src/variables.h
changeset 8704 2857ec554839
parent 8647 0709611186e0
child 8706 e76561c3dd66
--- 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