Files
@ r5149:d4d2b8888034
Branch filter:
Location: cpp/openttd-patchpack/source/variables.h
r5149:d4d2b8888034
15.2 KiB
text/x-c
(svn r7241) -Fix: czech town name generator now uses proper diacritics (Hadez)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 | /* $Id$ */
#ifndef VARIABLES_H
#define VARIABLES_H
#include "yapf/yapf_settings.h"
// ********* 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;
byte units;
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;
// 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;
// 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];
// 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
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 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 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 <ENTER>, true=all players, false=your team
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;
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 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
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 */
bool population_in_label; // Show the population of a town in his label?
/** YAPF settings */
YapfSettings yapf;
} Patches;
VARDEF Patches _patches;
typedef struct Cheat {
bool been_used; // has this cheat been used before?
bool value; // tells if the bool cheat is active or not
} 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
Cheat dummy; // empty cheat (enable running el-engines on normal rail)
} 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 *heightmap_dir;
char *second_data_dir;
} Paths;
VARDEF Paths _path;
// NOSAVE: Used in palette animations only, not really important.
VARDEF int _timer_counter;
VARDEF uint32 _frame_counter;
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 _pause;
VARDEF int _caret_timer;
VARDEF uint32 _news_display_opt;
VARDEF bool _news_ticker_sound;
VARDEF byte _game_mode;
VARDEF StringID _error_message;
VARDEF int32 _additional_cash_required;
VARDEF uint32 _decode_parameters[20];
VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
VARDEF bool _shift_pressed; // Is Shift pressed?
VARDEF byte _dirkeys; // 1 = left, 2 = up, 4 = right, 8 = down
VARDEF bool _fullscreen;
VARDEF bool _fast_forward;
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
typedef struct {
int mode; // savegame/scenario type (old, new)
char name[MAX_PATH]; // name
char title[255]; // internal name of the game
} 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 _get_z_hint; // used as a hint to getslopez to return the right height at a bridge.
VARDEF Vehicle *_place_clicked_vehicle;
VARDEF char _ini_videodriver[16], _ini_musicdriver[16], _ini_sounddriver[16];
// Used for dynamic language support
typedef struct {
int num; // number of languages
int curr; // currently selected language index
char curr_file[MAX_LANG]; // currently selected language file
StringID dropdown[MAX_LANG + 1]; // used in settings dialog
struct {
char *name;
char *file;
} ent[MAX_LANG];
} DynamicLanguages;
VARDEF DynamicLanguages _dynlang;
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;
// NOSAVE: These can be recalculated from InitializeLandscapeVariables
typedef struct {
StringID names_s[NUM_CARGO];
StringID names_long[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];
} 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];
}
// Used to bind a C string name to a dparam number.
// NOTE: This has a short lifetime. You can't
// use this string much later or it will be gone.
void SetDParamStr(uint n, const char *str);
// This function takes a C-string and allocates a temporary string ID.
// The duration of the bound string is valid only until the next acll to GetString,
// so be careful.
StringID BindCString(const char *str);
#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];
extern const byte _inclined_tileh[16];
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 */
|