#ifndef VARIABLES_H #define VARIABLES_H #include "player.h" //enum { DPARAM_SIZE = 32 }; // ********* 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; bool kilometers; byte town_name; byte landscape; byte snow_line; byte autosave; byte road_side; } GameOptions; // These are the options for the current game VARDEF GameOptions _opt; // These are the options for the new game VARDEF GameOptions _new_opt; // 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 byte _cur_town_ctr; 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 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 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 invisible_trees; // don't show trees when buildings are transparent uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right byte max_trains; //max trains in game per player (these are 8bit because the unitnumber field can't hold more) byte max_roadveh; //max trucks in game per player byte max_aircraft; //max planes in game per player byte 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 colored_news_date; // when does newspaper become colored? bool keep_all_autosave; // name the autosave in a different way. 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 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 byte drag_signals_density; // many signals density bool ainew_active; // Is the new AI active? } 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 } 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; } Paths; VARDEF Paths _path; // Which options struct does options modify? VARDEF GameOptions *_opt_mod_ptr; // 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 uint32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet. VARDEF uint32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max. // networking settings VARDEF bool _network_available; // is network mode available? VARDEF uint32 _network_ip_list[10]; // Network IPs VARDEF uint16 _network_game_count; VARDEF uint _network_client_port; VARDEF uint _network_server_port; VARDEF uint16 _network_sync_freq; VARDEF uint16 _network_ahead_frames; VARDEF uint16 _network_ready_ahead; VARDEF uint16 _network_client_timeout; VARDEF uint32 _sync_seed_1, _sync_seed_2; 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 uint16 _news_display_opt; VARDEF byte _game_mode; VARDEF StringID _error_message; VARDEF StringID _error_message_2; VARDEF int32 _additional_cash_required; VARDEF uint32 _decode_parameters[10]; 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) byte 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 bool _networking; VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears. VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync. VARDEF bool _networking_server; VARDEF bool _networking_queuing; // queueing only? VARDEF byte _network_playas; // an id to play as.. 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 typedef struct { char *name; char *file; } DynLangEnt; // 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 DynLangEnt 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; // 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; typedef byte TownNameGenerator(byte *buf, uint32 seed); extern TownNameGenerator * const _town_name_generators[]; #define SET_DPARAM32(n, v) (_decode_parameters[n] = (v)) #define SET_DPARAMX32(s, n, v) ((s)[n] = (v)) #define GET_DPARAM32(n) (_decode_parameters[n]) #define SET_DPARAM(n, v) (_decode_parameters[n] = (v)) #define SET_DPARAMX(s, n, v) ((s)[n] = (v)) #define GET_DPARAM(n) (_decode_parameters[n]) static void FORCEINLINE SET_DPARAM64(int n, int64 v) { _decode_parameters[n] = (uint32)v; _decode_parameters[n+1] = (uint32)((uint64)v >> 32); } #if defined(TTD_LITTLE_ENDIAN) #define SET_DPARAMX16(s, n, v) ( ((uint16*)(s+n))[0] = (v)) #define SET_DPARAMX8(s, n, v) ( ((uint8*)(s+n))[0] = (v)) #define GET_DPARAMX16(s, n) ( ((uint16*)(s+n))[0]) #define GET_DPARAMX8(s, n) ( ((uint8*)(s+n))[0]) #elif defined(TTD_BIG_ENDIAN) #define SET_DPARAMX16(s, n, v) ( ((uint16*)(s+n))[1] = (v)) #define SET_DPARAMX8(s, n, v) ( ((uint8*)(s+n))[3] = (v)) #define GET_DPARAMX16(s, n) ( ((uint16*)(s+n))[1]) #define GET_DPARAMX8(s, n) ( ((uint8*)(s+n))[3]) #endif #define SET_DPARAM16(n, v) SET_DPARAMX16(_decode_parameters, n, v) #define SET_DPARAM8(n, v) SET_DPARAMX8(_decode_parameters, n, v) #define GET_DPARAM16(n) GET_DPARAMX16(_decode_parameters, n) #define GET_DPARAM8(n) GET_DPARAMX8(_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 INJECT_DPARAM(n) InjectDparam(n); #define SET_EXPENSES_TYPE(x) if (x) _yearly_expenses_type=x; /* landscape.c */ extern const byte _tileh_to_sprite[32]; extern byte _map_type_and_height[TILES_X * TILES_Y]; extern byte _map5[TILES_X * TILES_Y]; extern byte _map3_lo[TILES_X * TILES_Y]; extern byte _map3_hi[TILES_X * TILES_Y]; extern byte _map_owner[TILES_X * TILES_Y]; extern byte _map2[TILES_X * TILES_Y]; extern byte _map_extra_bits[TILES_X * TILES_Y/4]; 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[5]; extern const byte _airport_size_y[5]; extern const TileIndexDiff _tileoffs_by_dir[4]; /* misc */ VARDEF byte str_buffr[512]; VARDEF char _screenshot_name[128]; VARDEF char _userstring[128]; VARDEF byte _vehicle_design_names; VARDEF SignStruct _sign_list[40]; VARDEF SignStruct *_new_sign_struct; VARDEF bool _ignore_wrong_grf; /* tunnelbridge */ #define MAX_BRIDGES 13 /* Debugging levels */ VARDEF int _debug_spritecache_level; VARDEF int _debug_misc_level; VARDEF int _debug_grf_level; VARDEF int _debug_ai_level; VARDEF int _debug_net_level; void CDECL debug(const char *s, ...); #ifdef NO_DEBUG_MESSAGES #define DEBUG(name, level) #else #define DEBUG(name, level) if (level == 0 || _debug_ ## name ## _level >= level) debug #endif #endif /* VARIABLES_H */