author | richk |
Wed, 16 Apr 2008 00:07:47 +0000 | |
branch | NewGRF_ports |
changeset 10200 | aba3af04cdbd |
parent 10192 | 195d7f6dcf71 |
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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109 |
bool prefer_teamchat; ///< Choose the chat message target with <ENTER>, true=all players, false=your team |
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110 |
uint8 advanced_vehicle_list; ///< Use the "advanced" vehicle list |
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111 |
uint8 loading_indicators; ///< Show loading indicators |
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112 |
uint8 default_rail_type; ///< The default rail type for the rail GUI |
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113 |
|
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114 |
uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right |
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115 |
uint8 window_snap_radius; ///< Windows snap at each other if closer than this |
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116 |
|
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117 |
bool always_build_infrastructure; ///< Always allow building of infrastructure, even when you do not have the vehicles for it |
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118 |
UnitID max_trains; ///< max trains in game per player (these are 16bit because the unitnumber field can't hold more) |
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119 |
UnitID max_roadveh; ///< max trucks in game per player |
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120 |
UnitID max_aircraft; ///< max planes in game per player |
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121 |
UnitID max_ships; ///< max ships in game per player |
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122 |
|
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123 |
bool servint_ispercent; ///< service intervals are in percents |
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124 |
uint16 servint_trains; ///< service interval for trains |
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125 |
uint16 servint_roadveh; ///< service interval for road vehicles |
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126 |
uint16 servint_aircraft; ///< service interval for aircraft |
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127 |
uint16 servint_ships; ///< service interval for ships |
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128 |
|
6878
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129 |
uint8 pathfinder_for_trains; ///< the pathfinder to use for trains |
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130 |
uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles |
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131 |
uint8 pathfinder_for_ships; ///< the pathfinder to use for ships |
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132 |
|
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133 |
uint8 plane_speed; ///< divisor for speed of aircraft |
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134 |
|
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135 |
bool autorenew; |
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136 |
int16 autorenew_months; |
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137 |
int32 autorenew_money; |
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138 |
|
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|
139 |
byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder |
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140 |
uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder |
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141 |
|
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|
142 |
bool bridge_pillars; ///< show bridge pillars for high bridges |
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143 |
|
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144 |
bool ai_disable_veh_train; ///< disable types for AI |
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145 |
bool ai_disable_veh_roadveh; ///< disable types for AI |
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146 |
bool ai_disable_veh_aircraft; ///< disable types for AI |
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147 |
bool ai_disable_veh_ship; ///< disable types for AI |
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148 |
Year starting_year; ///< starting date |
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149 |
Year ending_year; ///< end of the game (just show highscore) |
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150 |
Year colored_news_year; ///< when does newspaper become colored? |
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151 |
|
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|
152 |
bool keep_all_autosave; ///< name the autosave in a different way. |
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153 |
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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154 |
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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155 |
bool extra_dynamite; ///< extra dynamite |
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|
156 |
bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads |
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157 |
|
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|
158 |
bool never_expire_vehicles; ///< never expire vehicles |
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|
159 |
byte extend_vehicle_life; ///< extend vehicle life by this many years |
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|
160 |
|
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|
161 |
bool auto_euro; ///< automatically switch to euro in 2002 |
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|
162 |
bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot) |
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163 |
bool smooth_economy; ///< smooth economy |
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164 |
bool allow_shares; ///< allow the buying/selling of shares |
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165 |
byte dist_local_authority; ///< distance for town local authority, default 20 |
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|
166 |
|
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|
167 |
byte wait_oneway_signal; ///< waitingtime in days before a oneway signal |
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|
168 |
byte wait_twoway_signal; ///< waitingtime in days before a twoway signal |
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|
169 |
|
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|
170 |
uint8 map_x; ///< Size of map |
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171 |
uint8 map_y; |
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|
172 |
|
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|
173 |
byte drag_signals_density; ///< many signals density |
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|
174 |
Year semaphore_build_before; ///< Build semaphore signals automatically before this year |
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|
175 |
bool ainew_active; ///< Is the new AI active? |
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|
176 |
bool ai_in_multiplayer; ///< Do we allow AIs in multiplayer |
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|
177 |
|
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|
178 |
/* |
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|
179 |
* New Path Finding |
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180 |
*/ |
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|
181 |
bool new_pathfinding_all; ///< Use the newest pathfinding algorithm for all |
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182 |
|
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|
183 |
/** |
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|
184 |
* The maximum amount of search nodes a single NPF run should take. This |
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|
185 |
* limit should make sure performance stays at acceptable levels at the cost |
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186 |
* of not being perfect anymore. This will probably be fixed in a more |
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|
187 |
* sophisticated way sometime soon |
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|
188 |
*/ |
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|
189 |
uint32 npf_max_search_nodes; |
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|
190 |
|
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|
191 |
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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|
192 |
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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|
193 |
uint32 npf_rail_lastred_penalty; ///< The penalty for when the last signal is red |
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|
194 |
uint32 npf_rail_station_penalty; ///< The penalty for station tiles |
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|
195 |
uint32 npf_rail_slope_penalty; ///< The penalty for sloping upwards |
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|
196 |
uint32 npf_rail_curve_penalty; ///< The penalty for curves |
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|
197 |
uint32 npf_rail_depot_reverse_penalty; ///< The penalty for reversing in depots |
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|
198 |
uint32 npf_buoy_penalty; ///< The penalty for going over (through) a buoy |
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|
199 |
uint32 npf_water_curve_penalty; ///< The penalty for curves |
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|
200 |
uint32 npf_road_curve_penalty; ///< The penalty for curves |
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|
201 |
uint32 npf_crossing_penalty; ///< The penalty for level crossings |
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|
202 |
uint32 npf_road_drive_through_penalty; ///< The penalty for going through a drive-through road stop |
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|
203 |
|
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|
204 |
bool population_in_label; ///< Show the population of a town in his label? |
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|
205 |
|
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|
206 |
uint8 freight_trains; ///< Value to multiply the weight of cargo by |
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|
207 |
|
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|
208 |
/** YAPF settings */ |
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|
209 |
YapfSettings yapf; |
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|
210 |
|
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|
211 |
uint8 right_mouse_btn_emulation; |
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|
212 |
|
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|
213 |
uint8 scrollwheel_scrolling; |
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|
214 |
uint8 scrollwheel_multiplier; |
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|
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|
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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 */ |