src/settings_type.h
author richk
Wed, 16 Apr 2008 00:07:47 +0000
branchNewGRF_ports
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child 10724 68a692eacf22
permissions -rw-r--r--
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/* $Id$ */
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/** @file settings_type.h Types related to global configuration settings. */
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#ifndef SETTINGS_TYPE_H
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#define SETTINGS_TYPE_H
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#include "yapf/yapf_settings.h"
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#include "date_type.h"
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#include "town_type.h"
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#define GAME_DIFFICULTY_NUM 18
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/** Specific type for Game Difficulty to ease changing the type */
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typedef uint16 GDType;
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struct GameDifficulty {
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	GDType max_no_competitors;
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	GDType competitor_start_time;
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	GDType number_towns;
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	GDType number_industries;
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	GDType max_loan;
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	GDType initial_interest;
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	GDType vehicle_costs;
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	GDType competitor_speed;
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	GDType competitor_intelligence; ///< no longer in use
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	GDType vehicle_breakdowns;
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	GDType subsidy_multiplier;
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	GDType construction_cost;
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	GDType terrain_type;
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	GDType quantity_sea_lakes;
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	GDType economy;
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	GDType line_reverse_mode;
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	GDType disasters;
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	GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
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};
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struct GameOptions {
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	GameDifficulty diff;
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	byte diff_level;
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	byte currency;
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	byte units;
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	byte town_name;
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	byte landscape;
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	byte snow_line;
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	byte autosave;
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	byte road_side;
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};
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/* These are the options for the current game
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 * either ingame, or loaded. Also used for networking games */
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extern GameOptions _opt;
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/* These are the default options for a new game */
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extern GameOptions _opt_newgame;
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/* Pointer to one of the two _opt OR _opt_newgame structs */
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extern GameOptions *_opt_ptr;
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struct Patches {
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	bool modified_catchment;            ///< different-size catchment areas
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	bool vehicle_speed;                 ///< show vehicle speed
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	bool build_on_slopes;               ///< allow building on slopes
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	bool mammoth_trains;                ///< allow very long trains
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	bool join_stations;                 ///< allow joining of train stations
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	bool sg_full_load_any;              ///< new full load calculation, any cargo must be full read from pre v93 savegames
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	bool improved_load;                 ///< improved loading algorithm
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	bool gradual_loading;               ///< load vehicles gradually
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	byte station_spread;                ///< amount a station may spread
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	bool inflation;                     ///< disable inflation
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	bool selectgoods;                   ///< only send the goods to station if a train has been there
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	bool longbridges;                   ///< allow 100 tile long bridges
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	bool gotodepot;                     ///< allow goto depot in orders
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	uint8 raw_industry_construction;    ///< Type of (raw) industry construction (none, "normal", prospecting)
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	bool multiple_industry_per_town;    ///< allow many industries of the same type per town
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	bool same_industry_close;           ///< allow same type industries to be built close to each other
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	bool lost_train_warn;               ///< if a train can't find its destination, show a warning
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	uint8 order_review_system;
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	bool train_income_warn;             ///< if train is generating little income, show a warning
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	bool status_long_date;              ///< always show long date in status bar
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	bool signal_side;                   ///< show signals on right side
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	bool show_finances;                 ///< show finances at end of year
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	bool sg_new_nonstop;                ///< ttdpatch compatible nonstop handling read from pre v93 savegames
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	bool new_nonstop;                   ///< ttdpatch compatible nonstop handling
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	bool roadveh_queue;                 ///< buggy road vehicle queueing
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	bool autoscroll;                    ///< scroll when moving mouse to the edge.
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	byte errmsg_duration;               ///< duration of error message
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	byte land_generator;                ///< the landscape generator
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	byte oil_refinery_limit;            ///< distance oil refineries allowed from map edge
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	byte snow_line_height;              ///< a number 0-15 that configured snow line height
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	byte tgen_smoothness;               ///< how rough is the terrain from 0-3
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	uint32 generation_seed;             ///< noise seed for world generation
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	byte tree_placer;                   ///< the tree placer algorithm
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	byte heightmap_rotation;            ///< rotation director for the heightmap
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	byte se_flat_world_height;          ///< land height a flat world gets in SE
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	bool bribe;                         ///< enable bribing the local authority
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	bool nonuniform_stations;           ///< allow nonuniform train stations
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	bool adjacent_stations;             ///< allow stations to be built directly adjacent to other stations
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	bool always_small_airport;          ///< always allow small airports
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	bool realistic_acceleration;        ///< realistic acceleration for trains
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	bool wagon_speed_limits;            ///< enable wagon speed limits
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	bool forbid_90_deg;                 ///< forbid trains to make 90 deg turns
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	bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled
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	bool link_terraform_toolbar;        ///< display terraform toolbar when displaying rail, road, water and airport toolbars
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	bool reverse_scroll;                ///< Right-Click-Scrolling scrolls in the opposite direction
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	bool smooth_scroll;                 ///< Smooth scroll viewports
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	bool disable_elrails;               ///< when true, the elrails are disabled
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	bool measure_tooltip;               ///< Show a permanent tooltip when dragging tools
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	byte liveries;                      ///< Options for displaying company liveries, 0=none, 1=self, 2=all
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	bool prefer_teamchat;               ///< Choose the chat message target with <ENTER>, true=all players, false=your team
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	uint8 advanced_vehicle_list;        ///< Use the "advanced" vehicle list
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	uint8 loading_indicators;           ///< Show loading indicators
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	uint8 default_rail_type;            ///< The default rail type for the rail GUI
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	uint8 toolbar_pos;                  ///< position of toolbars, 0=left, 1=center, 2=right
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	uint8 window_snap_radius;           ///< Windows snap at each other if closer than this
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	bool always_build_infrastructure;   ///< Always allow building of infrastructure, even when you do not have the vehicles for it
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	UnitID max_trains;                  ///< max trains in game per player (these are 16bit because the unitnumber field can't hold more)
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	UnitID max_roadveh;                 ///< max trucks in game per player
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	UnitID max_aircraft;                ///< max planes in game per player
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	UnitID max_ships;                   ///< max ships in game per player
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	bool servint_ispercent;             ///< service intervals are in percents
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	uint16 servint_trains;              ///< service interval for trains
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	uint16 servint_roadveh;             ///< service interval for road vehicles
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	uint16 servint_aircraft;            ///< service interval for aircraft
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	uint16 servint_ships;               ///< service interval for ships
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	uint8 pathfinder_for_trains;        ///< the pathfinder to use for trains
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	uint8 pathfinder_for_roadvehs;      ///< the pathfinder to use for roadvehicles
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	uint8 pathfinder_for_ships;         ///< the pathfinder to use for ships
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	uint8 plane_speed;                  ///< divisor for speed of aircraft
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	bool autorenew;
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	int16 autorenew_months;
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	int32 autorenew_money;
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	byte pf_maxdepth;                      ///< maximum recursion depth when searching for a train route for new pathfinder
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	uint16 pf_maxlength;                   ///< maximum length when searching for a train route for new pathfinder
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	bool bridge_pillars;                   ///< show bridge pillars for high bridges
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	bool ai_disable_veh_train;             ///< disable types for AI
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	bool ai_disable_veh_roadveh;           ///< disable types for AI
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	bool ai_disable_veh_aircraft;          ///< disable types for AI
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	bool ai_disable_veh_ship;              ///< disable types for AI
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	Year starting_year;                    ///< starting date
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	Year ending_year;                      ///< end of the game (just show highscore)
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	Year colored_news_year;                ///< when does newspaper become colored?
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	bool keep_all_autosave;                ///< name the autosave in a different way.
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	bool autosave_on_exit;                 ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
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	byte max_num_autosaves;                ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
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	bool extra_dynamite;                   ///< extra dynamite
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	bool road_stop_on_town_road;           ///< allow building of drive-through road stops on town owned roads
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	bool never_expire_vehicles;            ///< never expire vehicles
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	byte extend_vehicle_life;              ///< extend vehicle life by this many years
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	bool auto_euro;                        ///< automatically switch to euro in 2002
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	bool serviceathelipad;                 ///< service helicopters at helipads automatically (no need to send to depot)
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	bool smooth_economy;                   ///< smooth economy
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	bool allow_shares;                     ///< allow the buying/selling of shares
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	byte dist_local_authority;             ///< distance for town local authority, default 20
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	byte wait_oneway_signal;               ///< waitingtime in days before a oneway signal
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	byte wait_twoway_signal;               ///< waitingtime in days before a twoway signal
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	uint8 map_x;                           ///< Size of map
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	uint8 map_y;
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	byte drag_signals_density;             ///< many signals density
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	Year semaphore_build_before;           ///< Build semaphore signals automatically before this year
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	bool ainew_active;                     ///< Is the new AI active?
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	bool ai_in_multiplayer;                ///< Do we allow AIs in multiplayer
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	/*
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	 * New Path Finding
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	 */
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	bool new_pathfinding_all;              ///< Use the newest pathfinding algorithm for all
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	/**
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	 * The maximum amount of search nodes a single NPF run should take. This
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	 * limit should make sure performance stays at acceptable levels at the cost
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	 * of not being perfect anymore. This will probably be fixed in a more
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	 * sophisticated way sometime soon
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	 */
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	uint32 npf_max_search_nodes;
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	uint32 npf_rail_firstred_penalty;      ///< The penalty for when the first signal is red (and it is not an exit or combo signal)
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	uint32 npf_rail_firstred_exit_penalty; ///< The penalty for when the first signal is red (and it is an exit or combo signal)
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	uint32 npf_rail_lastred_penalty;       ///< The penalty for when the last signal is red
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	uint32 npf_rail_station_penalty;       ///< The penalty for station tiles
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	uint32 npf_rail_slope_penalty;         ///< The penalty for sloping upwards
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	uint32 npf_rail_curve_penalty;         ///< The penalty for curves
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	uint32 npf_rail_depot_reverse_penalty; ///< The penalty for reversing in depots
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	uint32 npf_buoy_penalty;               ///< The penalty for going over (through) a buoy
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	uint32 npf_water_curve_penalty;        ///< The penalty for curves
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	uint32 npf_road_curve_penalty;         ///< The penalty for curves
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	uint32 npf_crossing_penalty;           ///< The penalty for level crossings
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	uint32 npf_road_drive_through_penalty; ///< The penalty for going through a drive-through road stop
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	bool population_in_label;              ///< Show the population of a town in his label?
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	uint8 freight_trains;                  ///< Value to multiply the weight of cargo by
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	/** YAPF settings */
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	YapfSettings  yapf;
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	uint8 right_mouse_btn_emulation;
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	uint8 scrollwheel_scrolling;
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	uint8 scrollwheel_multiplier;
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	uint8 town_growth_rate;      ///< Town growth rate
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	uint8 larger_towns;          ///< The number of cities to build. These start off larger and grow twice as fast
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	uint8 initial_city_size;     ///< Multiplier for the initial size of the cities compared to towns
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	bool pause_on_newgame;       ///< Whether to start new games paused or not.
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	TownLayoutByte town_layout;  ///< Select town layout
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	bool timetabling;            ///< Whether to allow timetabling.
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	bool timetable_in_ticks;     ///< Whether to show the timetable in ticks rather than days.
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	bool autoslope;              ///< Allow terraforming under things.
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	bool mod_road_rebuild;       ///< Roadworks remove unneccesary RoadBits
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	bool exclusive_rights;       ///< allow buying exclusive rights
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	bool give_money;             ///< allow giving other players money
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	bool enable_signal_gui;      ///< Show the signal GUI when the signal button is pressed
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};
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extern Patches _patches;
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/** The patch values that are used for new games and/or modified in config file */
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extern Patches _patches_newgame;
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#endif /* SETTINGS_TYPE_H */