From acc7c9eb01b24b31334860594bbb00c85ccd8546 Mon Sep 17 00:00:00 2001 From: rubidium Date: Mon, 7 Jan 2008 00:19:09 +0000 Subject: [PATCH] (svn r11771) -Codechange: split settings.h into better separated headers. --- src/console_cmds.cpp | 2 +- src/genworld.cpp | 2 +- src/genworld_gui.cpp | 2 +- src/intro_gui.cpp | 1 - src/main_gui.cpp | 1 - src/misc_gui.cpp | 1 - src/network/network_gui.cpp | 1 - src/openttd.cpp | 2 +- src/players.cpp | 1 - src/settings.cpp | 7 +- src/settings_func.h | 17 ++ src/settings_gui.cpp | 2 +- src/{settings.h => settings_internal.h} | 17 +- src/settings_type.h | 210 ++++++++++++++++++++++++ src/variables.h | 205 +---------------------- 15 files changed, 241 insertions(+), 230 deletions(-) create mode 100644 src/settings_func.h rename src/{settings.h => settings_internal.h} (90%) create mode 100644 src/settings_type.h diff --git a/src/console_cmds.cpp b/src/console_cmds.cpp index c9065f347b..0576233e8a 100644 --- a/src/console_cmds.cpp +++ b/src/console_cmds.cpp @@ -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" diff --git a/src/genworld.cpp b/src/genworld.cpp index 7fc1cfd92d..67aec8187a 100644 --- a/src/genworld.cpp +++ b/src/genworld.cpp @@ -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" diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp index bc2d7350bb..20e5771045 100644 --- a/src/genworld_gui.cpp +++ b/src/genworld_gui.cpp @@ -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" diff --git a/src/intro_gui.cpp b/src/intro_gui.cpp index 15d1a7c5e0..dd5b612616 100644 --- a/src/intro_gui.cpp +++ b/src/intro_gui.cpp @@ -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" diff --git a/src/main_gui.cpp b/src/main_gui.cpp index ed1e464034..ca13135d21 100644 --- a/src/main_gui.cpp +++ b/src/main_gui.cpp @@ -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" diff --git a/src/misc_gui.cpp b/src/misc_gui.cpp index c97c225fb3..7385b2adef 100644 --- a/src/misc_gui.cpp +++ b/src/misc_gui.cpp @@ -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" diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp index 869ae876a8..b0e286cfd8 100644 --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -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" diff --git a/src/openttd.cpp b/src/openttd.cpp index b4f64e10c9..4871b035f2 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -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" diff --git a/src/players.cpp b/src/players.cpp index 5fd0c2276d..46ce0aa4da 100644 --- a/src/players.cpp +++ b/src/players.cpp @@ -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" diff --git a/src/settings.cpp b/src/settings.cpp index 5fc0b22219..71b626aa49 100644 --- a/src/settings.cpp +++ b/src/settings.cpp @@ -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; diff --git a/src/settings_func.h b/src/settings_func.h new file mode 100644 index 0000000000..ef23f7479d --- /dev/null +++ b/src/settings_func.h @@ -0,0 +1,17 @@ +/* $Id$ */ + +/** @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 */ diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp index d75ebb12b2..a8fc6d24b4 100644 --- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -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" diff --git a/src/settings.h b/src/settings_internal.h similarity index 90% rename from src/settings.h rename to src/settings_internal.h index 9ede73404e..23a8050016 100644 --- a/src/settings.h +++ b/src/settings_internal.h @@ -1,9 +1,9 @@ /* $Id$ */ -/** @file settings.h */ +/** @file settings_internal.h Functions and types used internally for the settings configurations. */ -#ifndef SETTINGS_H -#define SETTINGS_H +#ifndef SETTINGS_INTERNAL_H +#define SETTINGS_INTERNAL_H #include "saveload.h" @@ -82,18 +82,7 @@ enum IniGroupType { IGT_LIST = 1, ///< a list of values, seperated by \n and terminated by the next group block }; -/** The patch values that are used for new games and/or modified in config file */ -extern Patches _patches_newgame; - -bool IConsoleSetPatchSetting(const char *name, int32 value); -void IConsoleGetPatchSetting(const char *name); -void IConsoleListPatches(); const SettingDesc *GetPatchFromName(const char *name, uint *i); bool SetPatchValue(uint index, const Patches *object, int32 value); -void LoadFromConfig(); -void SaveToConfig(); -void CheckConfig(); -void UpdatePatches(); - #endif /* SETTINGS_H */ diff --git a/src/settings_type.h b/src/settings_type.h new file mode 100644 index 0000000000..862c6316d5 --- /dev/null +++ b/src/settings_type.h @@ -0,0 +1,210 @@ +/* $Id$ */ + +/** @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 , 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 */ diff --git a/src/variables.h b/src/variables.h index cf85b901df..6532ad4534 100644 --- a/src/variables.h +++ b/src/variables.h @@ -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 , 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