(svn r11771) -Codechange: split settings.h into better separated headers.
authorrubidium
Mon, 07 Jan 2008 00:19:09 +0000
changeset 8208 3d0590aa2124
parent 8207 59649e32e130
child 8209 0bbae499a1a2
(svn r11771) -Codechange: split settings.h into better separated headers.
src/console_cmds.cpp
src/genworld.cpp
src/genworld_gui.cpp
src/intro_gui.cpp
src/main_gui.cpp
src/misc_gui.cpp
src/network/network_gui.cpp
src/openttd.cpp
src/players.cpp
src/settings.cpp
src/settings.h
src/settings_func.h
src/settings_gui.cpp
src/settings_internal.h
src/settings_type.h
src/variables.h
--- a/src/console_cmds.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/console_cmds.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -16,7 +16,7 @@
 #include "network/network_server.h"
 #include "network/network_udp.h"
 #include "command_func.h"
-#include "settings.h"
+#include "settings_func.h"
 #include "fios.h"
 #include "fileio.h"
 #include "station.h"
--- a/src/genworld.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/genworld.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -15,7 +15,7 @@
 #include "window_func.h"
 #include "network/network.h"
 #include "debug.h"
-#include "settings.h"
+#include "settings_func.h"
 #include "heightmap.h"
 #include "viewport.h"
 #include "map_func.h"
--- a/src/genworld_gui.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/genworld_gui.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -15,7 +15,7 @@
 #include "command_func.h"
 #include "variables.h"
 #include "string.h"
-#include "settings.h"
+#include "settings_func.h"
 #include "debug.h"
 #include "genworld.h"
 #include "network/network.h"
--- a/src/intro_gui.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/intro_gui.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -12,7 +12,6 @@
 #include "player.h"
 #include "network/network.h"
 #include "variables.h"
-#include "settings.h"
 #include "heightmap.h"
 #include "genworld.h"
 #include "network/network_gui.h"
--- a/src/main_gui.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/main_gui.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -29,7 +29,6 @@
 #include "string.h"
 #include "screenshot.h"
 #include "genworld.h"
-#include "settings.h"
 #include "vehicle_gui.h"
 #include "transparency_gui.h"
 #include "newgrf_config.h"
--- a/src/misc_gui.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/misc_gui.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -28,7 +28,6 @@
 #include "variables.h"
 #include "train.h"
 #include "tgp.h"
-#include "settings.h"
 #include "cargotype.h"
 #include "player_face.h"
 #include "strings_func.h"
--- a/src/network/network_gui.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/network/network_gui.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -21,7 +21,6 @@
 #include "../variables.h"
 #include "network_server.h"
 #include "network_udp.h"
-#include "../settings.h"
 #include "../string.h"
 #include "../town.h"
 #include "../newgrf.h"
--- a/src/openttd.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/openttd.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -43,7 +43,7 @@
 #include "ai/ai.h"
 #include "train.h"
 #include "yapf/yapf.h"
-#include "settings.h"
+#include "settings_func.h"
 #include "genworld.h"
 #include "clear_map.h"
 #include "fontcache.h"
--- a/src/players.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/players.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -20,7 +20,6 @@
 #include "ai/ai.h"
 #include "player_face.h"
 #include "group.h"
-#include "settings.h"
 #include "window_func.h"
 #include "tile_map.h"
 #include "strings_func.h"
--- a/src/settings.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/settings.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -26,7 +26,7 @@
 #include "string.h"
 #include "variables.h"
 #include "network/network.h"
-#include "settings.h"
+#include "settings_internal.h"
 #include "command_func.h"
 #include "console.h"
 #include "saveload.h"
@@ -48,7 +48,10 @@
 #include "spritecache.h"
 #include "transparency.h"
 
-/** The patch values that are used for new games and/or modified in config file */
+GameOptions _opt;
+GameOptions _opt_newgame;
+GameOptions *_opt_ptr;
+Patches _patches;
 Patches _patches_newgame;
 
 struct IniFile;
--- a/src/settings.h	Sun Jan 06 20:54:55 2008 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,99 +0,0 @@
-/* $Id$ */
-
-/** @file settings.h */
-
-#ifndef SETTINGS_H
-#define SETTINGS_H
-
-#include "saveload.h"
-
-/** Convention/Type of settings. This is then further specified if necessary
- * with the SLE_ (SLE_VAR/SLE_FILE) enums in saveload.h
- * @see VarTypes
- * @see SettingDescBase */
-enum SettingDescTypeLong {
-	/* 4 bytes allocated a maximum of 16 types for GenericType */
-	SDT_BEGIN       = 0,
-	SDT_NUMX        = 0, ///< any number-type
-	SDT_BOOLX       = 1, ///< a boolean number
-	SDT_ONEOFMANY   = 2, ///< bitmasked number where only ONE bit may be set
-	SDT_MANYOFMANY  = 3, ///< bitmasked number where MULTIPLE bits may be set
-	SDT_INTLIST     = 4, ///< list of integers seperated by a comma ','
-	SDT_STRING      = 5, ///< string with a pre-allocated buffer
-	SDT_END,
-	/* 10 more possible primitives */
-};
-
-template <> struct EnumPropsT<SettingDescTypeLong> : MakeEnumPropsT<SettingDescTypeLong, byte, SDT_BEGIN, SDT_END, SDT_END> {};
-typedef TinyEnumT<SettingDescTypeLong> SettingDescType;
-
-
-enum SettingGuiFlagLong {
-	/* 8 bytes allocated for a maximum of 8 flags
-	 * Flags directing saving/loading of a variable */
-	SGF_NONE = 0,
-	SGF_0ISDISABLED  = 1 << 0, ///< a value of zero means the feature is disabled
-	SGF_NOCOMMA      = 1 << 1, ///< number without any thousand seperators (no formatting)
-	SGF_MULTISTRING  = 1 << 2, ///< the value represents a limited number of string-options (internally integer)
-	SGF_NETWORK_ONLY = 1 << 3, ///< this setting only applies to network games
-	SGF_CURRENCY     = 1 << 4, ///< the number represents money, so when reading value multiply by exchange rate
-	SGF_NO_NETWORK   = 1 << 5, ///< this setting does not apply to network games; it may not be changed during the game
-	SGF_END          = 1 << 6,
-	/* 3 more possible flags */
-};
-
-DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong);
-template <> struct EnumPropsT<SettingGuiFlagLong> : MakeEnumPropsT<SettingGuiFlagLong, byte, SGF_NONE, SGF_END, SGF_END> {};
-typedef TinyEnumT<SettingGuiFlagLong> SettingGuiFlag;
-
-
-typedef int32 OnChange(int32 var);          ///< callback prototype on data modification
-typedef int32 OnConvert(const char *value); ///< callback prototype for convertion error
-
-struct SettingDescBase {
-	const char *name;       ///< name of the setting. Used in configuration file and for console
-	const void *def;        ///< default value given when none is present
-	SettingDescType cmd;    ///< various flags for the variable
-	SettingGuiFlag flags;   ///< handles how a setting would show up in the GUI (text/currency, etc.)
-	int32 min, max;         ///< minimum and maximum values
-	int32 interval;         ///< the interval to use between settings in the 'patches' window. If interval is '0' the interval is dynamically determined
-	const char *many;       ///< ONE/MANY_OF_MANY: string of possible values for this type
-	StringID str;           ///< (translated) string with descriptive text; gui and console
-	OnChange *proc;         ///< callback procedure for when the value is changed
-	OnConvert *proc_cnvt;   ///< callback procedure when loading value mechanism fails
-};
-
-struct SettingDesc {
-	SettingDescBase desc;   ///< Settings structure (going to configuration file)
-	SaveLoad save;          ///< Internal structure (going to savegame, parts to config)
-};
-
-/* NOTE: The only difference between SettingDesc and SettingDescGlob is
- * that one uses global variables as a source and the other offsets
- * in a struct which are bound to a certain variable during runtime.
- * The only way to differentiate between these two is to check if an object
- * has been passed to the function or not. If not, then it is a global variable
- * and save->variable has its address, otherwise save->variable only holds the
- * offset in a certain struct */
-typedef SettingDesc SettingDescGlobVarList;
-
-enum IniGroupType {
-	IGT_VARIABLES = 0, ///< values of the form "landscape = hilly"
-	IGT_LIST      = 1, ///< a list of values, seperated by \n and terminated by the next group block
-};
-
-/** The patch values that are used for new games and/or modified in config file */
-extern Patches _patches_newgame;
-
-bool IConsoleSetPatchSetting(const char *name, int32 value);
-void IConsoleGetPatchSetting(const char *name);
-void IConsoleListPatches();
-const SettingDesc *GetPatchFromName(const char *name, uint *i);
-bool SetPatchValue(uint index, const Patches *object, int32 value);
-
-void LoadFromConfig();
-void SaveToConfig();
-void CheckConfig();
-void UpdatePatches();
-
-#endif /* SETTINGS_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/settings_func.h	Mon Jan 07 00:19:09 2008 +0000
@@ -0,0 +1,17 @@
+/* $Id$ */
+
+/** @file settings_func.h Functions related to setting/changing the settings. */
+
+#ifndef SETTINGS_FUNC_H
+#define SETTINGS_FUNC_H
+
+bool IConsoleSetPatchSetting(const char *name, int32 value);
+void IConsoleGetPatchSetting(const char *name);
+void IConsoleListPatches();
+
+void LoadFromConfig();
+void SaveToConfig();
+void CheckConfig();
+void UpdatePatches();
+
+#endif /* SETTINGS_FUNC_H */
--- a/src/settings_gui.cpp	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/settings_gui.cpp	Mon Jan 07 00:19:09 2008 +0000
@@ -18,7 +18,7 @@
 #include "network/network.h"
 #include "town.h"
 #include "variables.h"
-#include "settings.h"
+#include "settings_internal.h"
 #include "newgrf_townname.h"
 #include "strings_func.h"
 #include "functions.h"
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/settings_internal.h	Mon Jan 07 00:19:09 2008 +0000
@@ -0,0 +1,88 @@
+/* $Id$ */
+
+/** @file settings_internal.h Functions and types used internally for the settings configurations. */
+
+#ifndef SETTINGS_INTERNAL_H
+#define SETTINGS_INTERNAL_H
+
+#include "saveload.h"
+
+/** Convention/Type of settings. This is then further specified if necessary
+ * with the SLE_ (SLE_VAR/SLE_FILE) enums in saveload.h
+ * @see VarTypes
+ * @see SettingDescBase */
+enum SettingDescTypeLong {
+	/* 4 bytes allocated a maximum of 16 types for GenericType */
+	SDT_BEGIN       = 0,
+	SDT_NUMX        = 0, ///< any number-type
+	SDT_BOOLX       = 1, ///< a boolean number
+	SDT_ONEOFMANY   = 2, ///< bitmasked number where only ONE bit may be set
+	SDT_MANYOFMANY  = 3, ///< bitmasked number where MULTIPLE bits may be set
+	SDT_INTLIST     = 4, ///< list of integers seperated by a comma ','
+	SDT_STRING      = 5, ///< string with a pre-allocated buffer
+	SDT_END,
+	/* 10 more possible primitives */
+};
+
+template <> struct EnumPropsT<SettingDescTypeLong> : MakeEnumPropsT<SettingDescTypeLong, byte, SDT_BEGIN, SDT_END, SDT_END> {};
+typedef TinyEnumT<SettingDescTypeLong> SettingDescType;
+
+
+enum SettingGuiFlagLong {
+	/* 8 bytes allocated for a maximum of 8 flags
+	 * Flags directing saving/loading of a variable */
+	SGF_NONE = 0,
+	SGF_0ISDISABLED  = 1 << 0, ///< a value of zero means the feature is disabled
+	SGF_NOCOMMA      = 1 << 1, ///< number without any thousand seperators (no formatting)
+	SGF_MULTISTRING  = 1 << 2, ///< the value represents a limited number of string-options (internally integer)
+	SGF_NETWORK_ONLY = 1 << 3, ///< this setting only applies to network games
+	SGF_CURRENCY     = 1 << 4, ///< the number represents money, so when reading value multiply by exchange rate
+	SGF_NO_NETWORK   = 1 << 5, ///< this setting does not apply to network games; it may not be changed during the game
+	SGF_END          = 1 << 6,
+	/* 3 more possible flags */
+};
+
+DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong);
+template <> struct EnumPropsT<SettingGuiFlagLong> : MakeEnumPropsT<SettingGuiFlagLong, byte, SGF_NONE, SGF_END, SGF_END> {};
+typedef TinyEnumT<SettingGuiFlagLong> SettingGuiFlag;
+
+
+typedef int32 OnChange(int32 var);          ///< callback prototype on data modification
+typedef int32 OnConvert(const char *value); ///< callback prototype for convertion error
+
+struct SettingDescBase {
+	const char *name;       ///< name of the setting. Used in configuration file and for console
+	const void *def;        ///< default value given when none is present
+	SettingDescType cmd;    ///< various flags for the variable
+	SettingGuiFlag flags;   ///< handles how a setting would show up in the GUI (text/currency, etc.)
+	int32 min, max;         ///< minimum and maximum values
+	int32 interval;         ///< the interval to use between settings in the 'patches' window. If interval is '0' the interval is dynamically determined
+	const char *many;       ///< ONE/MANY_OF_MANY: string of possible values for this type
+	StringID str;           ///< (translated) string with descriptive text; gui and console
+	OnChange *proc;         ///< callback procedure for when the value is changed
+	OnConvert *proc_cnvt;   ///< callback procedure when loading value mechanism fails
+};
+
+struct SettingDesc {
+	SettingDescBase desc;   ///< Settings structure (going to configuration file)
+	SaveLoad save;          ///< Internal structure (going to savegame, parts to config)
+};
+
+/* NOTE: The only difference between SettingDesc and SettingDescGlob is
+ * that one uses global variables as a source and the other offsets
+ * in a struct which are bound to a certain variable during runtime.
+ * The only way to differentiate between these two is to check if an object
+ * has been passed to the function or not. If not, then it is a global variable
+ * and save->variable has its address, otherwise save->variable only holds the
+ * offset in a certain struct */
+typedef SettingDesc SettingDescGlobVarList;
+
+enum IniGroupType {
+	IGT_VARIABLES = 0, ///< values of the form "landscape = hilly"
+	IGT_LIST      = 1, ///< a list of values, seperated by \n and terminated by the next group block
+};
+
+const SettingDesc *GetPatchFromName(const char *name, uint *i);
+bool SetPatchValue(uint index, const Patches *object, int32 value);
+
+#endif /* SETTINGS_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/settings_type.h	Mon Jan 07 00:19:09 2008 +0000
@@ -0,0 +1,210 @@
+/* $Id$ */
+
+/** @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 */
--- a/src/variables.h	Sun Jan 06 20:54:55 2008 +0000
+++ b/src/variables.h	Mon Jan 07 00:19:09 2008 +0000
@@ -5,34 +5,9 @@
 #ifndef VARIABLES_H
 #define VARIABLES_H
 
-#include "yapf/yapf_settings.h"
+#include "settings_type.h"
 #include "tile_type.h"
 #include "strings_type.h"
-#include "date_type.h"
-
-/* ********* START OF SAVE REGION */
-
-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 */
-VARDEF GameOptions _opt;
-
-/* These are the default options for a new game */
-VARDEF GameOptions _opt_newgame;
-
-/* Pointer to one of the two _opt OR _opt_newgame structs */
-VARDEF GameOptions *_opt_ptr;
 
 /* Amount of game ticks */
 VARDEF uint16 _tick_counter;
@@ -65,184 +40,6 @@
 VARDEF int _saved_scrollpos_x;
 VARDEF int _saved_scrollpos_y;
 
-/* ********* END OF SAVE REGION */
-
-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
-};
-
-VARDEF Patches _patches;
-
-
 struct Cheat {
 	bool been_used; // has this cheat been used before?
 	bool value;     // tells if the bool cheat is active or not