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Location: cpp/openttd-patchpack/source/variables.h
r514:ea9196728592
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(svn r829) Fix small glitch: Immediately redraw the tile selection square when using the hotkey to toggle removal
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 | #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
uint8 window_snap_radius; // Windows snap at each other if closer than this
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[20];
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];
#define USERSTRING_LEN 128
VARDEF char _userstring[USERSTRING_LEN];
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 */
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