Changeset - r8208:69bb74cd3d21
[Not reviewed]
master
1 12 3
rubidium - 16 years ago 2008-01-07 00:19:09
rubidium@openttd.org
(svn r11771) -Codechange: split settings.h into better separated headers.
16 files changed with 326 insertions and 315 deletions:
0 comments (0 inline, 0 general)
src/console_cmds.cpp
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@@ -16,7 +16,7 @@
 
#include "network/network_server.h"
 
#include "network/network_udp.h"
 
#include "command_func.h"
 
#include "settings.h"
 
#include "settings_func.h"
 
#include "fios.h"
 
#include "fileio.h"
 
#include "station.h"
src/genworld.cpp
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@@ -15,7 +15,7 @@
 
#include "window_func.h"
 
#include "network/network.h"
 
#include "debug.h"
 
#include "settings.h"
 
#include "settings_func.h"
 
#include "heightmap.h"
 
#include "viewport.h"
 
#include "map_func.h"
src/genworld_gui.cpp
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@@ -15,7 +15,7 @@
 
#include "command_func.h"
 
#include "variables.h"
 
#include "string.h"
 
#include "settings.h"
 
#include "settings_func.h"
 
#include "debug.h"
 
#include "genworld.h"
 
#include "network/network.h"
src/intro_gui.cpp
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@@ -12,7 +12,6 @@
 
#include "player.h"
 
#include "network/network.h"
 
#include "variables.h"
 
#include "settings.h"
 
#include "heightmap.h"
 
#include "genworld.h"
 
#include "network/network_gui.h"
src/main_gui.cpp
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@@ -29,7 +29,6 @@
 
#include "string.h"
 
#include "screenshot.h"
 
#include "genworld.h"
 
#include "settings.h"
 
#include "vehicle_gui.h"
 
#include "transparency_gui.h"
 
#include "newgrf_config.h"
src/misc_gui.cpp
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@@ -28,7 +28,6 @@
 
#include "variables.h"
 
#include "train.h"
 
#include "tgp.h"
 
#include "settings.h"
 
#include "cargotype.h"
 
#include "player_face.h"
 
#include "strings_func.h"
src/network/network_gui.cpp
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@@ -21,7 +21,6 @@
 
#include "../variables.h"
 
#include "network_server.h"
 
#include "network_udp.h"
 
#include "../settings.h"
 
#include "../string.h"
 
#include "../town.h"
 
#include "../newgrf.h"
src/openttd.cpp
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@@ -43,7 +43,7 @@
 
#include "ai/ai.h"
 
#include "train.h"
 
#include "yapf/yapf.h"
 
#include "settings.h"
 
#include "settings_func.h"
 
#include "genworld.h"
 
#include "clear_map.h"
 
#include "fontcache.h"
src/players.cpp
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@@ -20,7 +20,6 @@
 
#include "ai/ai.h"
 
#include "player_face.h"
 
#include "group.h"
 
#include "settings.h"
 
#include "window_func.h"
 
#include "tile_map.h"
 
#include "strings_func.h"
src/settings.cpp
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@@ -26,7 +26,7 @@
 
#include "string.h"
 
#include "variables.h"
 
#include "network/network.h"
 
#include "settings.h"
 
#include "settings_internal.h"
 
#include "command_func.h"
 
#include "console.h"
 
#include "saveload.h"
 
@@ -48,7 +48,10 @@
 
#include "spritecache.h"
 
#include "transparency.h"
 

	
 
/** The patch values that are used for new games and/or modified in config file */
 
GameOptions _opt;
 
GameOptions _opt_newgame;
 
GameOptions *_opt_ptr;
 
Patches _patches;
 
Patches _patches_newgame;
 

	
 
struct IniFile;
src/settings.h
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deleted file
src/settings_func.h
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new file 100644
 
/* $Id$ */
 

	
 
/** @file settings_func.h Functions related to setting/changing the settings. */
 

	
 
#ifndef SETTINGS_FUNC_H
 
#define SETTINGS_FUNC_H
 

	
 
bool IConsoleSetPatchSetting(const char *name, int32 value);
 
void IConsoleGetPatchSetting(const char *name);
 
void IConsoleListPatches();
 

	
 
void LoadFromConfig();
 
void SaveToConfig();
 
void CheckConfig();
 
void UpdatePatches();
 

	
 
#endif /* SETTINGS_FUNC_H */
src/settings_gui.cpp
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@@ -18,7 +18,7 @@
 
#include "network/network.h"
 
#include "town.h"
 
#include "variables.h"
 
#include "settings.h"
 
#include "settings_internal.h"
 
#include "newgrf_townname.h"
 
#include "strings_func.h"
 
#include "functions.h"
src/settings_internal.h
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new file 100644
 
/* $Id$ */
 

	
 
/** @file settings_internal.h Functions and types used internally for the settings configurations. */
 

	
 
#ifndef SETTINGS_INTERNAL_H
 
#define SETTINGS_INTERNAL_H
 

	
 
#include "saveload.h"
 

	
 
/** Convention/Type of settings. This is then further specified if necessary
 
 * with the SLE_ (SLE_VAR/SLE_FILE) enums in saveload.h
 
 * @see VarTypes
 
 * @see SettingDescBase */
 
enum SettingDescTypeLong {
 
	/* 4 bytes allocated a maximum of 16 types for GenericType */
 
	SDT_BEGIN       = 0,
 
	SDT_NUMX        = 0, ///< any number-type
 
	SDT_BOOLX       = 1, ///< a boolean number
 
	SDT_ONEOFMANY   = 2, ///< bitmasked number where only ONE bit may be set
 
	SDT_MANYOFMANY  = 3, ///< bitmasked number where MULTIPLE bits may be set
 
	SDT_INTLIST     = 4, ///< list of integers seperated by a comma ','
 
	SDT_STRING      = 5, ///< string with a pre-allocated buffer
 
	SDT_END,
 
	/* 10 more possible primitives */
 
};
 

	
 
template <> struct EnumPropsT<SettingDescTypeLong> : MakeEnumPropsT<SettingDescTypeLong, byte, SDT_BEGIN, SDT_END, SDT_END> {};
 
typedef TinyEnumT<SettingDescTypeLong> SettingDescType;
 

	
 

	
 
enum SettingGuiFlagLong {
 
	/* 8 bytes allocated for a maximum of 8 flags
 
	 * Flags directing saving/loading of a variable */
 
	SGF_NONE = 0,
 
	SGF_0ISDISABLED  = 1 << 0, ///< a value of zero means the feature is disabled
 
	SGF_NOCOMMA      = 1 << 1, ///< number without any thousand seperators (no formatting)
 
	SGF_MULTISTRING  = 1 << 2, ///< the value represents a limited number of string-options (internally integer)
 
	SGF_NETWORK_ONLY = 1 << 3, ///< this setting only applies to network games
 
	SGF_CURRENCY     = 1 << 4, ///< the number represents money, so when reading value multiply by exchange rate
 
	SGF_NO_NETWORK   = 1 << 5, ///< this setting does not apply to network games; it may not be changed during the game
 
	SGF_END          = 1 << 6,
 
	/* 3 more possible flags */
 
};
 

	
 
DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong);
 
template <> struct EnumPropsT<SettingGuiFlagLong> : MakeEnumPropsT<SettingGuiFlagLong, byte, SGF_NONE, SGF_END, SGF_END> {};
 
typedef TinyEnumT<SettingGuiFlagLong> SettingGuiFlag;
 

	
 

	
 
typedef int32 OnChange(int32 var);          ///< callback prototype on data modification
 
typedef int32 OnConvert(const char *value); ///< callback prototype for convertion error
 

	
 
struct SettingDescBase {
 
	const char *name;       ///< name of the setting. Used in configuration file and for console
 
	const void *def;        ///< default value given when none is present
 
	SettingDescType cmd;    ///< various flags for the variable
 
	SettingGuiFlag flags;   ///< handles how a setting would show up in the GUI (text/currency, etc.)
 
	int32 min, max;         ///< minimum and maximum values
 
	int32 interval;         ///< the interval to use between settings in the 'patches' window. If interval is '0' the interval is dynamically determined
 
	const char *many;       ///< ONE/MANY_OF_MANY: string of possible values for this type
 
	StringID str;           ///< (translated) string with descriptive text; gui and console
 
	OnChange *proc;         ///< callback procedure for when the value is changed
 
	OnConvert *proc_cnvt;   ///< callback procedure when loading value mechanism fails
 
};
 

	
 
struct SettingDesc {
 
	SettingDescBase desc;   ///< Settings structure (going to configuration file)
 
	SaveLoad save;          ///< Internal structure (going to savegame, parts to config)
 
};
 

	
 
/* NOTE: The only difference between SettingDesc and SettingDescGlob is
 
 * that one uses global variables as a source and the other offsets
 
 * in a struct which are bound to a certain variable during runtime.
 
 * The only way to differentiate between these two is to check if an object
 
 * has been passed to the function or not. If not, then it is a global variable
 
 * and save->variable has its address, otherwise save->variable only holds the
 
 * offset in a certain struct */
 
typedef SettingDesc SettingDescGlobVarList;
 

	
 
enum IniGroupType {
 
	IGT_VARIABLES = 0, ///< values of the form "landscape = hilly"
 
	IGT_LIST      = 1, ///< a list of values, seperated by \n and terminated by the next group block
 
};
 

	
 
const SettingDesc *GetPatchFromName(const char *name, uint *i);
 
bool SetPatchValue(uint index, const Patches *object, int32 value);
 

	
 
#endif /* SETTINGS_H */
src/settings_type.h
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new file 100644
 
/* $Id$ */
 

	
 
/** @file settings_type.h Types related to global configuration settings. */
 

	
 
#ifndef SETTINGS_TYPE_H
 
#define SETTINGS_TYPE_H
 

	
 
#include "yapf/yapf_settings.h"
 
#include "date_type.h"
 

	
 
struct GameOptions {
 
	GameDifficulty diff;
 
	byte diff_level;
 
	byte currency;
 
	byte units;
 
	byte town_name;
 
	byte landscape;
 
	byte snow_line;
 
	byte autosave;
 
	byte road_side;
 
};
 

	
 
/* These are the options for the current game
 
 * either ingame, or loaded. Also used for networking games */
 
extern GameOptions _opt;
 

	
 
/* These are the default options for a new game */
 
extern GameOptions _opt_newgame;
 

	
 
/* Pointer to one of the two _opt OR _opt_newgame structs */
 
extern GameOptions *_opt_ptr;
 

	
 
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
 
	bool gradual_loading;               // load vehicles gradually
 
	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
 
	uint8 raw_industry_construction;    ///< Type of (raw) industry construction (none, "normal", prospecting)
 
	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 adjacent_stations;             // allow stations to be built directly adjacent to other 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 smooth_scroll;                 ///< Smooth scroll viewports
 
	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 advanced_vehicle_list;        // Use the "advanced" vehicle list
 
	uint8 loading_indicators;           // Show loading indicators
 
	uint8 default_rail_type;            ///< The default rail type for the rail GUI
 

	
 
	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
 

	
 
	bool always_build_infrastructure;   ///< Always allow building of infrastructure, even when you do not have the vehicles for it
 
	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 road_stop_on_town_road;        // allow building of drive-through road stops on town owned roads
 

	
 
	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
 
	Year semaphore_build_before;        // Build semaphore signals automatically before this year
 
	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
 
	uint32 npf_road_drive_through_penalty; // The penalty for going through a drive-through road stop
 

	
 
	bool population_in_label; // Show the population of a town in his label?
 

	
 
	uint8 freight_trains; // Value to multiply the weight of cargo by
 

	
 
	/** YAPF settings */
 
	YapfSettings  yapf;
 

	
 
	uint8 right_mouse_btn_emulation;
 

	
 
	uint8 scrollwheel_scrolling;
 
	uint8 scrollwheel_multiplier;
 

	
 
	uint8 town_growth_rate;  ///< Town growth rate
 
	uint8 larger_towns;      ///< The number of cities to build. These start off larger and grow twice as fast
 
	uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns
 

	
 
	bool pause_on_newgame;   ///< Whether to start new games paused or not.
 

	
 
	TownLayoutByte town_layout;  ///< Select town layout
 

	
 
	bool timetabling;        ///< Whether to allow timetabling.
 
	bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
 

	
 
	bool autoslope;          ///< Allow terraforming under things.
 

	
 
	bool mod_road_rebuild;   ///< Roadworks remove unneccesary RoadBits
 

	
 
	bool exclusive_rights;   ///< allow buying exclusive rights
 
	bool give_money;         ///< allow giving other players money
 

	
 
	bool enable_signal_gui;  ///< Show the signal GUI when the signal button is pressed
 
};
 

	
 
extern Patches _patches;
 

	
 
/** The patch values that are used for new games and/or modified in config file */
 
extern Patches _patches_newgame;
 

	
 
#endif /* SETTINGS_TYPE_H */
src/variables.h
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@@ -5,34 +5,9 @@
 
#ifndef VARIABLES_H
 
#define VARIABLES_H
 

	
 
#include "yapf/yapf_settings.h"
 
#include "settings_type.h"
 
#include "tile_type.h"
 
#include "strings_type.h"
 
#include "date_type.h"
 

	
 
/* ********* START OF SAVE REGION */
 

	
 
struct GameOptions {
 
	GameDifficulty diff;
 
	byte diff_level;
 
	byte currency;
 
	byte units;
 
	byte town_name;
 
	byte landscape;
 
	byte snow_line;
 
	byte autosave;
 
	byte road_side;
 
};
 

	
 
/* 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;
 
@@ -65,184 +40,6 @@ VARDEF byte _trees_tick_ctr;
 
VARDEF int _saved_scrollpos_x;
 
VARDEF int _saved_scrollpos_y;
 

	
 
/* ********* END OF SAVE REGION */
 

	
 
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
 
	bool gradual_loading;               // load vehicles gradually
 
	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
 
	uint8 raw_industry_construction;    ///< Type of (raw) industry construction (none, "normal", prospecting)
 
	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 adjacent_stations;             // allow stations to be built directly adjacent to other 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 smooth_scroll;                 ///< Smooth scroll viewports
 
	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 advanced_vehicle_list;        // Use the "advanced" vehicle list
 
	uint8 loading_indicators;           // Show loading indicators
 
	uint8 default_rail_type;            ///< The default rail type for the rail GUI
 

	
 
	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
 

	
 
	bool always_build_infrastructure;   ///< Always allow building of infrastructure, even when you do not have the vehicles for it
 
	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 road_stop_on_town_road;        // allow building of drive-through road stops on town owned roads
 

	
 
	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
 
	Year semaphore_build_before;        // Build semaphore signals automatically before this year
 
	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
 
	uint32 npf_road_drive_through_penalty; // The penalty for going through a drive-through road stop
 

	
 
	bool population_in_label; // Show the population of a town in his label?
 

	
 
	uint8 freight_trains; // Value to multiply the weight of cargo by
 

	
 
	/** YAPF settings */
 
	YapfSettings  yapf;
 

	
 
	uint8 right_mouse_btn_emulation;
 

	
 
	uint8 scrollwheel_scrolling;
 
	uint8 scrollwheel_multiplier;
 

	
 
	uint8 town_growth_rate;  ///< Town growth rate
 
	uint8 larger_towns;      ///< The number of cities to build. These start off larger and grow twice as fast
 
	uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns
 

	
 
	bool pause_on_newgame;   ///< Whether to start new games paused or not.
 

	
 
	TownLayoutByte town_layout;  ///< Select town layout
 

	
 
	bool timetabling;        ///< Whether to allow timetabling.
 
	bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
 

	
 
	bool autoslope;          ///< Allow terraforming under things.
 

	
 
	bool mod_road_rebuild;   ///< Roadworks remove unneccesary RoadBits
 

	
 
	bool exclusive_rights;   ///< allow buying exclusive rights
 
	bool give_money;         ///< allow giving other players money
 

	
 
	bool enable_signal_gui;  ///< Show the signal GUI when the signal button is pressed
 
};
 

	
 
VARDEF Patches _patches;
 

	
 

	
 
struct Cheat {
 
	bool been_used; // has this cheat been used before?
 
	bool value;     // tells if the bool cheat is active or not
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