/* $Id$ */ /** @file variables.h Messing file that will cease to exist some time in the future. */ #ifndef VARIABLES_H #define VARIABLES_H #ifndef VARDEF #define VARDEF extern #endif /* Amount of game ticks */ VARDEF uint16 _tick_counter; /* Skip aging of cargo? */ VARDEF byte _age_cargo_skip_counter; /* 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; /* 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_company_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; /* 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_company; // current company is an oldAI company? (enables a lot of cheats..) VARDEF bool _do_autosave; VARDEF int _autosave_ctr; VARDEF byte _display_opt; VARDEF int _caret_timer; VARDEF bool _rightclick_emulate; /* IN/OUT parameters to commands */ VARDEF bool _generating_world; /* Used when switching from the intro menu. */ VARDEF byte _switch_mode; VARDEF char _savegame_format[8]; VARDEF char *_config_file; VARDEF char *_highscore_file; VARDEF char *_log_file; /* landscape.cpp */ extern const byte _tileh_to_sprite[32]; /* misc */ VARDEF char _screenshot_name[128]; VARDEF byte _vehicle_design_names; /* Forking stuff */ VARDEF bool _dedicated_forks; #endif /* VARIABLES_H */