variables.h
author matthijs
Fri, 15 Apr 2005 15:28:01 +0000
changeset 1700 b8ecf0494fdd
parent 1688 787400219027
child 1751 954dd2900ac9
permissions -rw-r--r--
(svn r2204) - Add: [NPF] NPF now has a maximum number of nodes it will search. The default value is 5000 for now, which is an educated guess. Probably needs some finetuning. Hopefully this "feature" can be removed later on, when more sophisticated means of limiting the pathfinder have been implemented. This should make ships and larger networks playable for now, though.
#ifndef VARIABLES_H
#define VARIABLES_H

#include "player.h"

// ********* START OF SAVE REGION
#if !defined(MAX_PATH)
# define MAX_PATH 260
#endif

typedef uint16 UnitID;   //! All unitnumber stuff is of this type (or anyway, should be)

// 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;

enum {
	CF_NOEURO = 0,
	CF_ISEURO = 1,
};

typedef struct {
	uint16 rate;
	char separator;
	uint16 to_euro;
	char prefix[16];
	char suffix[16];
} CurrencySpec;

VARDEF CurrencySpec _currency_specs[24];

// 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_seeds[2][2];
VARDEF uint32 _player_seeds[MAX_PLAYERS][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
	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 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
	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

	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;

	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 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?"
	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 */

	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;

// NOSAVE: can be determined from player structs
VARDEF byte _player_colors[MAX_PLAYERS];

VARDEF bool _in_state_game_loop;
VARDEF uint32 _frame_counter;

VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done

VARDEF bool _do_autosave;
VARDEF int _autosave_ctr;

VARDEF byte _local_player;
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 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)
	char name[MAX_PATH];	// name
} 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];

VARDEF bool _cache_sprites;

// 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 _screenshot_format_name[8];
VARDEF int _num_screenshot_formats, _cur_screenshot_format;

VARDEF char _savegame_format[8];

VARDEF char *_config_file;
VARDEF char *_highscore_file;
VARDEF char *_log_file;
VARDEF FILE *_log_file_fd;

// 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;


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];
}


#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];

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[];
extern const byte _airport_size_y[];

/* misc */
VARDEF char _screenshot_name[128];
#define USERSTRING_LEN 128
VARDEF char _userstring[USERSTRING_LEN];
VARDEF byte _vehicle_design_names;

/* tunnelbridge */
#define MAX_BRIDGES 13

/* For new pathfinding. Define here so it is globally available */
#define NPF_TILE_LENGTH 100

/* Autoreplace vehicle stuff*/
VARDEF byte _autoreplace_array[256];
VARDEF uint16 _player_num_engines[256];
VARDEF byte _railtype_selected_in_replace_gui;

/* Forking stuff */
VARDEF bool _dedicated_forks;

#endif /* VARIABLES_H */