccesary RoadBits
};

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];

extern bool _draw_bounding_boxes;

/* misc */
VARDEF char _screenshot_name[128];
VARDEF byte _vehicle_design_names;

/* Forking stuff */
VARDEF bool _dedicated_forks;

#endif /* VARIABLES_H */