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authorrubidium <rubidium@openttd.org>2006-08-22 14:38:37 +0000
committerrubidium <rubidium@openttd.org>2006-08-22 14:38:37 +0000
commit480af9c9171badb7db906d2cc05856f4c2d87b73 (patch)
tree2a3621a92a3d30384ea51e0898d08f035a559915 /variables.h
parent5f4dbbd52264b986efc248a6ccb02dbde4ca6c0e (diff)
downloadopenttd-480af9c9171badb7db906d2cc05856f4c2d87b73.tar.xz
(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
Diffstat (limited to 'variables.h')
-rw-r--r--variables.h216
1 files changed, 108 insertions, 108 deletions
diff --git a/variables.h b/variables.h
index 3fd9488f9..eaf3ce576 100644
--- a/variables.h
+++ b/variables.h
@@ -82,131 +82,131 @@ VARDEF byte _saved_scrollpos_zoom;
// ********* END OF SAVE REGION
typedef 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
- 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
- bool build_rawmaterial_ind; // allow building raw material industries
- 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
- uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown
+ 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
+ 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
+ bool build_rawmaterial_ind; // allow building raw material industries
+ 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
+ uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown
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
- uint16 progress_update_interval;// interval between two updates of the progress in hundreds of milliseconds
- 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 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 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
+ uint16 progress_update_interval; // interval between two updates of the progress in hundreds of milliseconds
+ 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 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 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
- 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
+ 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
- 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
+ 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 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
+ 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 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 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 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 never_expire_vehicles; // never expire vehicles
- byte extend_vehicle_life; // extend vehicle life by this many years
+ 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
+ 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
+ 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_x; // Size of map
uint8 map_y;
- byte drag_signals_density; // many signals density
- bool ainew_active; // Is the new AI active?
- bool ai_in_multiplayer; // Do we allow AIs in multiplayer
+ byte drag_signals_density; // many signals density
+ bool ainew_active; // Is the new AI active?
+ bool ai_in_multiplayer; // Do we allow AIs in multiplayer
/*
- * New Path Finding
- */
+ * 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
- */
+ * 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_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_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_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 */
bool population_in_label; // Show the population of a town in his label?
@@ -229,16 +229,16 @@ typedef struct Cheat {
// Only add new entries at the end of the struct!
typedef struct Cheats {
- Cheat magic_bulldozer; // dynamite industries, unmovables
- Cheat switch_player; // change to another player
- Cheat money; // get rich
- Cheat crossing_tunnels; // allow tunnels that cross each other
- Cheat build_in_pause; // build while in pause mode
- Cheat no_jetcrash; // no jet will crash on small airports anymore
+ Cheat magic_bulldozer; // dynamite industries, unmovables
+ Cheat switch_player; // change to another player
+ Cheat money; // get rich
+ Cheat crossing_tunnels; // allow tunnels that cross each other
+ Cheat build_in_pause; // build while in pause mode
+ Cheat no_jetcrash; // no jet will crash on small airports anymore
Cheat switch_climate;
- Cheat change_date; //changes date ingame
- Cheat setup_prod; //setup raw-material production in game
- Cheat elrail; //allow electric engines to be powered on conventional rail
+ Cheat change_date; // changes date ingame
+ Cheat setup_prod; // setup raw-material production in game
+ Cheat elrail; // allow electric engines to be powered on conventional rail
} Cheats;
VARDEF Cheats _cheats;
@@ -281,10 +281,10 @@ VARDEF int32 _additional_cash_required;
VARDEF uint32 _decode_parameters[20];
-VARDEF uint32 _pressed_key; // Low 8 bits = ASCII, High 16 bits = keycode
-VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
+VARDEF uint32 _pressed_key; // Low 8 bits = ASCII, High 16 bits = keycode
+VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
VARDEF bool _shift_pressed; // Is Alt pressed?
-VARDEF byte _dirkeys; // 1=left, 2=up, 4=right, 8=down
+VARDEF byte _dirkeys; // 1 = left, 2 = up, 4 = right, 8 = down
VARDEF bool _fullscreen;
VARDEF bool _fast_forward;