diff options
author | rubidium <rubidium@openttd.org> | 2008-05-25 22:36:44 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-05-25 22:36:44 +0000 |
commit | d289464d69172a1048048aebe29bfd56250fc6fa (patch) | |
tree | 1460114c8e9243ecb6e428c7db15dfa7abc391ed /src/settings_type.h | |
parent | 8d60206684a3322f7274cf4a7bf612e428558a31 (diff) | |
download | openttd-d289464d69172a1048048aebe29bfd56250fc6fa.tar.xz |
(svn r13255) -Codechange: move _opt to _settings.
Diffstat (limited to 'src/settings_type.h')
-rw-r--r-- | src/settings_type.h | 70 |
1 files changed, 31 insertions, 39 deletions
diff --git a/src/settings_type.h b/src/settings_type.h index a60b2b208..6cd8d326f 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -33,46 +33,29 @@ enum { /** Specific type for Game Difficulty to ease changing the type */ typedef uint16 GDType; -struct GameDifficulty { - GDType max_no_competitors; - GDType competitor_start_time; - GDType number_towns; - GDType number_industries; - GDType max_loan; - GDType initial_interest; - GDType vehicle_costs; - GDType competitor_speed; - GDType competitor_intelligence; ///< no longer in use - GDType vehicle_breakdowns; - GDType subsidy_multiplier; - GDType construction_cost; - GDType terrain_type; - GDType quantity_sea_lakes; - GDType economy; - GDType line_reverse_mode; - GDType disasters; - GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff +/** Settings related to the difficulty of the game */ +struct DifficultySettings { + GDType max_no_competitors; ///< the number of competitors (AIs) + GDType competitor_start_time; ///< how long to wait for the first competitors (AIs) + GDType number_towns; ///< the amount of towns + GDType number_industries; ///< the amount of industries + GDType max_loan; ///< the maximum initial loan + GDType initial_interest; ///< amount of interest (to pay over the loan) + GDType vehicle_costs; ///< amount of money spent on vehicle running cost + GDType competitor_speed; ///< the speed at which the AI builds + GDType competitor_intelligence; ///< the competior's (AI) intelligence + GDType vehicle_breakdowns; ///< likelihood of vehicles breaking down + GDType subsidy_multiplier; ///< amount of subsidy + GDType construction_cost; ///< how expensive is building + GDType terrain_type; ///< the mountainousness of the landscape + GDType quantity_sea_lakes; ///< the amount of seas/lakes + GDType economy; ///< how volatile is the economy + GDType line_reverse_mode; ///< reversing at stations or not + GDType disasters; ///< are disasters enabled + GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff + GDType diff_level; ///< the difficulty level }; -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; - /** Settings related to the GUI and other stuff that is not saved in the savegame. */ struct GUISettings { bool vehicle_speed; ///< show vehicle speed @@ -98,6 +81,7 @@ struct GUISettings { 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 + byte autosave; ///< how often should we do autosaves? 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) @@ -117,6 +101,8 @@ struct GUISettings { bool autorenew; ///< should autorenew be enabled for new companies? int16 autorenew_months; ///< how many months from EOL of vehicles should autorenew trigger for new companies? int32 autorenew_money; ///< how much money before autorenewing for new companies? + byte currency; ///< currency we currently use + byte units; ///< unit system we show everything }; /** Settings related to the creation of games. */ @@ -132,6 +118,9 @@ struct GameCreationSettings { 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 snow_line; ///< the snowline level in this game }; /** Settings related to construction in-game */ @@ -266,6 +255,7 @@ struct VehicleSettings { 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 }; /** Settings related to the economy. */ @@ -300,6 +290,7 @@ struct StationSettings { /** All settings together. */ struct Settings { + DifficultySettings difficulty; ///< settings related to the difficulty GUISettings gui; ///< settings related to the GUI GameCreationSettings game_creation; ///< settings used during the creation of a game (map) ConstructionSettings construction; ///< construction of things in-game @@ -311,9 +302,10 @@ struct Settings { StationSettings station; ///< settings related to station management }; +/** The current settings. */ extern Settings _settings; -/** The patch values that are used for new games and/or modified in config file */ +/** The settings values that are used for new games and/or modified in config file */ extern Settings _settings_newgame; #endif /* SETTINGS_TYPE_H */ |