80 VARDEF byte _saved_scrollpos_zoom; |
80 VARDEF byte _saved_scrollpos_zoom; |
81 |
81 |
82 // ********* END OF SAVE REGION |
82 // ********* END OF SAVE REGION |
83 |
83 |
84 typedef struct Patches { |
84 typedef struct Patches { |
85 bool modified_catchment; //different-size catchment areas |
85 bool modified_catchment; // different-size catchment areas |
86 bool vehicle_speed; // show vehicle speed |
86 bool vehicle_speed; // show vehicle speed |
87 bool build_on_slopes; // allow building on slopes |
87 bool build_on_slopes; // allow building on slopes |
88 bool mammoth_trains; // allow very long trains |
88 bool mammoth_trains; // allow very long trains |
89 bool join_stations; // allow joining of train stations |
89 bool join_stations; // allow joining of train stations |
90 bool full_load_any; // new full load calculation, any cargo must be full |
90 bool full_load_any; // new full load calculation, any cargo must be full |
91 bool improved_load; // improved loading algorithm |
91 bool improved_load; // improved loading algorithm |
92 byte station_spread; // amount a station may spread |
92 byte station_spread; // amount a station may spread |
93 bool inflation; // disable inflation |
93 bool inflation; // disable inflation |
94 bool selectgoods; // only send the goods to station if a train has been there |
94 bool selectgoods; // only send the goods to station if a train has been there |
95 bool longbridges; // allow 100 tile long bridges |
95 bool longbridges; // allow 100 tile long bridges |
96 bool gotodepot; // allow goto depot in orders |
96 bool gotodepot; // allow goto depot in orders |
97 bool build_rawmaterial_ind; // allow building raw material industries |
97 bool build_rawmaterial_ind; // allow building raw material industries |
98 bool multiple_industry_per_town; // allow many industries of the same type per town |
98 bool multiple_industry_per_town; // allow many industries of the same type per town |
99 bool same_industry_close; // allow same type industries to be built close to each other |
99 bool same_industry_close; // allow same type industries to be built close to each other |
100 uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown |
100 uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown |
101 uint8 order_review_system; |
101 uint8 order_review_system; |
102 bool train_income_warn; // if train is generating little income, show a warning |
102 bool train_income_warn; // if train is generating little income, show a warning |
103 bool status_long_date; // always show long date in status bar |
103 bool status_long_date; // always show long date in status bar |
104 bool signal_side; // show signals on right side |
104 bool signal_side; // show signals on right side |
105 bool show_finances; // show finances at end of year |
105 bool show_finances; // show finances at end of year |
106 bool new_nonstop; // ttdpatch compatible nonstop handling |
106 bool new_nonstop; // ttdpatch compatible nonstop handling |
107 bool roadveh_queue; // buggy road vehicle queueing |
107 bool roadveh_queue; // buggy road vehicle queueing |
108 bool autoscroll; // scroll when moving mouse to the edge. |
108 bool autoscroll; // scroll when moving mouse to the edge. |
109 byte errmsg_duration; // duration of error message |
109 byte errmsg_duration; // duration of error message |
110 byte land_generator; // the landscape generator |
110 byte land_generator; // the landscape generator |
111 byte oil_refinery_limit; // distance oil refineries allowed from map edge |
111 byte oil_refinery_limit; // distance oil refineries allowed from map edge |
112 byte snow_line_height; // a number 0-15 that configured snow line height |
112 byte snow_line_height; // a number 0-15 that configured snow line height |
113 byte tgen_smoothness; // how rough is the terrain from 0-3 |
113 byte tgen_smoothness; // how rough is the terrain from 0-3 |
114 uint32 generation_seed; // noise seed for world generation |
114 uint32 generation_seed; // noise seed for world generation |
115 byte tree_placer; // the tree placer algorithm |
115 byte tree_placer; // the tree placer algorithm |
116 byte heightmap_rotation;// rotation director for the heightmap |
116 byte heightmap_rotation; // rotation director for the heightmap |
117 uint16 progress_update_interval;// interval between two updates of the progress in hundreds of milliseconds |
117 uint16 progress_update_interval; // interval between two updates of the progress in hundreds of milliseconds |
118 byte se_flat_world_height; // land height a flat world gets in SE |
118 byte se_flat_world_height; // land height a flat world gets in SE |
119 bool bribe; // enable bribing the local authority |
119 bool bribe; // enable bribing the local authority |
120 bool nonuniform_stations;// allow nonuniform train stations |
120 bool nonuniform_stations; // allow nonuniform train stations |
121 bool always_small_airport; // always allow small airports |
121 bool always_small_airport; // always allow small airports |
122 bool realistic_acceleration; // realistic acceleration for trains |
122 bool realistic_acceleration; // realistic acceleration for trains |
123 bool wagon_speed_limits; // enable wagon speed limits |
123 bool wagon_speed_limits; // enable wagon speed limits |
124 bool forbid_90_deg; // forbid trains to make 90 deg turns |
124 bool forbid_90_deg; // forbid trains to make 90 deg turns |
125 bool invisible_trees; // don't show trees when buildings are transparent |
125 bool invisible_trees; // don't show trees when buildings are transparent |
126 bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled |
126 bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled |
127 bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars |
127 bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars |
128 bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction |
128 bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction |
129 |
129 |
130 uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right |
130 uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right |
131 uint8 window_snap_radius; // Windows snap at each other if closer than this |
131 uint8 window_snap_radius; // Windows snap at each other if closer than this |
132 |
132 |
133 UnitID max_trains; //max trains in game per player (these are 16bit because the unitnumber field can't hold more) |
133 UnitID max_trains; // max trains in game per player (these are 16bit because the unitnumber field can't hold more) |
134 UnitID max_roadveh; //max trucks in game per player |
134 UnitID max_roadveh; // max trucks in game per player |
135 UnitID max_aircraft; //max planes in game per player |
135 UnitID max_aircraft; // max planes in game per player |
136 UnitID max_ships; //max ships in game per player |
136 UnitID max_ships; // max ships in game per player |
137 |
137 |
138 bool servint_ispercent; // service intervals are in percents |
138 bool servint_ispercent; // service intervals are in percents |
139 uint16 servint_trains; // service interval for trains |
139 uint16 servint_trains; // service interval for trains |
140 uint16 servint_roadveh; // service interval for road vehicles |
140 uint16 servint_roadveh; // service interval for road vehicles |
141 uint16 servint_aircraft;// service interval for aircraft |
141 uint16 servint_aircraft; // service interval for aircraft |
142 uint16 servint_ships; // service interval for ships |
142 uint16 servint_ships; // service interval for ships |
143 |
143 |
144 bool autorenew; |
144 bool autorenew; |
145 int16 autorenew_months; |
145 int16 autorenew_months; |
146 int32 autorenew_money; |
146 int32 autorenew_money; |
147 |
147 |
148 byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder |
148 byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder |
149 uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder |
149 uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder |
150 |
150 |
151 |
151 |
152 bool bridge_pillars; // show bridge pillars for high bridges |
152 bool bridge_pillars; // show bridge pillars for high bridges |
153 |
153 |
154 bool ai_disable_veh_train; // disable types for AI |
154 bool ai_disable_veh_train; // disable types for AI |
155 bool ai_disable_veh_roadveh; // disable types for AI |
155 bool ai_disable_veh_roadveh; // disable types for AI |
156 bool ai_disable_veh_aircraft; // disable types for AI |
156 bool ai_disable_veh_aircraft; // disable types for AI |
157 bool ai_disable_veh_ship; // disable types for AI |
157 bool ai_disable_veh_ship; // disable types for AI |
158 Year starting_year; // starting date |
158 Year starting_year; // starting date |
159 Year ending_year; // end of the game (just show highscore) |
159 Year ending_year; // end of the game (just show highscore) |
160 Year colored_news_year; // when does newspaper become colored? |
160 Year colored_news_year; // when does newspaper become colored? |
161 |
161 |
162 bool keep_all_autosave; // name the autosave in a different way. |
162 bool keep_all_autosave; // name the autosave in a different way. |
163 bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?" |
163 bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?" |
164 byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) |
164 byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) |
165 bool extra_dynamite; // extra dynamite |
165 bool extra_dynamite; // extra dynamite |
166 |
166 |
167 bool never_expire_vehicles; // never expire vehicles |
167 bool never_expire_vehicles; // never expire vehicles |
168 byte extend_vehicle_life; // extend vehicle life by this many years |
168 byte extend_vehicle_life; // extend vehicle life by this many years |
169 |
169 |
170 bool auto_euro; // automatically switch to euro in 2002 |
170 bool auto_euro; // automatically switch to euro in 2002 |
171 bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot) |
171 bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot) |
172 bool smooth_economy; // smooth economy |
172 bool smooth_economy; // smooth economy |
173 bool allow_shares; // allow the buying/selling of shares |
173 bool allow_shares; // allow the buying/selling of shares |
174 byte dist_local_authority; // distance for town local authority, default 20 |
174 byte dist_local_authority; // distance for town local authority, default 20 |
175 |
175 |
176 byte wait_oneway_signal; //waitingtime in days before a oneway signal |
176 byte wait_oneway_signal; // waitingtime in days before a oneway signal |
177 byte wait_twoway_signal; //waitingtime in days before a twoway signal |
177 byte wait_twoway_signal; // waitingtime in days before a twoway signal |
178 |
178 |
179 uint8 map_x; // Size of map |
179 uint8 map_x; // Size of map |
180 uint8 map_y; |
180 uint8 map_y; |
181 |
181 |
182 byte drag_signals_density; // many signals density |
182 byte drag_signals_density; // many signals density |
183 bool ainew_active; // Is the new AI active? |
183 bool ainew_active; // Is the new AI active? |
184 bool ai_in_multiplayer; // Do we allow AIs in multiplayer |
184 bool ai_in_multiplayer; // Do we allow AIs in multiplayer |
185 |
185 |
186 /* |
186 /* |
187 * New Path Finding |
187 * New Path Finding |
188 */ |
188 */ |
189 bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */ |
189 bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */ |
190 |
190 |
191 /** |
191 /** |
192 * The maximum amount of search nodes a single NPF run should take. This |
192 * The maximum amount of search nodes a single NPF run should take. This |
193 * limit should make sure performance stays at acceptable levels at the cost |
193 * limit should make sure performance stays at acceptable levels at the cost |
194 * of not being perfect anymore. This will probably be fixed in a more |
194 * of not being perfect anymore. This will probably be fixed in a more |
195 * sophisticated way sometime soon |
195 * sophisticated way sometime soon |
196 */ |
196 */ |
197 uint32 npf_max_search_nodes; |
197 uint32 npf_max_search_nodes; |
198 |
198 |
199 uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */ |
199 uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */ |
200 uint32 npf_rail_firstred_exit_penalty; /* The penalty for when the first signal is red (and it is an exit or combo signal) */ |
200 uint32 npf_rail_firstred_exit_penalty; /* The penalty for when the first signal is red (and it is an exit or combo signal) */ |
201 uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */ |
201 uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */ |
202 uint32 npf_rail_station_penalty; /* The penalty for station tiles */ |
202 uint32 npf_rail_station_penalty; /* The penalty for station tiles */ |
203 uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */ |
203 uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */ |
204 uint32 npf_rail_curve_penalty; /* The penalty for curves */ |
204 uint32 npf_rail_curve_penalty; /* The penalty for curves */ |
205 uint32 npf_rail_depot_reverse_penalty; /* The penalty for reversing in depots */ |
205 uint32 npf_rail_depot_reverse_penalty; /* The penalty for reversing in depots */ |
206 uint32 npf_buoy_penalty; /* The penalty for going over (through) a buoy */ |
206 uint32 npf_buoy_penalty; /* The penalty for going over (through) a buoy */ |
207 uint32 npf_water_curve_penalty; /* The penalty for curves */ |
207 uint32 npf_water_curve_penalty; /* The penalty for curves */ |
208 uint32 npf_road_curve_penalty; /* The penalty for curves */ |
208 uint32 npf_road_curve_penalty; /* The penalty for curves */ |
209 uint32 npf_crossing_penalty; /* The penalty for level crossings */ |
209 uint32 npf_crossing_penalty; /* The penalty for level crossings */ |
210 |
210 |
211 bool population_in_label; // Show the population of a town in his label? |
211 bool population_in_label; // Show the population of a town in his label? |
212 |
212 |
213 /** YAPF settings */ |
213 /** YAPF settings */ |
214 YapfSettings yapf; |
214 YapfSettings yapf; |