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authorrubidium <rubidium@openttd.org>2008-01-07 00:19:09 +0000
committerrubidium <rubidium@openttd.org>2008-01-07 00:19:09 +0000
commitacc7c9eb01b24b31334860594bbb00c85ccd8546 (patch)
treee2d571e7a2bcd64e4935d2f2df1811bb45953f7e /src/settings_type.h
parent7be2160cfb8d7c21e0e8df134af4d012b9295873 (diff)
downloadopenttd-acc7c9eb01b24b31334860594bbb00c85ccd8546.tar.xz
(svn r11771) -Codechange: split settings.h into better separated headers.
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+/* $Id$ */
+
+/** @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 */