/* $Id$ */ /** @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 , true=all players, false=your team bool advanced_vehicle_list; // Use the "advanced" vehicle list bool 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 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. }; 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]; 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]; /* misc */ VARDEF char _screenshot_name[128]; VARDEF byte _vehicle_design_names; /* Forking stuff */ VARDEF bool _dedicated_forks; #endif /* VARIABLES_H */