src/settings_type.h
changeset 9354 845e07db4549
parent 9346 bfd803297888
child 9358 2e1e4d2f71dd
--- a/src/settings_type.h	Sun May 25 17:36:49 2008 +0000
+++ b/src/settings_type.h	Sun May 25 19:17:03 2008 +0000
@@ -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 @@
 	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 @@
 	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 @@
 /* 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
+/** 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?
+};
 
-	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
+/** 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
+};
 
-	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
+/** 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)
+};
 
-	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
+/** 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
+};
 
-	uint8 map_x;                           ///< Size of map
-	uint8 map_y;
+/** 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
+};
 
-	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
-
+/** 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;
-
-	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 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 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
-
-	bool dynamic_engines;    ///< Enable dynamic allocation of engine data
+	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
 };
 
-extern Patches _patches;
+/** 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)
+};
+
+/** 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   roadveh_queue;                    ///< buggy road vehicle queueing
+	bool   forbid_90_deg;                    ///< forbid trains to make 90 deg turns
+
+	byte   wait_oneway_signal;               ///< waitingtime in days before a oneway signal
+	byte   wait_twoway_signal;               ///< waitingtime in days before a twoway signal
+
+	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
+};
+
+/** 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)
+};
+
+/** 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
+};
+
+/** 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)
+};
+
+/** 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
+};
+
+/** 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 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 */