#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) typedef uint16 EngineID; //! All enginenumbers should be of this type // 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 */ 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 */ 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 PlayerID _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 PlayerID _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 without having * to include npf.h */ #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 */