annotate src/settings_type.h @ 9038:6e86ab2cba9f draft

(svn r12857) -Fix [FS#1948]: remove the last uses of AutoPtr in the station code.
author rubidium <rubidium@openttd.org>
date Wed, 23 Apr 2008 22:16:41 +0000
parents 4fd35184e35f
children 11b5b3f4175d
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1 /* $Id$ */
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2
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3 /** @file settings_type.h Types related to global configuration settings. */
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4
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5 #ifndef SETTINGS_TYPE_H
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6 #define SETTINGS_TYPE_H
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7
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8 #include "yapf/yapf_settings.h"
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9 #include "date_type.h"
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10 #include "town_type.h"
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11
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12 #define GAME_DIFFICULTY_NUM 18
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13
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14 /** Specific type for Game Difficulty to ease changing the type */
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15 typedef uint16 GDType;
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16 struct GameDifficulty {
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17 GDType max_no_competitors;
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18 GDType competitor_start_time;
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19 GDType number_towns;
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20 GDType number_industries;
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21 GDType max_loan;
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22 GDType initial_interest;
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23 GDType vehicle_costs;
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24 GDType competitor_speed;
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25 GDType competitor_intelligence; ///< no longer in use
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26 GDType vehicle_breakdowns;
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27 GDType subsidy_multiplier;
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28 GDType construction_cost;
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29 GDType terrain_type;
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30 GDType quantity_sea_lakes;
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31 GDType economy;
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32 GDType line_reverse_mode;
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33 GDType disasters;
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34 GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
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35 };
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36
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37 struct GameOptions {
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38 GameDifficulty diff;
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39 byte diff_level;
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40 byte currency;
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41 byte units;
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42 byte town_name;
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43 byte landscape;
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44 byte snow_line;
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45 byte autosave;
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46 byte road_side;
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47 };
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48
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49 /* These are the options for the current game
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50 * either ingame, or loaded. Also used for networking games */
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51 extern GameOptions _opt;
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52
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53 /* These are the default options for a new game */
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54 extern GameOptions _opt_newgame;
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55
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56 /* Pointer to one of the two _opt OR _opt_newgame structs */
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57 extern GameOptions *_opt_ptr;
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58
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59 struct Patches {
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60 bool modified_catchment; ///< different-size catchment areas
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61 bool vehicle_speed; ///< show vehicle speed
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62 bool build_on_slopes; ///< allow building on slopes
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63 bool mammoth_trains; ///< allow very long trains
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64 bool join_stations; ///< allow joining of train stations
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65 bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
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66 bool improved_load; ///< improved loading algorithm
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67 bool gradual_loading; ///< load vehicles gradually
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68 byte station_spread; ///< amount a station may spread
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69 bool inflation; ///< disable inflation
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70 bool selectgoods; ///< only send the goods to station if a train has been there
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71 bool longbridges; ///< allow 100 tile long bridges
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72 bool gotodepot; ///< allow goto depot in orders
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73 uint8 raw_industry_construction; ///< Type of (raw) industry construction (none, "normal", prospecting)
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74 bool multiple_industry_per_town; ///< allow many industries of the same type per town
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75 bool same_industry_close; ///< allow same type industries to be built close to each other
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76 bool lost_train_warn; ///< if a train can't find its destination, show a warning
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77 uint8 order_review_system;
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78 bool train_income_warn; ///< if train is generating little income, show a warning
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79 bool status_long_date; ///< always show long date in status bar
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80 bool signal_side; ///< show signals on right side
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81 bool show_finances; ///< show finances at end of year
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82 bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
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83 bool new_nonstop; ///< ttdpatch compatible nonstop handling
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84 bool roadveh_queue; ///< buggy road vehicle queueing
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85 bool autoscroll; ///< scroll when moving mouse to the edge.
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86 byte errmsg_duration; ///< duration of error message
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87 byte land_generator; ///< the landscape generator
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88 byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
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89 byte snow_line_height; ///< a number 0-15 that configured snow line height
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90 byte tgen_smoothness; ///< how rough is the terrain from 0-3
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91 uint32 generation_seed; ///< noise seed for world generation
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92 byte tree_placer; ///< the tree placer algorithm
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93 byte heightmap_rotation; ///< rotation director for the heightmap
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94 byte se_flat_world_height; ///< land height a flat world gets in SE
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95 bool bribe; ///< enable bribing the local authority
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96 bool nonuniform_stations; ///< allow nonuniform train stations
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97 bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
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98 bool always_small_airport; ///< always allow small airports
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99 bool realistic_acceleration; ///< realistic acceleration for trains
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100 bool wagon_speed_limits; ///< enable wagon speed limits
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101 bool forbid_90_deg; ///< forbid trains to make 90 deg turns
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102 bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled
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103 bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
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104 bool reverse_scroll; ///< Right-Click-Scrolling scrolls in the opposite direction
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105 bool smooth_scroll; ///< Smooth scroll viewports
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106 bool disable_elrails; ///< when true, the elrails are disabled
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107 bool measure_tooltip; ///< Show a permanent tooltip when dragging tools
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108 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
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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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215
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216 uint8 town_growth_rate; ///< Town growth rate
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217 uint8 larger_towns; ///< The number of cities to build. These start off larger and grow twice as fast
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218 uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns
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219
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220 bool pause_on_newgame; ///< Whether to start new games paused or not.
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221
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222 TownLayoutByte town_layout; ///< Select town layout
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223
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224 bool timetabling; ///< Whether to allow timetabling.
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225 bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
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226
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227 bool autoslope; ///< Allow terraforming under things.
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228
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229 bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits
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230
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231 bool exclusive_rights; ///< allow buying exclusive rights
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232 bool give_money; ///< allow giving other players money
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233
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234 bool enable_signal_gui; ///< Show the signal GUI when the signal button is pressed
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235 };
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236
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237 extern Patches _patches;
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238
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239 /** The patch values that are used for new games and/or modified in config file */
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240 extern Patches _patches_newgame;
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241
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242 #endif /* SETTINGS_TYPE_H */