Changeset - r28817:bf65c5b34966
[Not reviewed]
master
0 1 0
Patric Stout - 9 months ago 2024-02-26 12:49:26
truebrain@openttd.org
Codechange: replace "byte" with "uint8_t" in settings (#12179)
1 file changed with 59 insertions and 59 deletions:
0 comments (0 inline, 0 general)
src/settings_type.h
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@@ -84,122 +84,122 @@ enum ParticipateSurvey : uint8_t {
 
	PS_YES,
 
};
 

	
 
/** Right-click to close window actions. */
 
enum RightClickClose : uint8_t {
 
	RCC_NO = 0,
 
	RCC_YES,
 
	RCC_YES_EXCEPT_STICKY,
 
};
 

	
 
/** Settings related to the difficulty of the game */
 
struct DifficultySettings {
 
	byte   competitor_start_time;            ///< Unused value, used to load old savegames.
 
	byte   competitor_intelligence;          ///< Unused value, used to load old savegames.
 
	uint8_t competitor_start_time;            ///< Unused value, used to load old savegames.
 
	uint8_t competitor_intelligence;          ///< Unused value, used to load old savegames.
 

	
 
	byte   max_no_competitors;               ///< the number of competitors (AIs)
 
	uint8_t max_no_competitors;               ///< the number of competitors (AIs)
 
	uint16_t competitors_interval;             ///< the interval (in minutes) between adding competitors
 
	byte   number_towns;                     ///< the amount of towns
 
	byte   industry_density;                 ///< The industry density. @see IndustryDensity
 
	uint8_t number_towns;                     ///< the amount of towns
 
	uint8_t industry_density;                 ///< The industry density. @see IndustryDensity
 
	uint32_t max_loan;                         ///< the maximum initial loan
 
	byte   initial_interest;                 ///< amount of interest (to pay over the loan)
 
	byte   vehicle_costs;                    ///< amount of money spent on vehicle running cost
 
	byte   competitor_speed;                 ///< the speed at which the AI builds
 
	byte   vehicle_breakdowns;               ///< likelihood of vehicles breaking down
 
	byte   subsidy_multiplier;               ///< payment multiplier for subsidized deliveries
 
	uint8_t initial_interest;                 ///< amount of interest (to pay over the loan)
 
	uint8_t vehicle_costs;                    ///< amount of money spent on vehicle running cost
 
	uint8_t competitor_speed;                 ///< the speed at which the AI builds
 
	uint8_t vehicle_breakdowns;               ///< likelihood of vehicles breaking down
 
	uint8_t subsidy_multiplier;               ///< payment multiplier for subsidized deliveries
 
	uint16_t subsidy_duration;                 ///< duration of subsidies
 
	byte   construction_cost;                ///< how expensive is building
 
	byte   terrain_type;                     ///< the mountainousness of the landscape
 
	byte   quantity_sea_lakes;               ///< the amount of seas/lakes
 
	uint8_t construction_cost;                ///< how expensive is building
 
	uint8_t terrain_type;                     ///< the mountainousness of the landscape
 
	uint8_t quantity_sea_lakes;               ///< the amount of seas/lakes
 
	bool   economy;                          ///< how volatile is the economy
 
	bool   line_reverse_mode;                ///< reversing at stations or not
 
	bool   disasters;                        ///< are disasters enabled
 
	byte   town_council_tolerance;           ///< minimum required town ratings to be allowed to demolish stuff
 
	uint8_t town_council_tolerance;           ///< minimum required town ratings to be allowed to demolish stuff
 
	bool   infinite_money;                   ///< whether spending money despite negative balance is allowed
 
};
 

	
 
/** Settings relating to viewport/smallmap scrolling. */
 
enum ViewportScrollMode {
 
	VSM_VIEWPORT_RMB_FIXED, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
 
	VSM_MAP_RMB_FIXED,      ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
 
	VSM_MAP_RMB,            ///< Map moves with mouse movement on holding right mouse button, cursor moves.
 
	VSM_MAP_LMB,            ///< Map moves with mouse movement on holding left mouse button, cursor moves.
 
	VSM_END,                ///< Number of scroll mode settings.
 
};
 

	
 
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
 
struct GUISettings {
 
	bool   sg_full_load_any;                 ///< new full load calculation, any cargo must be full read from pre v93 savegames
 
	bool   lost_vehicle_warn;                ///< if a vehicle can't find its destination, show a warning
 
	uint8_t  order_review_system;              ///< perform order reviews on vehicles
 
	bool   vehicle_income_warn;              ///< if a vehicle isn't generating income, show a warning
 
	bool   show_finances;                    ///< show finances at end of year
 
	bool   sg_new_nonstop;                   ///< ttdpatch compatible nonstop handling read from pre v93 savegames
 
	bool   new_nonstop;                      ///< ttdpatch compatible nonstop handling
 
	uint8_t  stop_location;                    ///< what is the default stop location of trains?
 
	uint8_t  auto_scrolling;                   ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
 
	byte   errmsg_duration;                  ///< duration of error message
 
	uint8_t errmsg_duration;                  ///< duration of error message
 
	uint16_t hover_delay_ms;                   ///< time required to activate a hover event, in milliseconds
 
	bool   link_terraform_toolbar;           ///< display terraform toolbar when displaying rail, road, water and airport toolbars
 
	uint8_t  smallmap_land_colour;             ///< colour used for land and heightmap at the smallmap
 
	uint8_t  linkgraph_colours;                ///< linkgraph overlay colours
 
	uint8_t  scroll_mode;                      ///< viewport scroll mode
 
	bool   smooth_scroll;                    ///< smooth scroll viewports
 
	bool   measure_tooltip;                  ///< show a permanent tooltip when dragging tools
 
	byte   liveries;                         ///< options for displaying company liveries, 0=none, 1=self, 2=all
 
	uint8_t liveries;                         ///< options for displaying company liveries, 0=none, 1=self, 2=all
 
	bool   prefer_teamchat;                  ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
 
	uint8_t  advanced_vehicle_list;            ///< use the "advanced" vehicle list
 
	uint8_t  loading_indicators;               ///< show loading indicators
 
	uint8_t  default_rail_type;                ///< the default rail type for the rail GUI
 
	uint8_t  toolbar_pos;                      ///< position of toolbars, 0=left, 1=center, 2=right
 
	uint8_t  statusbar_pos;                    ///< position of statusbar, 0=left, 1=center, 2=right
 
	uint8_t  window_snap_radius;               ///< windows snap at each other if closer than this
 
	uint8_t  window_soft_limit;                ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
 
	ZoomLevel zoom_min;                      ///< minimum zoom out level
 
	ZoomLevel zoom_max;                      ///< maximum zoom out level
 
	ZoomLevel sprite_zoom_min;               ///< maximum zoom level at which higher-resolution alternative sprites will be used (if available) instead of scaling a lower resolution sprite
 
	uint32_t autosave_interval;              ///< how often should we do autosaves?
 
	bool   threaded_saves;                   ///< should we do threaded saves?
 
	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   autosave_on_network_disconnect;   ///< save an autosave when you get disconnected from a network game with an error?
 
	uint8_t  date_format_in_default_names;     ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
 
	byte   max_num_autosaves;                ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
 
	uint8_t max_num_autosaves;                ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
 
	bool   population_in_label;              ///< show the population of a town in its label?
 
	uint8_t  right_mouse_btn_emulation;        ///< should we emulate right mouse clicking?
 
	uint8_t  scrollwheel_scrolling;            ///< scrolling using the scroll wheel?
 
	uint8_t  scrollwheel_multiplier;           ///< how much 'wheel' per incoming event from the OS?
 
	bool   timetable_arrival_departure;      ///< show arrivals and departures in vehicle timetables
 
	RightClickClose  right_click_wnd_close;  ///< close window with right click
 
	bool   pause_on_newgame;                 ///< whether to start new games paused or not
 
	SignalGUISettings signal_gui_mode;       ///< select which signal types are shown in the signal GUI
 
	SignalCycleSettings cycle_signal_types;  ///< Which signal types to cycle with the build signal tool.
 
	SignalType default_signal_type;          ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
 
	TimerGameCalendar::Year coloured_news_year; ///< when does newspaper become coloured?
 
	TimetableMode timetable_mode;            ///< Time units for timetables: days, seconds, or ticks
 
	bool   quick_goto;                       ///< Allow quick access to 'goto button' in vehicle orders window
 
	bool   auto_euro;                        ///< automatically switch to euro in 2002
 
	byte   drag_signals_density;             ///< many signals density
 
	uint8_t drag_signals_density;             ///< many signals density
 
	bool   drag_signals_fixed_distance;      ///< keep fixed distance between signals when dragging
 
	TimerGameCalendar::Year semaphore_build_before; ///< build semaphore signals automatically before this year
 
	byte   news_message_timeout;             ///< how much longer than the news message "age" should we keep the message in the history
 
	uint8_t news_message_timeout;             ///< how much longer than the news message "age" should we keep the message in the history
 
	bool   show_track_reservation;           ///< highlight reserved tracks.
 
	byte   station_numtracks;                ///< the number of platforms to default on for rail stations
 
	byte   station_platlength;               ///< the platform length, in tiles, for rail stations
 
	uint8_t station_numtracks;                ///< the number of platforms to default on for rail stations
 
	uint8_t station_platlength;               ///< the platform length, in tiles, for rail stations
 
	bool   station_dragdrop;                 ///< whether drag and drop is enabled for stations
 
	bool   station_show_coverage;            ///< whether to highlight coverage area
 
	bool   persistent_buildingtools;         ///< keep the building tools active after usage
 
	bool   expenses_layout;                  ///< layout of expenses window
 
	uint32_t last_newgrf_count;                ///< the numbers of NewGRFs we found during the last scan
 
	byte   missing_strings_threshold;        ///< the number of missing strings before showing the warning
 
	uint8_t missing_strings_threshold;        ///< the number of missing strings before showing the warning
 
	uint8_t  graph_line_thickness;             ///< the thickness of the lines in the various graph guis
 
	uint8_t  osk_activation;                   ///< Mouse gesture to trigger the OSK.
 
	Colours starting_colour;                 ///< default color scheme for the company to start a new game with
 
	Colours starting_colour_secondary;       ///< default secondary color scheme for the company to start a new game with
 
	bool   show_newgrf_name;                 ///< Show the name of the NewGRF in the build vehicle window
 
	bool   show_cargo_in_vehicle_lists;      ///< Show the cargoes the vehicles can carry in the list windows
 
	bool   auto_remove_signals;              ///< automatically remove signals when in the way during rail construction
 
	uint16_t refresh_rate;                     ///< How often we refresh the screen (time between draw-ticks).
 
	uint16_t fast_forward_speed_limit;         ///< Game speed to use when fast-forward is enabled.
 

	
 
	uint16_t console_backlog_timeout;          ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
 
	uint16_t console_backlog_length;           ///< the minimum amount of items in the console backlog before items will be removed.
 
@@ -248,32 +248,32 @@ struct SoundSettings {
 
struct MusicSettings {
 
	byte playlist;     ///< The playlist (number) to play
 
	byte music_vol;    ///< The requested music volume
 
	byte effect_vol;   ///< The requested effects volume
 
	byte custom_1[33]; ///< The order of the first custom playlist
 
	byte custom_2[33]; ///< The order of the second custom playlist
 
	bool playing;      ///< Whether music is playing
 
	bool shuffle;      ///< Whether to shuffle the music
 
};
 

	
 
/** Settings related to currency/unit systems. */
 
struct LocaleSettings {
 
	byte        currency;                         ///< currency we currently use
 
	byte        units_velocity;                   ///< unit system for velocity of trains and road vehicles
 
	byte        units_velocity_nautical;          ///< unit system for velocity of ships and aircraft
 
	byte        units_power;                      ///< unit system for power
 
	byte        units_weight;                     ///< unit system for weight
 
	byte        units_volume;                     ///< unit system for volume
 
	byte        units_force;                      ///< unit system for force
 
	byte        units_height;                     ///< unit system for height
 
	uint8_t      currency;                        ///< currency we currently use
 
	uint8_t      units_velocity;                  ///< unit system for velocity of trains and road vehicles
 
	uint8_t      units_velocity_nautical;         ///< unit system for velocity of ships and aircraft
 
	uint8_t      units_power;                     ///< unit system for power
 
	uint8_t      units_weight;                    ///< unit system for weight
 
	uint8_t      units_volume;                    ///< unit system for volume
 
	uint8_t      units_force;                     ///< unit system for force
 
	uint8_t      units_height;                    ///< unit system for height
 
	std::string digit_group_separator;            ///< thousand separator for non-currencies
 
	std::string digit_group_separator_currency;   ///< thousand separator for currencies
 
	std::string digit_decimal_separator;          ///< decimal separator
 
};
 

	
 
/** Settings related to news */
 
struct NewsSettings {
 
	uint8_t arrival_player;                                 ///< NewsDisplay of vehicles arriving at new stations of current player
 
	uint8_t arrival_other;                                  ///< NewsDisplay of vehicles arriving at new stations of other players
 
	uint8_t accident;                                       ///< NewsDisplay of accidents that occur
 
	uint8_t accident_other;                                 ///< NewsDisplay if a vehicle from another company is involved in an accident
 
	uint8_t company_info;                                   ///< NewsDisplay of general company information
 
@@ -332,56 +332,56 @@ struct NetworkSettings {
 
	std::string last_joined;                              ///< Last joined server
 
	UseRelayService use_relay_service;                    ///< Use relay service?
 
	ParticipateSurvey participate_survey;                 ///< Participate in the automated survey
 
};
 

	
 
/** Settings related to the creation of games. */
 
struct GameCreationSettings {
 
	uint32_t generation_seed;                  ///< noise seed for world generation
 
	TimerGameCalendar::Year starting_year;   ///< starting date
 
	TimerGameCalendar::Year ending_year;     ///< scoring end date
 
	uint8_t  map_x;                            ///< X size of map
 
	uint8_t  map_y;                            ///< Y size of map
 
	byte   land_generator;                   ///< the landscape generator
 
	byte   oil_refinery_limit;               ///< distance oil refineries allowed from map edge
 
	byte   snow_line_height;                 ///< the configured snow line height (deduced from "snow_coverage")
 
	byte   snow_coverage;                    ///< the amount of snow coverage on the map
 
	byte   desert_coverage;                  ///< the amount of desert coverage on the map
 
	byte   heightmap_height;                 ///< highest mountain for heightmap (towards what it scales)
 
	byte   tgen_smoothness;                  ///< how rough is the terrain from 0-3
 
	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
 
	byte   town_name;                        ///< the town name generator used for town names
 
	byte   landscape;                        ///< the landscape we're currently in
 
	byte   water_borders;                    ///< bitset of the borders that are water
 
	uint8_t land_generator;                   ///< the landscape generator
 
	uint8_t oil_refinery_limit;               ///< distance oil refineries allowed from map edge
 
	uint8_t snow_line_height;                 ///< the configured snow line height (deduced from "snow_coverage")
 
	uint8_t snow_coverage;                    ///< the amount of snow coverage on the map
 
	uint8_t desert_coverage;                  ///< the amount of desert coverage on the map
 
	uint8_t heightmap_height;                 ///< highest mountain for heightmap (towards what it scales)
 
	uint8_t tgen_smoothness;                  ///< how rough is the terrain from 0-3
 
	uint8_t tree_placer;                      ///< the tree placer algorithm
 
	uint8_t heightmap_rotation;               ///< rotation director for the heightmap
 
	uint8_t se_flat_world_height;             ///< land height a flat world gets in SE
 
	uint8_t town_name;                        ///< the town name generator used for town names
 
	uint8_t landscape;                        ///< the landscape we're currently in
 
	uint8_t water_borders;                    ///< bitset of the borders that are water
 
	uint16_t custom_town_number;               ///< manually entered number of towns
 
	uint16_t custom_industry_number;           ///< manually entered number of industries
 
	byte   variety;                          ///< variety level applied to TGP
 
	byte   custom_terrain_type;              ///< manually entered height for TGP to aim for
 
	byte   custom_sea_level;                 ///< manually entered percentage of water in the map
 
	byte   min_river_length;                 ///< the minimum river length
 
	byte   river_route_random;               ///< the amount of randomicity for the route finding
 
	byte   amount_of_rivers;                 ///< the amount of rivers
 
	uint8_t variety;                          ///< variety level applied to TGP
 
	uint8_t custom_terrain_type;              ///< manually entered height for TGP to aim for
 
	uint8_t custom_sea_level;                 ///< manually entered percentage of water in the map
 
	uint8_t min_river_length;                 ///< the minimum river length
 
	uint8_t river_route_random;               ///< the amount of randomicity for the route finding
 
	uint8_t amount_of_rivers;                 ///< the amount of rivers
 
};
 

	
 
/** Settings related to construction in-game */
 
struct ConstructionSettings {
 
	uint8_t  map_height_limit;                 ///< the maximum allowed heightlevel
 
	bool   build_on_slopes;                  ///< allow building on slopes
 
	bool   autoslope;                        ///< allow terraforming under things
 
	uint16_t max_bridge_length;                ///< maximum length of bridges
 
	byte   max_bridge_height;                ///< maximum height of bridges
 
	uint8_t max_bridge_height;                ///< maximum height of bridges
 
	uint16_t max_tunnel_length;                ///< maximum length of tunnels
 
	byte   train_signal_side;                ///< show signals on left / driving / right side
 
	uint8_t train_signal_side;                ///< show signals on left / driving / right side
 
	bool   extra_dynamite;                   ///< extra dynamite
 
	bool   road_stop_on_town_road;           ///< allow building of drive-through road stops on town owned roads
 
	bool   road_stop_on_competitor_road;     ///< allow building of drive-through road stops on roads owned by competitors
 
	bool   crossing_with_competitor;         ///< allow building of level crossings with competitor roads or rails
 
	uint8_t  raw_industry_construction;        ///< type of (raw) industry construction (none, "normal", prospecting)
 
	uint8_t  industry_platform;                ///< the amount of flat land around an industry
 
	bool   freeform_edges;                   ///< allow terraforming the tiles at the map edges
 
	uint8_t  extra_tree_placement;             ///< (dis)allow building extra trees in-game
 
	uint8_t  command_pause_level;              ///< level/amount of commands that can't be executed while paused
 

	
 
	uint32_t terraform_per_64k_frames;         ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
 
	uint16_t terraform_frame_burst;            ///< how many tile heights may, over a short period, be terraformed?
 
@@ -480,30 +480,30 @@ struct YAPFSettings {
 

	
 
/** Settings related to all pathfinders. */
 
struct PathfinderSettings {
 
	uint8_t  pathfinder_for_trains;            ///< the pathfinder to use for trains
 
	uint8_t  pathfinder_for_roadvehs;          ///< the pathfinder to use for roadvehicles
 
	uint8_t  pathfinder_for_ships;             ///< the pathfinder to use for ships
 
	bool   new_pathfinding_all;              ///< use the newest pathfinding algorithm for all
 

	
 
	bool   roadveh_queue;                    ///< buggy road vehicle queueing
 
	bool   forbid_90_deg;                    ///< forbid trains to make 90 deg turns
 

	
 
	bool   reverse_at_signals;               ///< whether to reverse at signals at all
 
	byte   wait_oneway_signal;               ///< waitingtime in days before a oneway signal
 
	byte   wait_twoway_signal;               ///< waitingtime in days before a twoway signal
 
	uint8_t wait_oneway_signal;               ///< waitingtime in days before a oneway signal
 
	uint8_t wait_twoway_signal;               ///< waitingtime in days before a twoway signal
 

	
 
	bool   reserve_paths;                    ///< always reserve paths regardless of signal type.
 
	byte   wait_for_pbs_path;                ///< how long to wait for a path reservation.
 
	byte   path_backoff_interval;            ///< ticks between checks for a free path.
 
	uint8_t wait_for_pbs_path;                ///< how long to wait for a path reservation.
 
	uint8_t path_backoff_interval;            ///< ticks between checks for a free path.
 

	
 
	NPFSettings  npf;                        ///< pathfinder settings for the new pathfinder
 
	YAPFSettings yapf;                       ///< pathfinder settings for the yet another pathfinder
 
};
 

	
 
/** Settings related to orders. */
 
struct OrderSettings {
 
	bool   improved_load;                    ///< improved loading algorithm
 
	bool   gradual_loading;                  ///< load vehicles gradually
 
	bool   selectgoods;                      ///< only send the goods to station if a train has been there
 
	bool   no_servicing_if_no_breakdowns;    ///< don't send vehicles to depot when breakdowns are disabled
 
	bool   serviceathelipad;                 ///< service helicopters at helipads automatically (no need to send to depot)
 
@@ -519,36 +519,36 @@ struct VehicleSettings {
 
	uint8_t  train_slope_steepness;            ///< Steepness of hills for trains when using realistic acceleration
 
	uint8_t  roadveh_slope_steepness;          ///< Steepness of hills for road vehicles when using realistic acceleration
 
	bool   wagon_speed_limits;               ///< enable wagon speed limits
 
	bool   disable_elrails;                  ///< when true, the elrails are disabled
 
	UnitID max_trains;                       ///< max trains in game per company
 
	UnitID max_roadveh;                      ///< max trucks in game per company
 
	UnitID max_aircraft;                     ///< max planes in game per company
 
	UnitID max_ships;                        ///< max ships in game per company
 
	uint8_t  plane_speed;                      ///< divisor for speed of aircraft
 
	uint8_t  freight_trains;                   ///< value to multiply the weight of cargo by
 
	bool   dynamic_engines;                  ///< enable dynamic allocation of engine data
 
	bool   never_expire_vehicles;            ///< never expire vehicles
 
	byte   extend_vehicle_life;              ///< extend vehicle life by this many years
 
	byte   road_side;                        ///< the side of the road vehicles drive on
 
	uint8_t extend_vehicle_life;              ///< extend vehicle life by this many years
 
	uint8_t road_side;                        ///< the side of the road vehicles drive on
 
	uint8_t  plane_crashes;                    ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
 
};
 

	
 
/** Settings related to the economy. */
 
struct EconomySettings {
 
	bool   inflation;                        ///< disable inflation
 
	bool   bribe;                            ///< enable bribing the local authority
 
	EconomyType type;                        ///< economy type (original/smooth/frozen)
 
	uint8_t  feeder_payment_share;             ///< percentage of leg payment to virtually pay in feeder systems
 
	byte   dist_local_authority;             ///< distance for town local authority, default 20
 
	uint8_t dist_local_authority;             ///< distance for town local authority, default 20
 
	bool   exclusive_rights;                 ///< allow buying exclusive rights
 
	bool   fund_buildings;                   ///< allow funding new buildings
 
	bool   fund_roads;                       ///< allow funding local road reconstruction
 
	bool   give_money;                       ///< allow giving other companies money
 
	bool   mod_road_rebuild;                 ///< roadworks remove unnecessary RoadBits
 
	bool   multiple_industry_per_town;       ///< allow many industries of the same type per town
 
	uint8_t  town_growth_rate;                 ///< town growth rate
 
	uint8_t  larger_towns;                     ///< the number of cities to build. These start off larger and grow twice as fast
 
	uint8_t  initial_city_size;                ///< multiplier for the initial size of the cities compared to towns
 
	TownLayout town_layout;                  ///< select town layout, @see TownLayout
 
	TownCargoGenMode town_cargogen_mode;     ///< algorithm for generating cargo from houses, @see TownCargoGenMode
 
	bool   allow_town_roads;                 ///< towns are allowed to build roads (always allowed when generating world / in SE)
 
@@ -582,25 +582,25 @@ struct LinkGraphSettings {
 
		if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
 
		return this->distribution_default;
 
	}
 
};
 

	
 
/** Settings related to stations. */
 
struct StationSettings {
 
	bool   modified_catchment;               ///< different-size catchment areas
 
	bool   serve_neutral_industries;         ///< company stations can serve industries with attached neutral stations
 
	bool   adjacent_stations;                ///< allow stations to be built directly adjacent to other stations
 
	bool   distant_join_stations;            ///< allow to join non-adjacent stations
 
	bool   never_expire_airports;            ///< never expire airports
 
	byte   station_spread;                   ///< amount a station may spread
 
	uint8_t station_spread;                  ///< amount a station may spread
 
};
 

	
 
/** Default settings for vehicles. */
 
struct VehicleDefaultSettings {
 
	bool   servint_ispercent;                ///< service intervals are in percents
 
	uint16_t servint_trains;                   ///< service interval for trains
 
	uint16_t servint_roadveh;                  ///< service interval for road vehicles
 
	uint16_t servint_aircraft;                 ///< service interval for aircraft
 
	uint16_t servint_ships;                    ///< service interval for ships
 
};
 

	
 
/** Settings that can be set per company. */
0 comments (0 inline, 0 general)