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-rw-r--r--src/settings_type.h383
1 files changed, 219 insertions, 164 deletions
diff --git a/src/settings_type.h b/src/settings_type.h
index d3f3b611e..a60b2b208 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -5,7 +5,6 @@
#ifndef SETTINGS_TYPE_H
#define SETTINGS_TYPE_H
-#include "yapf/yapf_settings.h"
#include "date_type.h"
#include "town_type.h"
#include "transport_type.h"
@@ -19,7 +18,7 @@ enum {
GAME_DIFFICULTY_INITIAL_INTEREST,
GAME_DIFFICULTY_VEHICLE_COST,
GAME_DIFFICULTY_AI_SPEED,
- GAME_DIFFICULTY_AI_INTELLIGENCE, ///< no longer in use
+ GAME_DIFFICULTY_AI_INTELLIGENCE, ///< no longer in use
GAME_DIFFICULTY_VEHICLES_BREAKDOWN,
GAME_DIFFICULTY_SUBSIDY_MULTIPLIER,
GAME_DIFFICULTY_CONSTRUCTION_COST,
@@ -52,7 +51,7 @@ struct GameDifficulty {
GDType economy;
GDType line_reverse_mode;
GDType disasters;
- GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
+ GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
};
struct GameOptions {
@@ -74,191 +73,247 @@ extern GameOptions _opt;
/* These are the default options for a new game */
extern GameOptions _opt_newgame;
-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 sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
- 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 sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
- 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 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
-
- uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
- uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
- uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
-
- uint8 plane_speed; ///< divisor for speed of aircraft
-
- 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
+/** Settings related to the GUI and other stuff that is not saved in the savegame. */
+struct GUISettings {
+ bool vehicle_speed; ///< show vehicle speed
+ bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
+ bool lost_train_warn; ///< if a train can't find its destination, show a warning
+ uint8 order_review_system; ///< perform order reviews on vehicles
+ 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 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
+ bool autoscroll; ///< scroll when moving mouse to the edge
+ byte errmsg_duration; ///< duration of error message
+ 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 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
+ 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 population_in_label; ///< show the population of a town in his label?
+ uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
+ uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
+ uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
+ bool pause_on_newgame; ///< whether to start new games paused or not
+ bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
+ Year ending_year; ///< end of the game (just show highscore)
+ Year colored_news_year; ///< when does newspaper become colored?
+ bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
+ bool bridge_pillars; ///< show bridge pillars for high bridges
+ bool auto_euro; ///< automatically switch to euro in 2002
+ byte drag_signals_density; ///< many signals density
+ Year semaphore_build_before; ///< build semaphore signals automatically before this year
+ 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 wait_oneway_signal; ///< waitingtime in days before a oneway signal
- byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
+/** Settings related to the creation of games. */
+struct GameCreationSettings {
+ uint32 generation_seed; ///< noise seed for world generation
+ Year starting_year; ///< starting date
+ uint8 map_x; ///< X size of map
+ uint8 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; ///< a number 0-15 that configured snow line height
+ 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
+};
- uint8 map_x; ///< Size of map
- uint8 map_y;
+/** Settings related to construction in-game */
+struct ConstructionSettings {
+ bool build_on_slopes; ///< allow building on slopes
+ bool autoslope; ///< allow terraforming under things
+ bool longbridges; ///< allow 100 tile long bridges
+ bool signal_side; ///< show signals on right side
+ bool extra_dynamite; ///< extra dynamite
+ bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
+ uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
+};
- 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
+/** Settings related to the AI. */
+struct AISettings {
+ bool ainew_active; ///< is the new AI active?
+ bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
+ 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
+};
- /*
- * New Path Finding
- */
- bool new_pathfinding_all; ///< Use the newest pathfinding algorithm for all
+/** Settings related to the old pathfinder. */
+struct OPFSettings {
+ 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
+};
+/** Settings related to the new pathfinder. */
+struct NPFSettings {
/**
* 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
+ * of not being perfect anymore.
*/
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;
+ 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
+};
- uint8 scrollwheel_scrolling;
- uint8 scrollwheel_multiplier;
+/** Settings related to the yet another pathfinder. */
+struct YAPFSettings {
+ bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
+ uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
+ bool ship_use_yapf; ///< use YAPF for ships
+ bool road_use_yapf; ///< use YAPF for road
+ bool rail_use_yapf; ///< use YAPF for rail
+ uint32 road_slope_penalty; ///< penalty for up-hill slope
+ uint32 road_curve_penalty; ///< penalty for curves
+ uint32 road_crossing_penalty; ///< penalty for level crossing
+ uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
+ bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
+ uint32 rail_firstred_penalty; ///< penalty for first red signal
+ uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
+ uint32 rail_lastred_penalty; ///< penalty for last red signal
+ uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
+ uint32 rail_station_penalty; ///< penalty for non-target station tile
+ uint32 rail_slope_penalty; ///< penalty for up-hill slope
+ uint32 rail_curve45_penalty; ///< penalty for curve
+ uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
+ uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
+ uint32 rail_crossing_penalty; ///< penalty for level crossing
+ uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
+ int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
+ int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
+ int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
+
+ uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train
+ uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
+ uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
+ uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
+};
- 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
+/** Settings related to all pathfinders. */
+struct PathfinderSettings {
+ uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
+ uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
+ uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
+ bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
- bool pause_on_newgame; ///< Whether to start new games paused or not.
+ bool roadveh_queue; ///< buggy road vehicle queueing
+ bool forbid_90_deg; ///< forbid trains to make 90 deg turns
- TownLayoutByte town_layout; ///< Select town layout
- bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
- uint16 town_noise_population[3]; ///< Population to base decision on noise evaluation (@see town_council_tolerance)
+ byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
+ byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
- bool timetabling; ///< Whether to allow timetabling.
- bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
+ OPFSettings opf; ///< pathfinder settings for the old pathfinder
+ NPFSettings npf; ///< pathfinder settings for the new pathfinder
+ YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
+};
- bool autoslope; ///< Allow terraforming under things.
+/** 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 gotodepot; ///< allow goto depot in orders
+ bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled
+ bool timetabling; ///< whether to allow timetabling
+ bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
+};
- bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits
+/** Settings related to vehicles. */
+struct VehicleSettings {
+ bool mammoth_trains; ///< allow very long trains
+ bool realistic_acceleration; ///< realistic acceleration for trains
+ 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 player
+ 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
+ uint8 plane_speed; ///< divisor for speed of aircraft
+ uint8 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
+};
- bool exclusive_rights; ///< allow buying exclusive rights
- bool give_money; ///< allow giving other players money
+/** Settings related to the economy. */
+struct EconomySettings {
+ bool inflation; ///< disable inflation
+ bool bribe; ///< enable bribing the local authority
+ 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 exclusive_rights; ///< allow buying exclusive rights
+ bool give_money; ///< allow giving other players money
+ bool mod_road_rebuild; ///< roadworks remove unneccesary RoadBits
+ 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
+ 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
+ TownLayoutByte town_layout; ///< select town layout
+ bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
+ uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
+};
- bool enable_signal_gui; ///< Show the signal GUI when the signal button is pressed
+/** Settings related to stations. */
+struct StationSettings {
+ bool modified_catchment; ///< different-size catchment areas
+ bool join_stations; ///< allow joining of train stations
+ 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
+ byte station_spread; ///< amount a station may spread
+};
- bool dynamic_engines; ///< Enable dynamic allocation of engine data
+/** All settings together. */
+struct Settings {
+ 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
+ AISettings ai; ///< what may the AI do?
+ PathfinderSettings pf; ///< settings for all pathfinders
+ OrderSettings order; ///< settings related to orders
+ VehicleSettings vehicle; ///< options for vehicles
+ EconomySettings economy; ///< settings to change the economy
+ StationSettings station; ///< settings related to station management
};
-extern Patches _patches;
+extern Settings _settings;
/** The patch values that are used for new games and/or modified in config file */
-extern Patches _patches_newgame;
+extern Settings _settings_newgame;
#endif /* SETTINGS_TYPE_H */