(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.

pull/155/head
rubidium 16 years ago
parent 48e20d8012
commit e7a501100a

@ -154,7 +154,7 @@ static void AI_RunTick(PlayerID player)
Player *p = GetPlayer(player);
_current_player = player;
if (_settings.ai.ainew_active) {
if (_settings_game.ai.ainew_active) {
AiNewDoGameLoop(p);
} else {
/* Enable all kind of cheats the old AI needs in order to operate correctly... */
@ -178,14 +178,14 @@ void AI_RunGameLoop()
if (!_ai.enabled) return;
/* Don't do anything if we are a network-client, or the AI has been disabled */
if (_networking && (!_network_server || !_settings.ai.ai_in_multiplayer)) return;
if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;
/* New tick */
_ai.tick++;
/* Make sure the AI follows the difficulty rule.. */
assert(_settings.difficulty.competitor_speed <= 4);
if ((_ai.tick & ((1 << (4 - _settings.difficulty.competitor_speed)) - 1)) != 0) return;
assert(_settings_game.difficulty.competitor_speed <= 4);
if ((_ai.tick & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
/* Check for AI-client (so joining a network with an AI) */
if (!_networking || _network_server) {

@ -67,14 +67,14 @@ static inline bool AI_AllowNewAI()
/* If in network, and server, possible AI */
if (_networking && _network_server) {
/* Do we want AIs in multiplayer? */
if (!_settings.ai.ai_in_multiplayer)
if (!_settings_game.ai.ai_in_multiplayer)
return false;
/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
* system, because all commands are delayed by at least 1 tick, which causes
* a big problem, because it uses variables that are only set AFTER the command
* is really executed... */
if (!_settings.ai.ainew_active)
if (!_settings_game.ai.ainew_active)
return false;
}

@ -1570,21 +1570,21 @@ static void AiStateWantNewRoute(Player *p)
for (;;) {
r = (uint16)Random();
if (_settings.ai.ai_disable_veh_train &&
_settings.ai.ai_disable_veh_roadveh &&
_settings.ai.ai_disable_veh_aircraft &&
_settings.ai.ai_disable_veh_ship) {
if (_settings_game.ai.ai_disable_veh_train &&
_settings_game.ai.ai_disable_veh_roadveh &&
_settings_game.ai.ai_disable_veh_aircraft &&
_settings_game.ai.ai_disable_veh_ship) {
return;
}
if (r < 0x7626) {
if (_settings.ai.ai_disable_veh_train) continue;
if (_settings_game.ai.ai_disable_veh_train) continue;
AiWantTrainRoute(p);
} else if (r < 0xC4EA) {
if (_settings.ai.ai_disable_veh_roadveh) continue;
if (_settings_game.ai.ai_disable_veh_roadveh) continue;
AiWantRoadRoute(p);
} else if (r < 0xD89B) {
if (_settings.ai.ai_disable_veh_aircraft) continue;
if (_settings_game.ai.ai_disable_veh_aircraft) continue;
AiWantAircraftRoute(p);
} else {
/* Ships are not implemented in this (broken) AI */
@ -1603,7 +1603,7 @@ static void AiStateWantNewRoute(Player *p)
static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
{
uint rad = (_settings.station.modified_catchment) ? CA_TRAIN : CA_UNMODIFIED;
uint rad = (_settings_game.station.modified_catchment) ? CA_TRAIN : CA_UNMODIFIED;
for (; p->mode != 4; p++) {
AcceptedCargo values;
@ -2550,7 +2550,7 @@ handle_nocash:
bool is_pass = (
_players_ai[p->index].cargo_type == CT_PASSENGERS ||
_players_ai[p->index].cargo_type == CT_MAIL ||
(_settings.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES)
(_settings_game.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES)
);
Order order;
@ -2599,7 +2599,7 @@ static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, by
uint values[NUM_CARGO];
int rad;
if (_settings.station.modified_catchment) {
if (_settings_game.station.modified_catchment) {
rad = CA_TRUCK; // Same as CA_BUS at the moment?
} else { // change that at some point?
rad = 4;
@ -3285,7 +3285,7 @@ static void AiStateBuildRoadVehicles(Player *p)
bool is_pass = (
_players_ai[p->index].cargo_type == CT_PASSENGERS ||
_players_ai[p->index].cargo_type == CT_MAIL ||
(_settings.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES)
(_settings_game.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES)
);
Order order;
@ -3423,7 +3423,7 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p,
const AirportFTAClass* airport = GetAirport(p->attr);
uint w = airport->size_x;
uint h = airport->size_y;
uint rad = _settings.station.modified_catchment ? airport->catchment : (uint)CA_UNMODIFIED;
uint rad = _settings_game.station.modified_catchment ? airport->catchment : (uint)CA_UNMODIFIED;
if (cargo & 0x80) {
GetProductionAroundTiles(values, tile2, w, h, rad);
@ -3975,7 +3975,7 @@ void AiDoGameLoop(Player *p)
// to the patch-setting
// Also, it takes into account the setting if the service-interval is in days
// or in %
_ai_service_interval = _settings.vehicle.servint_ispercent ? 80 : 180;
_ai_service_interval = _settings_game.vehicle.servint_ispercent ? 80 : 180;
if (IsHumanPlayer(_current_player)) return;

@ -130,9 +130,9 @@ static void AiNew_State_WakeUp(Player *p)
// Check all vehicles once in a while
_players_ainew[p->index].action = AI_ACTION_CHECK_ALL_VEHICLES;
_players_ainew[p->index].last_vehiclecheck_date = _date;
} else if (c < 100 && !_settings.ai.ai_disable_veh_roadveh) {
} else if (c < 100 && !_settings_game.ai.ai_disable_veh_roadveh) {
// Do we have any spots for road-vehicles left open?
if (GetFreeUnitNumber(VEH_ROAD) <= _settings.vehicle.max_roadveh) {
if (GetFreeUnitNumber(VEH_ROAD) <= _settings_game.vehicle.max_roadveh) {
if (c < 85) {
_players_ainew[p->index].action = AI_ACTION_TRUCK_ROUTE;
} else {
@ -140,8 +140,8 @@ static void AiNew_State_WakeUp(Player *p)
}
}
#if 0
} else if (c < 200 && !_settings.ai.ai_disable_veh_train) {
if (GetFreeUnitNumber(VEH_TRAIN) <= _settings.vehicle.max_trains) {
} else if (c < 200 && !_settings_game.ai.ai_disable_veh_train) {
if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) {
_players_ainew[p->index].action = AI_ACTION_TRAIN_ROUTE;
}
#endif
@ -155,7 +155,7 @@ static void AiNew_State_WakeUp(Player *p)
return;
}
if (_settings.ai.ai_disable_veh_roadveh && (
if (_settings_game.ai.ai_disable_veh_roadveh && (
_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE ||
_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE
)) {
@ -179,7 +179,7 @@ static void AiNew_State_WakeUp(Player *p)
// to build the route anyway..
if (_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE &&
money > AI_MINIMUM_BUS_ROUTE_MONEY) {
if (GetFreeUnitNumber(VEH_ROAD) > _settings.vehicle.max_roadveh) {
if (GetFreeUnitNumber(VEH_ROAD) > _settings_game.vehicle.max_roadveh) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
@ -190,7 +190,7 @@ static void AiNew_State_WakeUp(Player *p)
}
if (_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE &&
money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
if (GetFreeUnitNumber(VEH_ROAD) > _settings.vehicle.max_roadveh) {
if (GetFreeUnitNumber(VEH_ROAD) > _settings_game.vehicle.max_roadveh) {
_players_ainew[p->index].action = AI_ACTION_NONE;
return;
}
@ -1017,7 +1017,7 @@ static void AiNew_State_BuildPath(Player *p)
if (_players_ainew[p->index].temp == -1) {
DEBUG(ai, 1, "Starting to build new path");
// Init the counter
_players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
_players_ainew[p->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
// Set the position to the startingplace (-1 because in a minute we do ++)
_players_ainew[p->index].path_info.position = -1;
// And don't do this again
@ -1026,7 +1026,7 @@ static void AiNew_State_BuildPath(Player *p)
// Building goes very fast on normal rate, so we are going to slow it down..
// By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
if (--_players_ainew[p->index].counter != 0) return;
_players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
_players_ainew[p->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
// Increase the building position
_players_ainew[p->index].path_info.position++;
@ -1035,7 +1035,7 @@ static void AiNew_State_BuildPath(Player *p)
if (_players_ainew[p->index].path_info.position == -2) {
// This means we are done building!
if (_players_ainew[p->index].tbt == AI_TRUCK && !_settings.pf.roadveh_queue) {
if (_players_ainew[p->index].tbt == AI_TRUCK && !_settings_game.pf.roadveh_queue) {
// If they not queue, they have to go up and down to try again at a station...
// We don't want that, so try building some road left or right of the station
DiagDirection dir1, dir2, dir3;
@ -1186,7 +1186,7 @@ static void AiNew_State_GiveOrders(Player *p)
}
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_settings.order.gotodepot) {
if (_settings_game.order.gotodepot) {
idx = 0;
order.MakeGoToDepot(GetDepotByTile(_players_ainew[p->index].depot_tile)->index, ODTFB_PART_OF_ORDERS);
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER);

@ -287,7 +287,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
}
UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
if (unit_num > _settings.vehicle.max_aircraft)
if (unit_num > _settings_game.vehicle.max_aircraft)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
@ -404,7 +404,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->u.air.targetairport = GetStationIndex(tile);
v->SetNext(u);
v->service_interval = _settings.vehicle.servint_aircraft;
v->service_interval = _settings_game.vehicle.servint_aircraft;
v->date_of_last_service = _date;
v->build_year = u->build_year = _cur_year;
@ -664,7 +664,7 @@ CommandCost CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
static void CheckIfAircraftNeedsService(Vehicle *v)
{
if (_settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
if (_settings_game.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
@ -884,7 +884,7 @@ static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE,
/* Adjust speed limits by plane speed factor to prevent taxiing
* and take-off speeds being too low. */
speed_limit *= _settings.vehicle.plane_speed;
speed_limit *= _settings_game.vehicle.plane_speed;
if (v->u.air.cached_max_speed < speed_limit) {
if (v->cur_speed < speed_limit) hard_limit = false;
@ -902,7 +902,7 @@ static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE,
* speeds to that aircraft do not get to taxi speed straight after
* touchdown. */
if (!hard_limit && v->cur_speed > speed_limit) {
speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings.vehicle.plane_speed);
speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
}
spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
@ -913,12 +913,12 @@ static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE,
/* updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_settings.gui.vehicle_speed)
if (_settings_client.gui.vehicle_speed)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* Adjust distance moved by plane speed setting */
if (_settings.vehicle.plane_speed > 1) spd /= _settings.vehicle.plane_speed;
if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
if (!(v->direction & 1)) spd = spd * 3 / 4;
@ -1599,7 +1599,7 @@ static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *a
AircraftEventHandler_EnterTerminal(v, apc);
/* on an airport with helipads, a helicopter will always land there
* and get serviced at the same time - patch setting */
if (_settings.order.serviceathelipad) {
if (_settings_game.order.serviceathelipad) {
if (v->subtype == AIR_HELICOPTER && apc->helipads != NULL) {
/* an exerpt of ServiceAircraft, without the invisibility stuff */
v->date_of_last_service = _date;

@ -477,7 +477,7 @@ uint32 GetValidAirports()
{
uint32 mask = 0;
if (_cur_year < 1960 || _settings.station.always_small_airport) SetBit(mask, 0); // small airport
if (_cur_year < 1960 || _settings_game.station.always_small_airport) SetBit(mask, 0); // small airport
if (_cur_year >= 1955) SetBit(mask, 1); // city airport
if (_cur_year >= 1963) SetBit(mask, 2); // heliport
if (_cur_year >= 1980) SetBit(mask, 3); // metropolitan airport

@ -70,12 +70,12 @@ struct BuildAirToolbarWindow : Window {
BuildAirToolbarWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->FindWindowPlacementAndResize(desc);
if (_settings.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
if (_settings_client.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
}
~BuildAirToolbarWindow()
{
if (_settings.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
if (_settings_client.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
}
virtual void OnPaint()
@ -178,7 +178,7 @@ public:
this->SetWidgetLoweredState(BAW_BTN_DOHILIGHT, _station_show_coverage);
this->LowerWidget(_selected_airport_type + BAW_SMALL_AIRPORT);
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
ResizeWindowForWidget(this, BAW_BOTTOMPANEL, 0, 10);
}
@ -211,14 +211,14 @@ public:
airport = GetAirport(_selected_airport_type);
SetTileSelectSize(airport->size_x, airport->size_y);
int rad = _settings.station.modified_catchment ? airport->catchment : (uint)CA_UNMODIFIED;
int rad = _settings_game.station.modified_catchment ? airport->catchment : (uint)CA_UNMODIFIED;
if (_station_show_coverage) SetTileSelectBigSize(-rad, -rad, 2 * rad, 2 * rad);
this->DrawWidgets();
/* only show the station (airport) noise, if the noise option is activated */
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
/* show the noise of the selected airport */
SetDParam(0, airport->noise_level);
DrawString(2, 206, STR_STATION_NOISE, 0);

@ -38,7 +38,7 @@ static inline bool AutoslopeCheckForEntranceEdge(TileIndex tile, uint z_new, Slo
*/
static inline bool AutoslopeEnabled()
{
return (_settings.construction.autoslope &&
return (_settings_game.construction.autoslope &&
((IsValidPlayer(_current_player) && !_is_old_ai_player) ||
(_current_player == OWNER_NONE && _game_mode == GM_EDITOR)));
}

@ -507,7 +507,7 @@ static int DrawRailWagonPurchaseInfo(int x, int y, EngineID engine_number, const
y += 10;
/* Wagon speed limit, displayed if above zero */
if (_settings.vehicle.wagon_speed_limits) {
if (_settings_game.vehicle.wagon_speed_limits) {
uint max_speed = GetEngineProperty(engine_number, 0x09, rvi->max_speed);
if (max_speed > 0) {
SetDParam(0, max_speed * 10 / 16);
@ -545,7 +545,7 @@ static int DrawRailEnginePurchaseInfo(int x, int y, EngineID engine_number, cons
y += 10;
/* Max tractive effort - not applicable if old acceleration or maglev */
if (_settings.vehicle.realistic_acceleration && rvi->railtype != RAILTYPE_MAGLEV) {
if (_settings_game.vehicle.realistic_acceleration && rvi->railtype != RAILTYPE_MAGLEV) {
SetDParam(0, ((weight << multihead) * 10 * GetEngineProperty(engine_number, 0x1F, rvi->tractive_effort)) / 256);
DrawString(x, y, STR_PURCHASE_INFO_MAX_TE, TC_FROMSTRING);
y += 10;

@ -64,9 +64,9 @@ static int32 ClickChangeClimateCheat(int32 p1, int32 p2)
{
if (p1 == -1) p1 = 3;
if (p1 == 4) p1 = 0;
_settings.game_creation.landscape = p1;
_settings_game.game_creation.landscape = p1;
ReloadNewGRFData();
return _settings.game_creation.landscape;
return _settings_game.game_creation.landscape;
}
extern void EnginesMonthlyLoop();
@ -107,7 +107,7 @@ static const CheatEntry _cheats_ui[] = {
{SLE_BOOL, STR_CHEAT_BUILD_IN_PAUSE, &_cheats.build_in_pause.value, &_cheats.build_in_pause.been_used, NULL },
{SLE_BOOL, STR_CHEAT_NO_JETCRASH, &_cheats.no_jetcrash.value, &_cheats.no_jetcrash.been_used, NULL },
{SLE_BOOL, STR_CHEAT_SETUP_PROD, &_cheats.setup_prod.value, &_cheats.setup_prod.been_used, NULL },
{SLE_UINT8, STR_CHEAT_SWITCH_CLIMATE, &_settings.game_creation.landscape, &_cheats.switch_climate.been_used, &ClickChangeClimateCheat},
{SLE_UINT8, STR_CHEAT_SWITCH_CLIMATE, &_settings_game.game_creation.landscape, &_cheats.switch_climate.been_used, &ClickChangeClimateCheat},
{SLE_INT32, STR_CHEAT_CHANGE_DATE, &_cur_year, &_cheats.change_date.been_used, &ClickChangeDateCheat },
};

@ -218,7 +218,7 @@ static void TileLoop_Clear(TileIndex tile)
{
TileLoopClearHelper(tile);
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_TROPIC: TileLoopClearDesert(tile); break;
case LT_ARCTIC: TileLoopClearAlps(tile); break;
}
@ -346,7 +346,7 @@ static void ChangeTileOwner_Clear(TileIndex tile, PlayerID old_player, PlayerID
void InitializeClearLand()
{
_settings.game_creation.snow_line = _settings.game_creation.snow_line_height * TILE_HEIGHT;
_settings_game.game_creation.snow_line = _settings_game.game_creation.snow_line_height * TILE_HEIGHT;
}
static CommandCost TerraformTile_Clear(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)

@ -926,8 +926,8 @@ DEF_CONSOLE_CMD(ConRestart)
}
/* Don't copy the _newgame pointers to the real pointers, so call SwitchMode directly */
_settings.game_creation.map_x = MapLogX();
_settings.game_creation.map_y = FindFirstBit(MapSizeY());
_settings_game.game_creation.map_x = MapLogX();
_settings_game.game_creation.map_y = FindFirstBit(MapSizeY());
SwitchMode(SM_NEWGAME);
return true;
}
@ -940,7 +940,7 @@ DEF_CONSOLE_CMD(ConGetSeed)
return true;
}
IConsolePrintF(CC_DEFAULT, "Generation Seed: %u", _settings.game_creation.generation_seed);
IConsolePrintF(CC_DEFAULT, "Generation Seed: %u", _settings_game.game_creation.generation_seed);
return true;
}
@ -1083,7 +1083,7 @@ DEF_CONSOLE_CMD(ConExit)
return true;
}
if (_game_mode == GM_NORMAL && _settings.gui.autosave_on_exit) DoExitSave();
if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
_exit_game = true;
return true;

@ -150,10 +150,10 @@ uint GetMaskOfAllowedCurrencies()
**/
void CheckSwitchToEuro()
{
if (_currency_specs[_settings.gui.currency].to_euro != CF_NOEURO &&
_currency_specs[_settings.gui.currency].to_euro != CF_ISEURO &&
_cur_year >= _currency_specs[_settings.gui.currency].to_euro) {
_settings.gui.currency = 2; // this is the index of euro above.
if (_currency_specs[_settings_client.gui.currency].to_euro != CF_NOEURO &&
_currency_specs[_settings_client.gui.currency].to_euro != CF_ISEURO &&
_cur_year >= _currency_specs[_settings_client.gui.currency].to_euro) {
_settings_client.gui.currency = 2; // this is the index of euro above.
AddNewsItem(STR_EURO_INTRODUCE, NS_ECONOMY, 0, 0);
}
}

@ -39,7 +39,7 @@ extern CurrencySpec _currency_specs[NUM_CURRENCY];
// XXX small hack, but makes the rest of the code a bit nicer to read
#define _custom_currency (_currency_specs[CUSTOM_CURRENCY_ID])
#define _currency ((const CurrencySpec*)&_currency_specs[(_game_mode == GM_MENU) ? _settings_newgame.gui.currency : _settings.gui.currency])
#define _currency ((const CurrencySpec*)&_currency_specs[_settings_client.gui.currency])
uint GetMaskOfAllowedCurrencies();
void CheckSwitchToEuro();

@ -257,7 +257,7 @@ void IncreaseDate()
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
DebugDumpCommands("ddc:save:%s\n", name);
#endif /* DUMP_COMMANDS */
if (_settings.gui.autosave != 0 && (_cur_month % _autosave_months[_settings.gui.autosave]) == 0) {
if (_settings_client.gui.autosave != 0 && (_cur_month % _autosave_months[_settings_client.gui.autosave]) == 0) {
_do_autosave = true;
RedrawAutosave();
}
@ -283,10 +283,10 @@ void IncreaseDate()
ShipsYearlyLoop();
if (_network_server) NetworkServerYearlyLoop();
if (_cur_year == _settings.gui.semaphore_build_before) ResetSignalVariant();
if (_cur_year == _settings_client.gui.semaphore_build_before) ResetSignalVariant();
/* check if we reached end of the game */
if (_cur_year == _settings.gui.ending_year) {
if (_cur_year == _settings_client.gui.ending_year) {
ShowEndGameChart();
/* check if we reached the maximum year, decrement dates by a year */
} else if (_cur_year == MAX_YEAR + 1) {
@ -303,5 +303,5 @@ void IncreaseDate()
InitChatMessage();
}
if (_settings.gui.auto_euro) CheckSwitchToEuro();
if (_settings_client.gui.auto_euro) CheckSwitchToEuro();
}

@ -1050,7 +1050,7 @@ void DisasterDailyLoop()
ResetDisasterDelay();
if (_settings.difficulty.disasters != 0) DoDisaster();
if (_settings_game.difficulty.disasters != 0) DoDisaster();
}
void StartupDisasters()

@ -136,12 +136,12 @@ struct BuildDocksToolbarWindow : Window {
BuildDocksToolbarWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->FindWindowPlacementAndResize(desc);
if (_settings.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
if (_settings_client.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
}
~BuildDocksToolbarWindow()
{
if (_settings.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
if (_settings_client.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
}
virtual void OnPaint()
@ -263,7 +263,7 @@ public:
virtual void OnPaint()
{
int rad = (_settings.station.modified_catchment) ? CA_DOCK : CA_UNMODIFIED;
int rad = (_settings_game.station.modified_catchment) ? CA_DOCK : CA_UNMODIFIED;
this->DrawWidgets();

@ -654,7 +654,7 @@ static void AddInflation()
* inflation doesn't add anything after that either; it even makes playing
* it impossible due to the diverging cost and income rates.
*/
if ((_cur_year - _settings.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
if ((_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
/* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
* scaled by 65536
@ -704,7 +704,7 @@ static void PlayersPayInterest()
static void HandleEconomyFluctuations()
{
if (_settings.difficulty.economy == 0) return;
if (_settings_game.difficulty.economy == 0) return;
if (--_economy.fluct == 0) {
_economy.fluct = -(int)GB(Random(), 0, 2);
@ -813,7 +813,7 @@ void StartupEconomy()
for (i = 0; i != NUM_PRICES; i++) {
Money price = _price_base[i];
if (_price_category[i] != 0) {
uint mod = _price_category[i] == 1 ? _settings.difficulty.vehicle_costs : _settings.difficulty.construction_cost;
uint mod = _price_category[i] == 1 ? _settings_game.difficulty.vehicle_costs : _settings_game.difficulty.construction_cost;
if (mod < 1) {
price = price * 3 >> 2;
} else if (mod > 1) {
@ -829,10 +829,10 @@ void StartupEconomy()
_price_frac[i] = 0;
}
_economy.interest_rate = _settings.difficulty.initial_interest;
_economy.infl_amount = _settings.difficulty.initial_interest;
_economy.infl_amount_pr = max(0, _settings.difficulty.initial_interest - 1);
_economy.max_loan_unround = _economy.max_loan = _settings.difficulty.max_loan;
_economy.interest_rate = _settings_game.difficulty.initial_interest;
_economy.infl_amount = _settings_game.difficulty.initial_interest;
_economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
_economy.max_loan_unround = _economy.max_loan = _settings_game.difficulty.max_loan;
_economy.fluct = GB(Random(), 0, 8) + 168;
}
@ -1162,7 +1162,7 @@ Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, C
}
/* zero the distance (thus income) if it's the bank and very short transport. */
if (_settings.game_creation.landscape == LT_TEMPERATE && cs->label == 'VALU' && dist < 10) return 0;
if (_settings_game.game_creation.landscape == LT_TEMPERATE && cs->label == 'VALU' && dist < 10) return 0;
static const int MIN_TIME_FACTOR = 31;
@ -1208,7 +1208,7 @@ static void DeliverGoodsToIndustry(TileIndex xy, CargoID cargo_type, int num_pie
* XXX - Think of something better to
* 1) Only deliver to industries which are withing the catchment radius
* 2) Distribute between industries if more then one is present */
best_dist = (_settings.station.station_spread + 8) * 2;
best_dist = (_settings_game.station.station_spread + 8) * 2;
FOR_ALL_INDUSTRIES(ind) {
indspec = GetIndustrySpec(ind->type);
uint i;
@ -1313,7 +1313,7 @@ static bool CheckSubsidised(Station *from, Station *to, CargoID cargo_type)
SetDParam(0, _current_player);
AddNewsItem(
STR_2031_SERVICE_SUBSIDY_AWARDED + _settings.difficulty.subsidy_multiplier,
STR_2031_SERVICE_SUBSIDY_AWARDED + _settings_game.difficulty.subsidy_multiplier,
NS_SUBSIDIES,
pair.a, pair.b
);
@ -1360,7 +1360,7 @@ static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID source,
/* Modify profit if a subsidy is in effect */
if (subsidised) {
switch (_settings.difficulty.subsidy_multiplier) {
switch (_settings_game.difficulty.subsidy_multiplier) {
case 0: profit += profit >> 1; break;
case 1: profit *= 2; break;
case 2: profit *= 3; break;
@ -1481,7 +1481,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
/* We have not waited enough time till the next round of loading/unloading */
if (--v->load_unload_time_rem != 0) {
if (_settings.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
/* 'Reserve' this cargo for this vehicle, because we were first. */
for (; v != NULL; v = v->Next()) {
if (v->cargo_cap != 0) cargo_left[v->cargo_type] -= v->cargo_cap - v->cargo.Count();
@ -1517,7 +1517,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
if (v->cargo_cap == 0) continue;
byte load_amount = EngInfo(v->engine_type)->load_amount;
if (_settings.order.gradual_loading && HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_LOAD_AMOUNT)) {
if (_settings_game.order.gradual_loading && HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_LOAD_AMOUNT)) {
uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
}
@ -1526,7 +1526,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
uint cargo_count = v->cargo.Count();
uint amount_unloaded = _settings.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
bool remaining; // Are there cargo entities in this vehicle that can still be unloaded here?
if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
@ -1552,7 +1552,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
unloading_time += amount_unloaded;
anything_unloaded = true;
if (_settings.order.gradual_loading && remaining) {
if (_settings_game.order.gradual_loading && remaining) {
completely_emptied = false;
} else {
/* We have finished unloading (cargo count == 0) */
@ -1586,14 +1586,14 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
/* Skip loading this vehicle if another train/vehicle is already handling
* the same cargo type at this station */
if (_settings.order.improved_load && cargo_left[v->cargo_type] <= 0) {
if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
SetBit(cargo_not_full, v->cargo_type);
continue;
}
if (cap > count) cap = count;
if (_settings.order.gradual_loading) cap = min(cap, load_amount);
if (_settings.order.improved_load) {
if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
if (_settings_game.order.improved_load) {
/* Don't load stuff that is already 'reserved' for other vehicles */
cap = min((uint)cargo_left[v->cargo_type], cap);
cargo_left[v->cargo_type] -= cap;
@ -1637,7 +1637,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
* all wagons at the same time instead of using the same 'improved'
* loading algorithm for the wagons (only fill wagon when there is
* enough to fill the previous wagons) */
if (_settings.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
/* Update left cargo */
for (v = u; v != NULL; v = v->Next()) {
if (v->cargo_cap != 0) cargo_left[v->cargo_type] -= v->cargo_cap - v->cargo.Count();
@ -1647,7 +1647,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
v = u;
if (anything_loaded || anything_unloaded) {
if (_settings.order.gradual_loading) {
if (_settings_game.order.gradual_loading) {
/* The time it takes to load one 'slice' of cargo or passengers depends
* on the vehicle type - the values here are those found in TTDPatch */
const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
@ -1684,11 +1684,11 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
/* Calculate the loading indicator fill percent and display
* In the Game Menu do not display indicators
* If _settings.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
* if _settings.gui.loading_indicators == 1, _local_player must be the owner or must be a spectator to show ind., so 1 > 0
* if _settings.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
* If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
* if _settings_client.gui.loading_indicators == 1, _local_player must be the owner or must be a spectator to show ind., so 1 > 0
* if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
*/
if (_game_mode != GM_MENU && (_settings.gui.loading_indicators > (uint)(v->owner != _local_player && _local_player != PLAYER_SPECTATOR))) {
if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_player && _local_player != PLAYER_SPECTATOR))) {
StringID percent_up_down = STR_NULL;
int percent = CalcPercentVehicleFilled(v, &percent_up_down);
if (v->fill_percent_te_id == INVALID_TE_ID) {
@ -1736,7 +1736,7 @@ void LoadUnloadStation(Station *st)
void PlayersMonthlyLoop()
{
PlayersGenStatistics();
if (_settings.economy.inflation && _cur_year < MAX_YEAR)
if (_settings_game.economy.inflation && _cur_year < MAX_YEAR)
AddInflation();
PlayersPayInterest();
/* Reset the _current_player flag */
@ -1802,7 +1802,7 @@ CommandCost CmdBuyShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint32
/* Check if buying shares is allowed (protection against modified clients) */
/* Cannot buy own shares */
if (!IsValidPlayer((PlayerID)p1) || !_settings.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
if (!IsValidPlayer((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
p = GetPlayer((PlayerID)p1);
@ -1851,7 +1851,7 @@ CommandCost CmdSellShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint3
/* Check if selling shares is allowed (protection against modified clients) */
/* Cannot sell own shares */
if (!IsValidPlayer((PlayerID)p1) || !_settings.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
if (!IsValidPlayer((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
p = GetPlayer((PlayerID)p1);

@ -25,7 +25,7 @@ static inline bool HasCatenary(RailType rt)
*/
static inline bool HasCatenaryDrawn(RailType rt)
{
return HasCatenary(rt) && !IsInvisibilitySet(TO_CATENARY) && !_settings.vehicle.disable_elrails;
return HasCatenary(rt) && !IsInvisibilitySet(TO_CATENARY) && !_settings_game.vehicle.disable_elrails;
}
/**
@ -37,6 +37,6 @@ void DrawCatenary(const TileInfo *ti);
void DrawCatenaryOnTunnel(const TileInfo *ti);
void DrawCatenaryOnBridge(const TileInfo *ti);
int32 SettingsDisableElrail(int32 p1); ///< _settings.disable_elrail callback
int32 SettingsDisableElrail(int32 p1); ///< _settings_game.disable_elrail callback
#endif /* ELRAIL_FUNC_H */

@ -189,7 +189,7 @@ static void CalcEngineReliability(Engine *e)
uint age = e->age;
/* Check for early retirement */
if (e->player_avail != 0 && !_settings.vehicle.never_expire_vehicles) {
if (e->player_avail != 0 && !_settings_game.vehicle.never_expire_vehicles) {
int retire_early = e->info.retire_early;
uint retire_early_max_age = max(0, e->duration_phase_1 + e->duration_phase_2 - retire_early * 12);
if (retire_early != 0 && age >= retire_early_max_age) {
@ -202,7 +202,7 @@ static void CalcEngineReliability(Engine *e)
if (age < e->duration_phase_1) {
uint start = e->reliability_start;
e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
} else if ((age -= e->duration_phase_1) < e->duration_phase_2 || _settings.vehicle.never_expire_vehicles) {
} else if ((age -= e->duration_phase_1) < e->duration_phase_2 || _settings_game.vehicle.never_expire_vehicles) {
/* We are at the peak of this engines life. It will have max reliability.
* This is also true if the engines never expire. They will not go bad over time */
e->reliability = e->reliability_max;
@ -265,10 +265,10 @@ void StartupEngines()
CalcEngineReliability(e);
}
e->lifelength = ei->lifelength + _settings.vehicle.extend_vehicle_life;
e->lifelength = ei->lifelength + _settings_game.vehicle.extend_vehicle_life;
/* prevent certain engines from ever appearing. */
if (!HasBit(ei->climates, _settings.game_creation.landscape)) {
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) {
e->flags |= ENGINE_AVAILABLE;
e->player_avail = 0;
}

@ -91,8 +91,8 @@ static void * CDECL _GenerateWorld(void *arg)
_generating_world = true;
if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
if (_settings.game_creation.generation_seed == GENERATE_NEW_SEED) _settings.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
_random.SetSeed(_settings.game_creation.generation_seed);
if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
_random.SetSeed(_settings_game.game_creation.generation_seed);
SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
@ -105,7 +105,7 @@ static void * CDECL _GenerateWorld(void *arg)
SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
/* Make the map the height of the patch setting */
if (_game_mode != GM_MENU) FlatEmptyWorld(_settings.game_creation.se_flat_world_height);
if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
ConvertGroundTilesIntoWaterTiles();
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
@ -165,7 +165,7 @@ static void * CDECL _GenerateWorld(void *arg)
if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
if (_settings.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
} catch (...) {
_generating_world = false;
throw;
@ -273,7 +273,7 @@ void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
_current_player = OWNER_NONE;
/* Set the date before loading sprites as some newgrfs check it */
SetDate(ConvertYMDToDate(_settings.game_creation.starting_year, 0, 1));
SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
/* Load the right landscape stuff */
GfxLoadSprites();

@ -205,7 +205,7 @@ void StartGeneratingLandscape(glwp_modes mode)
DeleteAllNonVitalWindows();
/* Copy all XXX_newgame to XXX when coming from outside the editor */
_settings = _settings_newgame;
_settings_game = _settings_newgame;
ResetGRFConfig(true);
SndPlayFx(SND_15_BEEP);
@ -377,9 +377,9 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
break;
case GLAND_GENERATE_BUTTON: // Generate
_settings = _settings_newgame;
_settings_game = _settings_newgame;
if (_settings.economy.town_layout == TL_NO_ROADS) {
if (_settings_game.economy.town_layout == TL_NO_ROADS) {
ShowQuery(
STR_TOWN_LAYOUT_WARNING_CAPTION,
STR_TOWN_LAYOUT_WARNING_MESSAGE,

@ -807,7 +807,7 @@ void DoPaletteAnimations()
memcpy(old_val, d, c * sizeof(*old_val));
/* Dark blue water */
s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->ac : ev->a;
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->ac : ev->a;
j = EXTR(320, 5);
for (i = 0; i != 5; i++) {
*d++ = s[j];
@ -816,7 +816,7 @@ void DoPaletteAnimations()
}
/* Glittery water */
s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->bc : ev->b;
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->bc : ev->b;
j = EXTR(128, 15);
for (i = 0; i != 5; i++) {
*d++ = s[j];
@ -876,7 +876,7 @@ void DoPaletteAnimations()
/* Animate water for old DOS graphics */
if (_use_dos_palette) {
/* Dark blue water DOS */
s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->ac : ev->a;
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->ac : ev->a;
j = EXTR(320, 5);
for (i = 0; i != 5; i++) {
*d++ = s[j];
@ -885,7 +885,7 @@ void DoPaletteAnimations()
}
/* Glittery water DOS */
s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->bc : ev->b;
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->bc : ev->b;
j = EXTR(128, 15);
for (i = 0; i != 5; i++) {
*d++ = s[j];

@ -214,10 +214,10 @@ static void LoadSpriteTables()
* This overwrites some of the temperate sprites, such as foundations
* and the ground sprites.
*/
if (_settings.game_creation.landscape != LT_TEMPERATE) {
if (_settings_game.game_creation.landscape != LT_TEMPERATE) {
LoadGrfIndexed(
files->landscape[_settings.game_creation.landscape - 1].filename,
_landscape_spriteindexes[_settings.game_creation.landscape - 1],
files->landscape[_settings_game.game_creation.landscape - 1].filename,
_landscape_spriteindexes[_settings_game.game_creation.landscape - 1],
i++
);
}
@ -248,7 +248,7 @@ static void LoadSpriteTables()
void GfxLoadSprites()
{
DEBUG(sprite, 2, "Loading sprite set %d", _settings.game_creation.landscape);
DEBUG(sprite, 2, "Loading sprite set %d", _settings_game.game_creation.landscape);
GfxInitSpriteMem();
LoadSpriteTables();

@ -297,7 +297,7 @@ static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
TileIndex tile;
/* Get map size and calculate scale and padding values */
switch (_settings.game_creation.heightmap_rotation) {
switch (_settings_game.game_creation.heightmap_rotation) {
default: NOT_REACHED();
case HM_COUNTER_CLOCKWISE:
width = MapSizeX();
@ -322,7 +322,7 @@ static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
/* Form the landscape */
for (row = 0; row < height - 1; row++) {
for (col = 0; col < width - 1; col++) {
switch (_settings.game_creation.heightmap_rotation) {
switch (_settings_game.game_creation.heightmap_rotation) {
default: NOT_REACHED();
case HM_COUNTER_CLOCKWISE: tile = TileXY(col, row); break;
case HM_CLOCKWISE: tile = TileXY(row, col); break;
@ -337,7 +337,7 @@ static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
/* Use nearest neighbor resizing to scale map data.
* We rotate the map 45 degrees (counter)clockwise */
img_row = (((row - row_pad) * num_div) / img_scale);
switch (_settings.game_creation.heightmap_rotation) {
switch (_settings_game.game_creation.heightmap_rotation) {
default: NOT_REACHED();
case HM_COUNTER_CLOCKWISE:
img_col = (((width - 1 - col - col_pad) * num_div) / img_scale);

@ -70,7 +70,7 @@ void ResetIndustries()
/* once performed, enable only the current climate industries */
for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
_industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
HasBit(_origin_industry_specs[i].climate_availability, _settings.game_creation.landscape);
HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
}
memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
@ -84,7 +84,7 @@ void ResetIndustries()
void ResetIndustryCreationProbility(IndustryType type)
{
assert(type < INVALID_INDUSTRYTYPE);
_industry_specs[type].appear_creation[_settings.game_creation.landscape] = 0;
_industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
}
DEFINE_OLD_POOL_GENERIC(Industry, Industry)
@ -888,14 +888,14 @@ static void PlantFarmField(TileIndex tile, IndustryID industry)
uint field_type;
int type;
if (_settings.game_creation.landscape == LT_ARCTIC) {
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
return;
}
/* determine field size */
r = (Random() & 0x303) + 0x404;
if (_settings.game_creation.landscape == LT_ARCTIC) r += 0x404;
if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
size_x = GB(r, 0, 8);
size_y = GB(r, 8, 8);
@ -926,7 +926,7 @@ static void PlantFarmField(TileIndex tile, IndustryID industry)
END_TILE_LOOP(cur_tile, size_x, size_y, tile)
type = 3;
if (_settings.game_creation.landscape != LT_ARCTIC && _settings.game_creation.landscape != LT_TROPIC) {
if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
type = _plantfarmfield_type[Random() & 0xF];
}
@ -1063,7 +1063,7 @@ static bool CheckNewIndustry_NULL(TileIndex tile)
static bool CheckNewIndustry_Forest(TileIndex tile)
{
if (_settings.game_creation.landscape == LT_ARCTIC) {
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
_error_message = STR_4831_FOREST_CAN_ONLY_BE_PLANTED;
return false;
@ -1075,7 +1075,7 @@ static bool CheckNewIndustry_Forest(TileIndex tile)
static bool CheckNewIndustry_OilRefinery(TileIndex tile)
{
if (_game_mode == GM_EDITOR) return true;
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings.game_creation.oil_refinery_limit) return true;
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
return false;
@ -1087,7 +1087,7 @@ static bool CheckNewIndustry_OilRig(TileIndex tile)
{
if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
if (TileHeight(tile) == 0 &&
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings.game_creation.oil_refinery_limit) return true;
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
return false;
@ -1095,7 +1095,7 @@ static bool CheckNewIndustry_OilRig(TileIndex tile)
static bool CheckNewIndustry_Farm(TileIndex tile)
{
if (_settings.game_creation.landscape == LT_ARCTIC) {
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
@ -1171,7 +1171,7 @@ static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
t = ClosestTownFromTile(tile, (uint)-1);
if (_settings.economy.multiple_industry_per_town) return t;
if (_settings_game.economy.multiple_industry_per_town) return t;
FOR_ALL_INDUSTRIES(i) {
if (i->type == (byte)type &&
@ -1257,7 +1257,7 @@ static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable
/* It is almost impossible to have a fully flat land in TG, so what we
* do is that we check if we can make the land flat later on. See
* CheckIfCanLevelIndustryPlatform(). */
return !refused_slope || (_settings.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
}
static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
@ -1387,7 +1387,7 @@ static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
const IndustrySpec *indspec = GetIndustrySpec(type);
const Industry *i;
if (_settings.economy.same_industry_close && indspec->IsRawIndustry())
if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
/* Allow primary industries to be placed close to any other industry */
return true;
@ -1401,8 +1401,8 @@ static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
/* at least one of those options must be true */
_game_mode != GM_EDITOR || // editor must not be stopped
!_settings.economy.same_industry_close ||
!_settings.economy.multiple_industry_per_town)) {
!_settings_game.economy.same_industry_close ||
!_settings_game.economy.multiple_industry_per_town)) {
_error_message = STR_INDUSTRY_TOO_CLOSE;
return false;
}
@ -1449,7 +1449,7 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
i->production_rate[1] = indspec->production_rate[1];
/* don't use smooth economy for industries using production related callbacks */
if (_settings.economy.smooth_economy &&
if (_settings_game.economy.smooth_economy &&
!(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
!(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)) // production change callbacks
) {
@ -1577,7 +1577,7 @@ static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint
if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
}
if (!custom_shape_check && _settings.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
const Town *t = CheckMultipleIndustryInTown(tile, type);
@ -1621,11 +1621,11 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* If the patch for raw-material industries is not on, you cannot build raw-material industries.
* Raw material industries are industries that do not accept cargo (at least for now) */
if (_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
return CMD_ERROR;
}
if (_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
if (flags & DC_EXEC) {
/* Prospecting has a chance to fail, however we cannot guarantee that something can
* be built on the map, so the chance gets lower when the map is fuller, but there
@ -1700,13 +1700,13 @@ static void PlaceInitialIndustry(IndustryType type, int amount)
{
/* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
* _numof_industry_table. newgrf can specify a big amount */
int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings.difficulty.number_industries][amount];
int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
const IndustrySpec *ind_spc = GetIndustrySpec(type);
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
if (_settings.difficulty.number_industries != 0) {
if (_settings_game.difficulty.number_industries != 0) {
PlayerID old_player = _current_player;
_current_player = OWNER_NONE;
assert(num > 0);
@ -1735,7 +1735,7 @@ void GenerateIndustries()
const IndustrySpec *ind_spc;
/* Find the total amount of industries */
if (_settings.difficulty.number_industries > 0) {
if (_settings_game.difficulty.number_industries > 0) {
for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
ind_spc = GetIndustrySpec(it);
@ -1744,12 +1744,12 @@ void GenerateIndustries()
ResetIndustryCreationProbility(it);
}
chance = ind_spc->appear_creation[_settings.game_creation.landscape];
chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
if (ind_spc->enabled && chance > 0) {
/* once the chance of appearance is determind, it have to be scaled by
* the difficulty level. The "chance" in question is more an index into
* the _numof_industry_table,in fact */
int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings.difficulty.number_industries][chance];
int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
@ -1760,7 +1760,7 @@ void GenerateIndustries()
SetGeneratingWorldProgress(GWP_INDUSTRY, i);
if (_settings.difficulty.number_industries > 0) {
if (_settings_game.difficulty.number_industries > 0) {
for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
/* Once the number of industries has been determined, let's really create them.
* The test for chance allows us to try create industries that are available only
@ -1769,7 +1769,7 @@ void GenerateIndustries()
* processed that scaling above? No, don't think so. Will find a way. */
ind_spc = GetIndustrySpec(it);
if (ind_spc->enabled) {
chance = ind_spc->appear_creation[_settings.game_creation.landscape];
chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
if (chance > 0) PlaceInitialIndustry(it, chance);
}
}
@ -1823,7 +1823,7 @@ static void MaybeNewIndustry(void)
/* Generate a list of all possible industries that can be built. */
for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
ind_spc = GetIndustrySpec(j);
byte chance = ind_spc->appear_ingame[_settings.game_creation.landscape];
byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
if (!ind_spc->enabled || chance == 0) continue;
@ -1881,7 +1881,7 @@ static bool CheckIndustryCloseDownProtection(IndustryType type)
const IndustrySpec *indspec = GetIndustrySpec(type);
/* oil wells (or the industries with that flag set) are always allowed to closedown */
if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _settings.game_creation.landscape == LT_TEMPERATE) return false;
if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
}
@ -2031,7 +2031,7 @@ static void ChangeIndustryProduction(Industry *i, bool monthly)
bool standard = true;
bool suppress_message = false;
/* don't use smooth economy for industries using production related callbacks */
bool smooth_economy = _settings.economy.smooth_economy &&
bool smooth_economy = _settings_game.economy.smooth_economy &&
!(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
!(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)); // production change callbacks
byte div = 0;
@ -2072,7 +2072,7 @@ static void ChangeIndustryProduction(Industry *i, bool monthly)
if (standard && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0) {
/* decrease or increase */
bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings.game_creation.landscape == LT_TEMPERATE;
bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
if (smooth_economy) {
closeit = true;
@ -2257,7 +2257,7 @@ bool IndustrySpec::IsRawIndustry() const
Money IndustrySpec::GetConstructionCost() const
{
return (_price.build_industry *
(_settings.construction.raw_industry_construction == 1 && this->IsRawIndustry() ?
(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry() ?
this->raw_industry_cost_multiplier :
this->cost_multiplier
)) >> 8;

@ -132,7 +132,7 @@ class BuildIndustryWindow : public Window {
/* Rule is that editor mode loads all industries.
* In game mode, all non raw industries are loaded too
* and raw ones are loaded only when setting allows it */
if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _settings.construction.raw_industry_construction == 0) {
if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _settings_game.construction.raw_industry_construction == 0) {
/* Unselect if the industry is no longer in the list */
if (this->selected_type == ind) this->selected_index = -1;
continue;
@ -196,10 +196,10 @@ public:
* In Editor, you just build, while ingame, or you fund or you prospect */
if (_game_mode == GM_EDITOR) {
/* We've chosen many random industries but no industries have been specified */
if (indsp == NULL) this->enabled[this->selected_index] = _settings.difficulty.number_industries != 0;
if (indsp == NULL) this->enabled[this->selected_index] = _settings_game.difficulty.number_industries != 0;
this->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
} else {
this->widget[DPIW_FUND_WIDGET].data = (_settings.construction.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
this->widget[DPIW_FUND_WIDGET].data = (_settings_game.construction.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
}
this->SetWidgetDisabledState(DPIW_FUND_WIDGET, !this->enabled[this->selected_index]);
@ -305,7 +305,7 @@ public:
this->SetDirty();
if ((_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
if ((_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
this->selected_type == INVALID_INDUSTRYTYPE) {
/* Reset the button state if going to prospecting or "build many industries" */
this->RaiseButtons();
@ -326,7 +326,7 @@ public:
GenerateIndustries();
_generating_world = false;
}
} else if (_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 2 && GetIndustrySpec(this->selected_type)->IsRawIndustry()) {
} else if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && GetIndustrySpec(this->selected_type)->IsRawIndustry()) {
DoCommandP(0, this->selected_type, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
this->HandleButtonClick(DPIW_FUND_WIDGET);
} else {

@ -526,7 +526,7 @@ void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
*/
byte GetSnowLine(void)
{
if (_snow_line == NULL) return _settings.game_creation.snow_line;
if (_snow_line == NULL) return _settings_game.game_creation.snow_line;
YearMonthDay ymd;
ConvertDateToYMD(_date, &ymd);
@ -539,7 +539,7 @@ byte GetSnowLine(void)
*/
byte HighestSnowLine(void)
{
return _snow_line == NULL ? _settings.game_creation.snow_line : _snow_line->highest_value;
return _snow_line == NULL ? _settings_game.game_creation.snow_line : _snow_line->highest_value;
}
/**
@ -818,14 +818,14 @@ void GenerateLandscape(byte mode)
static const int gwp_desert_amount = 4 + 8;
if (mode == GW_HEIGHTMAP) {
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings.game_creation.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1);
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1);
LoadHeightmap(_file_to_saveload.name);
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
} else if (_settings.game_creation.land_generator == LG_TERRAGENESIS) {
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
GenerateTerrainPerlin();
} else {
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC: {
SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
@ -872,9 +872,9 @@ void GenerateLandscape(byte mode)
uint32 r = Random();
uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings.difficulty.quantity_sea_lakes) * 256 + 100);
uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
for (; i != 0; --i) {
GenerateTerrain(_settings.difficulty.terrain_type, 0);
GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
} break;
@ -883,7 +883,7 @@ void GenerateLandscape(byte mode)
ConvertGroundTilesIntoWaterTiles();
if (_settings.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
}
void OnTick_Town();

@ -48,7 +48,7 @@ static int _rename_what = -1;
void CcGiveMoney(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
#ifdef ENABLE_NETWORK
if (!success || !_settings.economy.give_money) return;
if (!success || !_settings_game.economy.give_money) return;
char msg[20];
/* Inform the player of this action */
@ -344,7 +344,7 @@ struct MainWindow : Window
if (cio == NULL) break;
/* Only players actually playing can speak to team. Eg spectators cannot */
if (_settings.gui.prefer_teamchat && IsValidPlayer(cio->client_playas)) {
if (_settings_client.gui.prefer_teamchat && IsValidPlayer(cio->client_playas)) {
const NetworkClientInfo *ci;
FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
if (ci->client_playas == cio->client_playas && ci != cio) {

@ -67,10 +67,10 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date)
_realtime_tick = 0;
_date_fract = 0;
_cur_tileloop_tile = 0;
_settings = _settings_newgame;
_settings_game = _settings_newgame;
if (reset_date) {
SetDate(ConvertYMDToDate(_settings.game_creation.starting_year, 0, 1));
SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
InitializeOldNames();
}

@ -145,7 +145,7 @@ CommandCost CmdIncreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Take some extra loan
loan = (IsHumanPlayer(_current_player) || _settings.ai.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI;
loan = (IsHumanPlayer(_current_player) || _settings_game.ai.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI;
break;
case 1: // Take a loan as big as possible
loan = _economy.max_loan - p->current_loan;
@ -181,7 +181,7 @@ CommandCost CmdDecreaseLoan(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
switch (p2) {
default: return CMD_ERROR; // Invalid method
case 0: // Pay back one step
loan = min(p->current_loan, (Money)(IsHumanPlayer(_current_player) || _settings.ai.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI);
loan = min(p->current_loan, (Money)(IsHumanPlayer(_current_player) || _settings_game.ai.ainew_active) ? LOAN_INTERVAL : LOAN_INTERVAL_OLD_AI);
break;
case 1: // Pay back as much as possible
loan = max(min(p->current_loan, p->player_money), (Money)LOAN_INTERVAL);
@ -359,7 +359,7 @@ CommandCost CmdMoneyCheat(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
*/
CommandCost CmdGiveMoney(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!_settings.economy.give_money) return CMD_ERROR;
if (!_settings_game.economy.give_money) return CMD_ERROR;
const Player *p = GetPlayer(_current_player);
CommandCost amount(EXPENSES_OTHER, min((Money)p1, (Money)20000000LL));

@ -102,7 +102,7 @@ public:
LandInfoWindow(TileIndex tile) : Window(&_land_info_desc) {
Player *p = GetPlayer(IsValidPlayer(_local_player) ? _local_player : PLAYER_FIRST);
Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
Money old_money = p->player_money;
p->player_money = INT64_MAX;
@ -396,7 +396,7 @@ public:
Window(pt.x, pt.y, width, height, WC_ERRMSG, widget),
show_player_face(show_player_face)
{
this->duration = _settings.gui.errmsg_duration;
this->duration = _settings_client.gui.errmsg_duration;
CopyOutDParam(this->decode_params, 0, lengthof(this->decode_params));
this->message_1 = msg1;
this->message_2 = msg2;
@ -465,7 +465,7 @@ void ShowErrorMessage(StringID msg_1, StringID msg_2, int x, int y)
{
DeleteWindowById(WC_ERRMSG, 0);
if (!_settings.gui.errmsg_duration) return;
if (!_settings_client.gui.errmsg_duration) return;
if (msg_2 == STR_NULL) msg_2 = STR_EMPTY;
@ -620,7 +620,7 @@ void GuiShowTooltipsWithArgs(StringID str, uint paramcount, const uint64 params[
DeleteWindowById(WC_TOOLTIPS, 0);
/* We only show measurement tooltips with patch setting on */
if (str == STR_NULL || (paramcount != 0 && !_settings.gui.measure_tooltip)) return;
if (str == STR_NULL || (paramcount != 0 && !_settings_client.gui.measure_tooltip)) return;
for (uint i = 0; i != paramcount; i++) SetDParam(i, params[i]);
char buffer[512];

@ -1009,10 +1009,10 @@ static void NetworkInitGameInfo()
_network_game_info.spectators_on = 0;
_network_game_info.game_date = _date;
_network_game_info.start_date = ConvertYMDToDate(_settings.game_creation.starting_year, 0, 1);
_network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _settings.game_creation.landscape;
_network_game_info.map_set = _settings_game.game_creation.landscape;
_network_game_info.use_password = (_network_server_password[0] != '\0');

@ -83,7 +83,7 @@ void HashCurrentCompanyPassword()
{
if (StrEmpty(_network_player_info[_local_player].password)) return;
_password_game_seed = _settings.game_creation.generation_seed;
_password_game_seed = _settings_game.game_creation.generation_seed;
ttd_strlcpy(_password_server_unique_id, _network_unique_id, sizeof(_password_server_unique_id));
const char *new_pw = GenerateCompanyPasswordHash(_network_player_info[_local_player].password);

@ -1334,7 +1334,7 @@ struct NetworkClientListPopupWindow : Window {
if (_network_own_client_index != ci->client_index) {
/* We are no spectator and the player we want to give money to is no spectator and money gifts are allowed */
if (IsValidPlayer(_network_playas) && IsValidPlayer(ci->client_playas) && _settings.economy.give_money) {
if (IsValidPlayer(_network_playas) && IsValidPlayer(ci->client_playas) && _settings_game.economy.give_money) {
GetString(this->action[i], STR_NETWORK_CLIENTLIST_GIVE_MONEY, lastof(this->action[i]));
this->proc[i++] = &ClientList_GiveMoney;
}

@ -229,7 +229,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkTCPSocketHandl
Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
p->Send_uint8(type);
p->Send_uint32(_settings.game_creation.generation_seed);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_network_unique_id);
cs->Send_Packet(p);
}
@ -254,7 +254,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
p = NetworkSend_Init(PACKET_SERVER_WELCOME);
p->Send_uint16(cs->index);
p->Send_uint32(_settings.game_creation.generation_seed);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_network_unique_id);
cs->Send_Packet(p);

@ -77,7 +77,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
_network_game_info.game_date = _date;
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _settings.game_creation.landscape;
_network_game_info.map_set = _settings_game.game_creation.landscape;
_network_game_info.companies_on = ActivePlayerCount();
_network_game_info.spectators_on = NetworkSpectatorCount();
_network_game_info.grfconfig = _grfconfig;

@ -326,7 +326,7 @@ static Engine *GetNewEngine(const GRFFile *file, VehicleType type, uint16 intern
/* Hack for add-on GRFs that need to modify another GRF's engines. This lets
* them use the same engine slots. */
const GRFFile *grf_match = NULL;
if (_settings.vehicle.dynamic_engines) {
if (_settings_game.vehicle.dynamic_engines) {
uint32 override = _grf_id_overrides[file->grfid];
if (override != 0) {
grf_match = GetFileByGRFID(override);
@ -341,7 +341,7 @@ static Engine *GetNewEngine(const GRFFile *file, VehicleType type, uint16 intern
/* Check if this vehicle is already defined... */
Engine *e = NULL;
FOR_ALL_ENGINES(e) {
if (_settings.vehicle.dynamic_engines && e->grffile != NULL && e->grffile != file && e->grffile != grf_match) continue;
if (_settings_game.vehicle.dynamic_engines && e->grffile != NULL && e->grffile != file && e->grffile != grf_match) continue;
if (e->type != type) continue;
if (e->internal_id != internal_id) continue;
@ -377,14 +377,14 @@ EngineID GetNewEngineID(const GRFFile *file, VehicleType type, uint16 internal_i
extern uint32 GetNewGRFOverride(uint32 grfid);
const GRFFile *grf_match = NULL;
if (_settings.vehicle.dynamic_engines) {
if (_settings_game.vehicle.dynamic_engines) {
uint32 override = _grf_id_overrides[file->grfid];
if (override != 0) grf_match = GetFileByGRFID(override);
}
const Engine *e = NULL;
FOR_ALL_ENGINES(e) {
if (_settings.vehicle.dynamic_engines && e->grffile != file && (grf_match == NULL || e->grffile != grf_match)) continue;
if (_settings_game.vehicle.dynamic_engines && e->grffile != file && (grf_match == NULL || e->grffile != grf_match)) continue;
if (e->type != type) continue;
if (e->internal_id != internal_id) continue;
@ -1437,8 +1437,8 @@ static bool TownHouseChangeInfo(uint hid, int numinfo, int prop, byte **bufp, in
/* If value of goods is negative, it means in fact food or, if in toyland, fizzy_drink acceptance.
* Else, we have "standard" 3rd cargo type, goods or candy, for toyland once more */
CargoID cid = (goods >= 0) ? ((_settings.game_creation.landscape == LT_TOYLAND) ? CT_CANDY : CT_GOODS) :
((_settings.game_creation.landscape == LT_TOYLAND) ? CT_FIZZY_DRINKS : CT_FOOD);
CargoID cid = (goods >= 0) ? ((_settings_game.game_creation.landscape == LT_TOYLAND) ? CT_CANDY : CT_GOODS) :
((_settings_game.game_creation.landscape == LT_TOYLAND) ? CT_FIZZY_DRINKS : CT_FOOD);
/* Make sure the cargo type is valid in this climate. */
if (!GetCargo(cid)->IsValid()) goods = 0;
@ -2167,11 +2167,11 @@ static bool IndustriesChangeInfo(uint indid, int numinfo, int prop, byte **bufp,
break;
case 0x17: // Probability in random game
indsp->appear_creation[_settings.game_creation.landscape] = grf_load_byte(&buf);
indsp->appear_creation[_settings_game.game_creation.landscape] = grf_load_byte(&buf);
break;
case 0x18: // Probability during gameplay
indsp->appear_ingame[_settings.game_creation.landscape] = grf_load_byte(&buf);
indsp->appear_ingame[_settings_game.game_creation.landscape] = grf_load_byte(&buf);
break;
case 0x19: // Map color
@ -3557,11 +3557,11 @@ bool GetGlobalVariable(byte param, uint32 *value)
return true;
case 0x03: // current climate, 0=temp, 1=arctic, 2=trop, 3=toyland
*value = _settings.game_creation.landscape;
*value = _settings_game.game_creation.landscape;
return true;
case 0x06: // road traffic side, bit 4 clear=left, set=right
*value = _settings.vehicle.road_side << 4;
*value = _settings_game.vehicle.road_side << 4;
return true;
case 0x09: // date fraction
@ -3592,7 +3592,7 @@ bool GetGlobalVariable(byte param, uint32 *value)
case 0x0F: // Rail track type cost factors
*value = 0;
SB(*value, 0, 8, _railtype_cost_multiplier[0]); // normal rail
if (_settings.vehicle.disable_elrails) {
if (_settings_game.vehicle.disable_elrails) {
/* skip elrail multiplier - disabled */
SB(*value, 8, 8, _railtype_cost_multiplier[2]); // monorail
} else {
@ -3635,7 +3635,7 @@ bool GetGlobalVariable(byte param, uint32 *value)
/* case 0x1F: // locale dependent settings not implemented */
case 0x20: // snow line height
*value = _settings.game_creation.landscape == LT_ARCTIC ? GetSnowLine() : 0xFF;
*value = _settings_game.game_creation.landscape == LT_ARCTIC ? GetSnowLine() : 0xFF;
return true;
case 0x21: // OpenTTD version
@ -3643,7 +3643,7 @@ bool GetGlobalVariable(byte param, uint32 *value)
return true;
case 0x22: // difficulty level
*value = _settings.difficulty.diff_level;
*value = _settings_game.difficulty.diff_level;
return true;
default: return false;
@ -4188,10 +4188,10 @@ static uint32 GetPatchVariable(uint8 param)
{
switch (param) {
/* start year - 1920 */
case 0x0B: return max(_settings.game_creation.starting_year, ORIGINAL_BASE_YEAR) - ORIGINAL_BASE_YEAR;
case 0x0B: return max(_settings_game.game_creation.starting_year, ORIGINAL_BASE_YEAR) - ORIGINAL_BASE_YEAR;
/* freight trains weight factor */
case 0x0E: return _settings.vehicle.freight_trains;
case 0x0E: return _settings_game.vehicle.freight_trains;
/* empty wagon speed increase */
case 0x0F: return 0;
@ -4200,7 +4200,7 @@ static uint32 GetPatchVariable(uint8 param)
* the following is good for 1x, 2x and 4x (most common?) and...
* well not really for 3x. */
case 0x10:
switch (_settings.vehicle.plane_speed) {
switch (_settings_game.vehicle.plane_speed) {
default:
case 4: return 1;
case 3: return 2;
@ -4382,7 +4382,7 @@ static void ParamSet(byte *buf, size_t len)
case 0x01: // Road Vehicles
case 0x02: // Ships
case 0x03: // Aircraft
if (!_settings.vehicle.dynamic_engines) {
if (!_settings_game.vehicle.dynamic_engines) {
src1 = PerformGRM(&_grm_engines[_engine_offsets[feature]], _engine_counts[feature], count, op, target, "vehicles");
if (_skip_sprites == -1) return;
} else {
@ -4544,7 +4544,7 @@ static void ParamSet(byte *buf, size_t len)
case 0x8F: // Rail track type cost factors
_railtype_cost_multiplier[0] = GB(res, 0, 8);
if (_settings.vehicle.disable_elrails) {
if (_settings_game.vehicle.disable_elrails) {
_railtype_cost_multiplier[1] = GB(res, 0, 8);
_railtype_cost_multiplier[2] = GB(res, 8, 8);
} else {
@ -5079,23 +5079,23 @@ static void GRFUnsafe(byte *buf, size_t len)
static void InitializeGRFSpecial()
{
_ttdpatch_flags[0] = ((_settings.station.always_small_airport ? 1 : 0) << 0x0C) // keepsmallairport
_ttdpatch_flags[0] = ((_settings_game.station.always_small_airport ? 1 : 0) << 0x0C) // keepsmallairport
| (1 << 0x0D) // newairports
| (1 << 0x0E) // largestations
| ((_settings.construction.longbridges ? 1 : 0) << 0x0F) // longbridges
| ((_settings_game.construction.longbridges ? 1 : 0) << 0x0F) // longbridges
| (0 << 0x10) // loadtime
| (1 << 0x12) // presignals
| (1 << 0x13) // extpresignals
| ((_settings.vehicle.never_expire_vehicles ? 1 : 0) << 0x16) // enginespersist
| ((_settings_game.vehicle.never_expire_vehicles ? 1 : 0) << 0x16) // enginespersist
| (1 << 0x1B) // multihead
| (1 << 0x1D) // lowmemory
| (1 << 0x1E); // generalfixes
_ttdpatch_flags[1] = ((_settings.economy.station_noise_level ? 1 : 0) << 0x07) // moreairports - based on units of noise
| ((_settings.vehicle.mammoth_trains ? 1 : 0) << 0x08) // mammothtrains
_ttdpatch_flags[1] = ((_settings_game.economy.station_noise_level ? 1 : 0) << 0x07) // moreairports - based on units of noise
| ((_settings_game.vehicle.mammoth_trains ? 1 : 0) << 0x08) // mammothtrains
| (1 << 0x09) // trainrefit
| (0 << 0x0B) // subsidiaries
| ((_settings.order.gradual_loading ? 1 : 0) << 0x0C) // gradualloading
| ((_settings_game.order.gradual_loading ? 1 : 0) << 0x0C) // gradualloading
| (1 << 0x12) // unifiedmaglevmode - set bit 0 mode. Not revelant to OTTD
| (1 << 0x13) // unifiedmaglevmode - set bit 1 mode
| (1 << 0x14) // bridgespeedlimits
@ -5104,14 +5104,14 @@ static void InitializeGRFSpecial()
| (1 << 0x18) // newrvs
| (1 << 0x19) // newships
| (1 << 0x1A) // newplanes
| ((_settings.construction.signal_side ? 1 : 0) << 0x1B) // signalsontrafficside
| ((_settings.vehicle.disable_elrails ? 0 : 1) << 0x1C); // electrifiedrailway
| ((_settings_game.construction.signal_side ? 1 : 0) << 0x1B) // signalsontrafficside
| ((_settings_game.vehicle.disable_elrails ? 0 : 1) << 0x1C); // electrifiedrailway
_ttdpatch_flags[2] = (1 << 0x01) // loadallgraphics - obsolote
| (1 << 0x03) // semaphores
| (0 << 0x0B) // enhancedgui
| (0 << 0x0C) // newagerating
| ((_settings.construction.build_on_slopes ? 1 : 0) << 0x0D) // buildonslopes
| ((_settings_game.construction.build_on_slopes ? 1 : 0) << 0x0D) // buildonslopes
| (1 << 0x0E) // fullloadany
| (1 << 0x0F) // planespeed
| (0 << 0x10) // moreindustriesperclimate - obsolete
@ -5119,15 +5119,15 @@ static void InitializeGRFSpecial()
| (1 << 0x12) // newstations
| (1 << 0x13) // tracktypecostdiff
| (1 << 0x14) // manualconvert
| ((_settings.construction.build_on_slopes ? 1 : 0) << 0x15) // buildoncoasts
| ((_settings_game.construction.build_on_slopes ? 1 : 0) << 0x15) // buildoncoasts
| (1 << 0x16) // canals
| (1 << 0x17) // newstartyear
| ((_settings.vehicle.freight_trains > 1 ? 1 : 0) << 0x18) // freighttrains
| ((_settings_game.vehicle.freight_trains > 1 ? 1 : 0) << 0x18) // freighttrains
| (1 << 0x19) // newhouses
| (1 << 0x1A) // newbridges
| (1 << 0x1B) // newtownnames
| (1 << 0x1C) // moreanimation
| ((_settings.vehicle.wagon_speed_limits ? 1 : 0) << 0x1D) // wagonspeedlimits
| ((_settings_game.vehicle.wagon_speed_limits ? 1 : 0) << 0x1D) // wagonspeedlimits
| (1 << 0x1E) // newshistory
| (0 << 0x1F); // custombridgeheads
@ -5139,13 +5139,13 @@ static void InitializeGRFSpecial()
| (1 << 0x05) // resolutionwidth
| (1 << 0x06) // resolutionheight
| (1 << 0x07) // newindustries
| ((_settings.order.improved_load ? 1 : 0) << 0x08) // fifoloading
| ((_settings_game.order.improved_load ? 1 : 0) << 0x08) // fifoloading
| (0 << 0x09) // townroadbranchprob
| (0 << 0x0A) // tempsnowline
| (1 << 0x0B) // newcargo
| (1 << 0x0C) // enhancemultiplayer
| (1 << 0x0D) // onewayroads
| ((_settings.station.nonuniform_stations ? 1 : 0) << 0x0E) // irregularstations
| ((_settings_game.station.nonuniform_stations ? 1 : 0) << 0x0E) // irregularstations
| (1 << 0x0F) // statistics
| (1 << 0x10) // newsounds
| (1 << 0x11) // autoreplace
@ -5155,7 +5155,7 @@ static void InitializeGRFSpecial()
| (0 << 0x15) // enhancetunnels
| (1 << 0x16) // shortrvs
| (1 << 0x17) // articulatedrvs
| ((_settings.vehicle.dynamic_engines ? 1 : 0) << 0x18) // dynamic engines
| ((_settings_game.vehicle.dynamic_engines ? 1 : 0) << 0x18) // dynamic engines
| (1 << 0x1E); // variablerunningcosts
}
@ -5352,7 +5352,7 @@ static void ResetNewGRFData()
ResetNewGRFErrors();
/* Set up the default cargo types */
SetupCargoForClimate(_settings.game_creation.landscape);
SetupCargoForClimate(_settings_game.game_creation.landscape);
/* Reset misc GRF features and train list display variables */
_misc_grf_features = 0;

@ -278,7 +278,7 @@ void IndustryTileOverrideManager::SetEntitySpec(const IndustryTileSpec *its)
* Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline */
uint32 GetTerrainType(TileIndex tile)
{
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_TROPIC: return GetTropicZone(tile);
case LT_ARCTIC: return GetTileZ(tile) > GetSnowLine() ? 4 : 0;
default: return 0;

@ -1123,7 +1123,7 @@ void CommitRailVehListOrderChanges()
/* Populate map with current list positions */
Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) {
if (!_settings.vehicle.dynamic_engines || e->grffile == source_e->grffile) {
if (!_settings_game.vehicle.dynamic_engines || e->grffile == source_e->grffile) {
if (e->internal_id == target) target_e = e;
lptr_map[e->list_position] = e;
}

@ -21,7 +21,7 @@ uint32 TownGetVariable(byte variable, byte parameter, bool *available, const Tow
switch (variable) {
/* Larger towns */
case 0x40:
if (_settings.economy.larger_towns == 0) return 2;
if (_settings_game.economy.larger_towns == 0) return 2;
if (t->larger_town) return 1;
return 0;

@ -500,7 +500,7 @@ void AddNewsItem(StringID string, NewsSubtype subtype, uint data_a, uint data_b)
ni->flags = _news_subtype_data[subtype].flags;
/* show this news message in color? */
if (_cur_year >= _settings.gui.colored_news_year) ni->flags |= NF_INCOLOR;
if (_cur_year >= _settings_client.gui.colored_news_year) ni->flags |= NF_INCOLOR;
ni->data_a = data_a;
ni->data_b = data_b;
@ -582,7 +582,7 @@ void RemoveOldNewsItems()
NewsItem *next;
for (NewsItem *cur = _oldest_news; _total_news > MIN_NEWS_AMOUNT && cur != NULL; cur = next) {
next = cur->next;
if (_date - _news_type_data[_news_subtype_data[cur->subtype].type].age * _settings.gui.news_message_timeout > cur->date) DeleteNewsItem(cur);
if (_date - _news_type_data[_news_subtype_data[cur->subtype].type].age * _settings_client.gui.news_message_timeout > cur->date) DeleteNewsItem(cur);
}
}

@ -213,7 +213,7 @@ static uint NPFSlopeCost(AyStarNode* current)
if (z2 - z1 > 1) {
/* Slope up */
return _settings.pf.npf.npf_rail_slope_penalty;
return _settings_game.pf.npf.npf_rail_slope_penalty;
}
return 0;
/* Should we give a bonus for slope down? Probably not, we
@ -260,10 +260,10 @@ static int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* par
cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks
if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir))
cost += _settings.pf.npf.npf_buoy_penalty; // A small penalty for going over buoys
cost += _settings_game.pf.npf.npf_buoy_penalty; // A small penalty for going over buoys
if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
cost += _settings.pf.npf.npf_water_curve_penalty;
cost += _settings_game.pf.npf.npf_water_curve_penalty;
/* @todo More penalties? */
@ -285,13 +285,13 @@ static int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
case MP_ROAD:
cost = NPF_TILE_LENGTH;
/* Increase the cost for level crossings */
if (IsLevelCrossing(tile)) cost += _settings.pf.npf.npf_crossing_penalty;
if (IsLevelCrossing(tile)) cost += _settings_game.pf.npf.npf_crossing_penalty;
break;
case MP_STATION:
cost = NPF_TILE_LENGTH;
/* Increase the cost for drive-through road stops */
if (IsDriveThroughStopTile(tile)) cost += _settings.pf.npf.npf_road_drive_through_penalty;
if (IsDriveThroughStopTile(tile)) cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
break;
default:
@ -306,7 +306,7 @@ static int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
/* Check for turns. Road vehicles only really drive diagonal, turns are
* represented by non-diagonal tracks */
if (!IsDiagonalTrackdir((Trackdir)current->direction))
cost += _settings.pf.npf.npf_road_curve_penalty;
cost += _settings_game.pf.npf.npf_road_curve_penalty;
NPFMarkTile(tile);
DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
@ -344,7 +344,7 @@ static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
* give any station tile a penalty, because every possible route will get
* this penalty exactly once, on its end tile (if it's a station) and it
* will therefore not make a difference. */
cost = NPF_TILE_LENGTH + _settings.pf.npf.npf_rail_station_penalty;
cost = NPF_TILE_LENGTH + _settings_game.pf.npf.npf_rail_station_penalty;
break;
default:
@ -366,9 +366,9 @@ static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
SignalType sigtype = GetSignalType(tile, TrackdirToTrack(trackdir));
if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
/* Penalise exit and combo signals differently (heavier) */
cost += _settings.pf.npf.npf_rail_firstred_exit_penalty;
cost += _settings_game.pf.npf.npf_rail_firstred_exit_penalty;
} else {
cost += _settings.pf.npf.npf_rail_firstred_penalty;
cost += _settings_game.pf.npf.npf_rail_firstred_penalty;
}
}
/* Record the state of this signal */
@ -386,14 +386,14 @@ static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
* of course... */
new_node.path.node = *current;
if (as->EndNodeCheck(as, &new_node) == AYSTAR_FOUND_END_NODE && NPFGetFlag(current, NPF_FLAG_LAST_SIGNAL_RED))
cost += _settings.pf.npf.npf_rail_lastred_penalty;
cost += _settings_game.pf.npf.npf_rail_lastred_penalty;
/* Check for slope */
cost += NPFSlopeCost(current);
/* Check for turns */
if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
cost += _settings.pf.npf.npf_rail_curve_penalty;
cost += _settings_game.pf.npf.npf_rail_curve_penalty;
/*TODO, with realistic acceleration, also the amount of straight track between
* curves should be taken into account, as this affects the speed limit. */
@ -402,7 +402,7 @@ static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* pare
/* Penalise any depot tile that is not the last tile in the path. This
* _should_ penalise every occurence of reversing in a depot (and only
* that) */
cost += _settings.pf.npf.npf_rail_depot_reverse_penalty;
cost += _settings_game.pf.npf.npf_rail_depot_reverse_penalty;
}
/* Check for occupied track */
@ -634,7 +634,7 @@ static TrackdirBits GetDriveableTrackdirBits(TileIndex dst_tile, Trackdir src_tr
trackdirbits &= TrackdirReachesTrackdirs(src_trackdir);
/* Filter out trackdirs that would make 90 deg turns for trains */
if (_settings.pf.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
if (_settings_game.pf.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits);
@ -970,7 +970,7 @@ void InitializeNPF()
//_npf_aystar.max_search_nodes = 0;
/* We will limit the number of nodes for now, until we have a better
* solution to really fix performance */
_npf_aystar.max_search_nodes = _settings.pf.npf.npf_max_search_nodes;
_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
}
void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v)

@ -319,8 +319,8 @@ static void FixOldTowns()
/* Convert town-names if needed */
FOR_ALL_TOWNS(town) {
if (IsInsideMM(town->townnametype, 0x20C1, 0x20C3)) {
town->townnametype = SPECSTR_TOWNNAME_ENGLISH + _settings.game_creation.town_name;
town->townnameparts = GetOldTownName(town->townnameparts, _settings.game_creation.town_name);
town->townnametype = SPECSTR_TOWNNAME_ENGLISH + _settings_game.game_creation.town_name;
town->townnameparts = GetOldTownName(town->townnameparts, _settings_game.game_creation.town_name);
}
}
}
@ -1392,8 +1392,8 @@ static const OldChunks game_difficulty_chunk[] = {
static inline bool LoadOldGameDifficulty(LoadgameState *ls, int num)
{
bool ret = LoadChunk(ls, &_settings.difficulty, game_difficulty_chunk);
_settings.difficulty.max_loan *= 1000;
bool ret = LoadChunk(ls, &_settings_game.difficulty, game_difficulty_chunk);
_settings_game.difficulty.max_loan *= 1000;
return ret;
}
@ -1572,8 +1572,8 @@ static const OldChunks main_chunk[] = {
OCL_VAR ( OC_FILE_U8 | OC_VAR_U16, 1, &_station_tick_ctr ),
OCL_VAR ( OC_UINT8, 1, &_settings.gui.currency ),
OCL_VAR ( OC_UINT8, 1, &_settings.gui.units ),
OCL_VAR ( OC_UINT8, 1, &_settings_client.gui.currency ),
OCL_VAR ( OC_UINT8, 1, &_settings_client.gui.units ),
OCL_VAR ( OC_FILE_U8 | OC_VAR_U32, 1, &_cur_player_tick_index ),
OCL_NULL( 2 ), ///< Date stuff, calculated automatically
@ -1583,19 +1583,19 @@ static const OldChunks main_chunk[] = {
OCL_VAR ( OC_UINT8, 1, &_economy.infl_amount_pr ),
OCL_VAR ( OC_UINT8, 1, &_economy.interest_rate ),
OCL_NULL( 1 ), // available airports
OCL_VAR ( OC_UINT8, 1, &_settings.vehicle.road_side ),
OCL_VAR ( OC_UINT8, 1, &_settings.game_creation.town_name ),
OCL_VAR ( OC_UINT8, 1, &_settings_game.vehicle.road_side ),
OCL_VAR ( OC_UINT8, 1, &_settings_game.game_creation.town_name ),
OCL_CHUNK( 1, LoadOldGameDifficulty ),
OCL_ASSERT( 0x77130 ),
OCL_VAR ( OC_UINT8, 1, &_settings.difficulty.diff_level ),
OCL_VAR ( OC_UINT8, 1, &_settings.game_creation.landscape ),
OCL_VAR ( OC_UINT8, 1, &_settings_game.difficulty.diff_level ),
OCL_VAR ( OC_UINT8, 1, &_settings_game.game_creation.landscape ),
OCL_VAR ( OC_UINT8, 1, &_trees_tick_ctr ),
OCL_NULL( 1 ), ///< Custom vehicle types yes/no, no longer used
OCL_VAR ( OC_UINT8, 1, &_settings.game_creation.snow_line ),
OCL_VAR ( OC_UINT8, 1, &_settings_game.game_creation.snow_line ),
OCL_NULL( 32 ), ///< new_industry_randtable, no longer used (because of new design)
OCL_NULL( 36 ), ///< cargo-stuff, calculated in InitializeLandscapeVariables
@ -1630,7 +1630,7 @@ static bool LoadOldMain(LoadgameState *ls)
DEBUG(oldloader, 3, "Done, converting game data...");
/* Fix some general stuff */
_settings.game_creation.landscape = _settings.game_creation.landscape & 0xF;
_settings_game.game_creation.landscape = _settings_game.game_creation.landscape & 0xF;
/* Remap some pointers */
_cur_town_ctr = REMAP_TOWN_IDX(_old_cur_town_ctr);
@ -1692,7 +1692,7 @@ static bool LoadOldMain(LoadgameState *ls)
FixOldVehicles();
/* We have a new difficulty setting */
_settings.difficulty.town_council_tolerance = Clamp(_settings.difficulty.diff_level, 0, 2);
_settings_game.difficulty.town_council_tolerance = Clamp(_settings_game.difficulty.diff_level, 0, 2);
DEBUG(oldloader, 3, "Finished converting game data");
DEBUG(oldloader, 1, "TTD(Patch) savegame successfully converted");

@ -580,7 +580,7 @@ int ttd_main(int argc, char *argv[])
if (_settings_newgame.difficulty.diff_level == 9) SetDifficultyLevel(0, &_settings_newgame.difficulty);
/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
if (_switch_mode != SM_NONE) _settings = _settings_newgame;
if (_switch_mode != SM_NONE) _settings_game = _settings_newgame;
/* initialize the ingame console */
IConsoleInit();
@ -640,7 +640,7 @@ void HandleExitGameRequest()
{
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
_exit_game = true;
} else if (_settings.gui.autosave_on_exit) {
} else if (_settings_client.gui.autosave_on_exit) {
DoExitSave();
_exit_game = true;
} else {
@ -672,9 +672,9 @@ static void MakeNewGameDone()
SetLocalPlayer(PLAYER_FIRST);
_current_player = _local_player;
DoCommandP(0, (_settings.gui.autorenew << 15 ) | (_settings.gui.autorenew_months << 16) | 4, _settings.gui.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
SettingsDisableElrail(_settings.vehicle.disable_elrails);
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
InitializeRailGUI();
#ifdef ENABLE_NETWORK
@ -699,7 +699,7 @@ static void MakeNewGame(bool from_heightmap)
_industry_mngr.ResetMapping();
GenerateWorldSetCallback(&MakeNewGameDone);
GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings.game_creation.map_x, 1 << _settings.game_creation.map_y);
GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
}
static void MakeNewEditorWorldDone()
@ -716,7 +716,7 @@ static void MakeNewEditorWorld()
ResetGRFConfig(true);
GenerateWorldSetCallback(&MakeNewEditorWorldDone);
GenerateWorld(GW_EMPTY, 1 << _settings.game_creation.map_x, 1 << _settings.game_creation.map_y);
GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
}
void StartupPlayers();
@ -755,7 +755,7 @@ static void StartScenario()
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
}
_settings.difficulty = _settings_newgame.difficulty;
_settings_game.difficulty = _settings_newgame.difficulty;
/* Inititalize data */
StartupEconomy();
@ -765,7 +765,7 @@ static void StartScenario()
SetLocalPlayer(PLAYER_FIRST);
_current_player = _local_player;
DoCommandP(0, (_settings.gui.autorenew << 15 ) | (_settings.gui.autorenew_months << 16) | 4, _settings.gui.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
MarkWholeScreenDirty();
}
@ -824,7 +824,7 @@ void SwitchMode(int new_mode)
/* check if we should reload the config */
if (_network_reload_cfg) {
LoadFromConfig();
_settings = _settings_newgame;
_settings_game = _settings_newgame;
ResetGRFConfig(false);
}
NetworkServerStart();
@ -897,7 +897,7 @@ void SwitchMode(int new_mode)
case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
SetLocalPlayer(OWNER_NONE);
GenerateWorld(GW_HEIGHTMAP, 1 << _settings.game_creation.map_x, 1 << _settings.game_creation.map_y);
GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
MarkWholeScreenDirty();
break;
@ -930,7 +930,7 @@ void SwitchMode(int new_mode)
case SM_GENRANDLAND: /* Generate random land within scenario editor */
SetLocalPlayer(OWNER_NONE);
GenerateWorld(GW_RANDOM, 1 << _settings.game_creation.map_x, 1 << _settings.game_creation.map_y);
GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
/* XXX: set date */
MarkWholeScreenDirty();
break;
@ -1046,16 +1046,16 @@ static void DoAutosave()
if (_networking) return;
#endif /* PSP */
if (_settings.gui.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
if (_settings_client.gui.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
SetDParam(0, _local_player);
SetDParam(1, _date);
GetString(buf, STR_4004, lastof(buf));
ttd_strlcat(buf, ".sav", lengthof(buf));
} else {
/* generate a savegame name and number according to _settings.gui.max_num_autosaves */
/* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
if (++_autosave_ctr >= _settings.gui.max_num_autosaves) _autosave_ctr = 0;
if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
}
DEBUG(sl, 2, "Autosaving to '%s'", buf);
@ -1178,7 +1178,7 @@ static const byte convert_currency[] = {
/* since savegame version 4.2 the currencies are arranged differently */
static void UpdateCurrencies()
{
_settings.gui.currency = convert_currency[_settings.gui.currency];
_settings_client.gui.currency = convert_currency[_settings_client.gui.currency];
}
/* Up to revision 1413 the invisible tiles at the southern border have not been
@ -1301,7 +1301,7 @@ bool AfterLoadGame()
Town *t;
FOR_ALL_TOWNS(t) {
t->name = CopyFromOldName(t->townnametype);
if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings.game_creation.town_name;
if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
}
Waypoint *wp;
@ -1315,7 +1315,7 @@ bool AfterLoadGame()
ResetOldNames();
/* convert road side to my format. */
if (_settings.vehicle.road_side) _settings.vehicle.road_side = 1;
if (_settings_game.vehicle.road_side) _settings_game.vehicle.road_side = 1;
/* Check if all NewGRFs are present, we are very strict in MP mode */
GRFListCompatibility gcf_res = IsGoodGRFConfigList();
@ -1335,7 +1335,7 @@ bool AfterLoadGame()
SetDate(_date);
/* Force dynamic engines off when loading older savegames */
if (CheckSavegameVersion(95)) _settings.vehicle.dynamic_engines = 0;
if (CheckSavegameVersion(95)) _settings_game.vehicle.dynamic_engines = 0;
/* Load the sprites */
GfxLoadSprites();
@ -1542,9 +1542,9 @@ bool AfterLoadGame()
*/
if (!_network_dedicated && IsValidPlayer(PLAYER_FIRST)) {
p = GetPlayer(PLAYER_FIRST);
p->engine_renew = _settings.gui.autorenew;
p->engine_renew_months = _settings.gui.autorenew_months;
p->engine_renew_money = _settings.gui.autorenew_money;
p->engine_renew = _settings_client.gui.autorenew;
p->engine_renew_months = _settings_client.gui.autorenew_months;
p->engine_renew_money = _settings_client.gui.autorenew_money;
}
}
@ -1927,9 +1927,9 @@ bool AfterLoadGame()
/* from version 38 we have optional elrails, since we cannot know the
* preference of a user, let elrails enabled; it can be disabled manually */
if (CheckSavegameVersion(38)) _settings.vehicle.disable_elrails = false;
if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
/* do the same as when elrails were enabled/disabled manually just now */
SettingsDisableElrail(_settings.vehicle.disable_elrails);
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
InitializeRailGUI();
/* From version 53, the map array was changed for house tiles to allow
@ -2094,7 +2094,7 @@ bool AfterLoadGame()
Town *t;
FOR_ALL_TOWNS(t) {
if (_settings.economy.larger_towns != 0 && (t->index % _settings.economy.larger_towns) == 0) {
if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
t->larger_town = true;
}
}
@ -2131,12 +2131,12 @@ bool AfterLoadGame()
if (CheckSavegameVersion(58)) {
/* patch difficulty number_industries other then zero get bumped to +1
* since a new option (very low at position1) has been added */
if (_settings.difficulty.number_industries > 0) {
_settings.difficulty.number_industries++;
if (_settings_game.difficulty.number_industries > 0) {
_settings_game.difficulty.number_industries++;
}
/* Same goes for number of towns, although no test is needed, just an increment */
_settings.difficulty.number_towns++;
_settings_game.difficulty.number_towns++;
}
if (CheckSavegameVersion(64)) {
@ -2369,22 +2369,22 @@ bool AfterLoadGame()
}
/* Convert old PF settings to new */
if (_settings.pf.yapf.rail_use_yapf || CheckSavegameVersion(28)) {
_settings.pf.pathfinder_for_trains = VPF_YAPF;
if (_settings_game.pf.yapf.rail_use_yapf || CheckSavegameVersion(28)) {
_settings_game.pf.pathfinder_for_trains = VPF_YAPF;
} else {
_settings.pf.pathfinder_for_trains = (_settings.pf.new_pathfinding_all ? VPF_NPF : VPF_NTP);
_settings_game.pf.pathfinder_for_trains = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_NTP);
}
if (_settings.pf.yapf.road_use_yapf || CheckSavegameVersion(28)) {
_settings.pf.pathfinder_for_roadvehs = VPF_YAPF;
if (_settings_game.pf.yapf.road_use_yapf || CheckSavegameVersion(28)) {
_settings_game.pf.pathfinder_for_roadvehs = VPF_YAPF;
} else {
_settings.pf.pathfinder_for_roadvehs = (_settings.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
_settings_game.pf.pathfinder_for_roadvehs = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
}
if (_settings.pf.yapf.ship_use_yapf) {
_settings.pf.pathfinder_for_ships = VPF_YAPF;
if (_settings_game.pf.yapf.ship_use_yapf) {
_settings_game.pf.pathfinder_for_ships = VPF_YAPF;
} else {
_settings.pf.pathfinder_for_ships = (_settings.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
_settings_game.pf.pathfinder_for_ships = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
}
}

@ -156,7 +156,7 @@ void Order::ConvertFromOldSavegame()
this->flags = 0;
/* First handle non-stop */
if (_settings.gui.sg_new_nonstop) {
if (_settings_client.gui.sg_new_nonstop) {
/* OFB_NON_STOP */
this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_ANY_STATION : ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
} else {
@ -176,7 +176,7 @@ void Order::ConvertFromOldSavegame()
} else if ((old_flags & 4) == 0) { // !OFB_FULL_LOAD
this->SetLoadType(OLF_LOAD_IF_POSSIBLE);
} else {
this->SetLoadType(_settings.gui.sg_full_load_any ? OLF_FULL_LOAD_ANY : OLFB_FULL_LOAD);
this->SetLoadType(_settings_client.gui.sg_full_load_any ? OLF_FULL_LOAD_ANY : OLFB_FULL_LOAD);
}
/* Finally fix the unload flags */
@ -455,7 +455,7 @@ CommandCost CmdInsertOrder(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (!HasOrderPoolFree(1)) return_cmd_error(STR_8831_NO_MORE_SPACE_FOR_ORDERS);
if (v->type == VEH_SHIP && IsHumanPlayer(v->owner) && _settings.pf.pathfinder_for_ships != VPF_NPF) {
if (v->type == VEH_SHIP && IsHumanPlayer(v->owner) && _settings_game.pf.pathfinder_for_ships != VPF_NPF) {
/* Make sure the new destination is not too far away from the previous */
const Order *prev = NULL;
uint n = 0;
@ -1277,7 +1277,7 @@ void RestoreVehicleOrders(const Vehicle *v, const BackuppedOrders *bak)
}
/* Copy timetable if enabled */
if (_settings.order.timetabling && !DoCommandP(0, v->index | (i << 16) | (1 << 25),
if (_settings_game.order.timetabling && !DoCommandP(0, v->index | (i << 16) | (1 << 25),
bak->order[i].wait_time << 16 | bak->order[i].travel_time, NULL,
CMD_CHANGE_TIMETABLE | CMD_NO_TEST_IF_IN_NETWORK)) {
break;
@ -1390,13 +1390,13 @@ static TileIndex GetStationTileForVehicle(const Vehicle* v, const Station* st)
void CheckOrders(const Vehicle* v)
{
/* Does the user wants us to check things? */
if (_settings.gui.order_review_system == 0) return;
if (_settings_client.gui.order_review_system == 0) return;
/* Do nothing for crashed vehicles */
if (v->vehstatus & VS_CRASHED) return;
/* Do nothing for stopped vehicles if setting is '1' */
if (_settings.gui.order_review_system == 1 && v->vehstatus & VS_STOPPED)
if (_settings_client.gui.order_review_system == 1 && v->vehstatus & VS_STOPPED)
return;
/* do nothing we we're not the first vehicle in a share-chain */
@ -1575,7 +1575,7 @@ void DeleteVehicleOrders(Vehicle *v)
Date GetServiceIntervalClamped(uint index)
{
return (_settings.vehicle.servint_ispercent) ? Clamp(index, MIN_SERVINT_PERCENT, MAX_SERVINT_PERCENT) : Clamp(index, MIN_SERVINT_DAYS, MAX_SERVINT_DAYS);
return (_settings_game.vehicle.servint_ispercent) ? Clamp(index, MIN_SERVINT_PERCENT, MAX_SERVINT_PERCENT) : Clamp(index, MIN_SERVINT_DAYS, MAX_SERVINT_DAYS);
}
/**

@ -265,13 +265,13 @@ static Order GetOrderCmdFromTile(const Vehicle *v, TileIndex tile)
order.index = 0;
/* check depot first */
if (_settings.order.gotodepot) {
if (_settings_game.order.gotodepot) {
switch (GetTileType(tile)) {
case MP_RAILWAY:
if (v->type == VEH_TRAIN && IsTileOwner(tile, _local_player)) {
if (IsRailDepot(tile)) {
order.MakeGoToDepot(GetDepotByTile(tile)->index, ODTFB_PART_OF_ORDERS);
if (_settings.gui.new_nonstop) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
if (_settings_client.gui.new_nonstop) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
return order;
}
}
@ -280,7 +280,7 @@ static Order GetOrderCmdFromTile(const Vehicle *v, TileIndex tile)
case MP_ROAD:
if (IsRoadDepot(tile) && v->type == VEH_ROAD && IsTileOwner(tile, _local_player)) {
order.MakeGoToDepot(GetDepotByTile(tile)->index, ODTFB_PART_OF_ORDERS);
if (_settings.gui.new_nonstop) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
if (_settings_client.gui.new_nonstop) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
return order;
}
break;
@ -313,7 +313,7 @@ static Order GetOrderCmdFromTile(const Vehicle *v, TileIndex tile)
IsTileOwner(tile, _local_player) &&
IsRailWaypoint(tile)) {
order.MakeGoToWaypoint(GetWaypointByTile(tile)->index);
if (_settings.gui.new_nonstop) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
if (_settings_client.gui.new_nonstop) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
return order;
}
@ -330,7 +330,7 @@ static Order GetOrderCmdFromTile(const Vehicle *v, TileIndex tile)
(facil = FACIL_TRUCK_STOP, 1);
if (st->facilities & facil) {
order.MakeGoToStation(st_index);
if (_settings.gui.new_nonstop && (v->type == VEH_TRAIN || v->type == VEH_ROAD)) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
if (_settings_client.gui.new_nonstop && (v->type == VEH_TRAIN || v->type == VEH_ROAD)) order.SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
return order;
}
}
@ -611,7 +611,7 @@ public:
this->resize.step_height = 10;
this->selected_order = -1;
this->vehicle = v;
if (_settings.order.timetabling) {
if (_settings_game.order.timetabling) {
this->widget[ORDER_WIDGET_CAPTION].right -= 61;
} else {
this->HideWidget(ORDER_WIDGET_TIMETABLE_VIEW);

@ -778,7 +778,7 @@ void NewTrainPathfind(TileIndex tile, TileIndex dest, RailTypes railtypes, DiagD
tpf->enum_proc = enum_proc;
tpf->tracktype = TRANSPORT_RAIL;
tpf->railtypes = railtypes;
tpf->maxlength = min(_settings.pf.opf.pf_maxlength * 3, 10000);
tpf->maxlength = min(_settings_game.pf.opf.pf_maxlength * 3, 10000);
tpf->nstack = 0;
tpf->new_link = tpf->links;
tpf->num_links_left = lengthof(tpf->links);

@ -1191,7 +1191,7 @@ struct PlayerCompanyWindow : Window
this->SetWidgetHiddenState(PCW_WIDGET_COMPANY_PASSWORD, !local || !_networking);
if (!local) {
if (_settings.economy.allow_shares) { // Shares are allowed
if (_settings_game.economy.allow_shares) { // Shares are allowed
/* If all shares are owned by someone (none by nobody), disable buy button */
this->SetWidgetDisabledState(PCW_WIDGET_BUY_SHARE, GetAmountOwnedBy(p, PLAYER_SPECTATOR) == 0 ||
/* Only 25% left to buy. If the player is human, disable buying it up.. TODO issues! */
@ -1477,7 +1477,7 @@ struct EndGameWindow : EndGameHighScoreBaseWindow {
} else {
/* in single player _local player is always valid */
const Player *p = GetPlayer(_local_player);
this->window_number = _settings.difficulty.diff_level;
this->window_number = _settings_game.difficulty.diff_level;
this->rank = SaveHighScoreValue(p);
}
@ -1545,7 +1545,7 @@ struct HighScoreWindow : EndGameHighScoreBaseWindow
this->SetupHighScoreEndWindow(&x, &y);
SetDParam(0, _settings.gui.ending_year);
SetDParam(0, _settings_client.gui.ending_year);
SetDParam(1, this->window_number + STR_6801_EASY);
DrawStringMultiCenter(x + (640 / 2), y + 62, !_networking ? STR_0211_TOP_COMPANIES_WHO_REACHED : STR_TOP_COMPANIES_NETWORK_GAME, 500);

@ -65,9 +65,9 @@ void SetLocalPlayer(PlayerID new_player)
/* Do not update the patches if we are in the intro GUI */
if (IsValidPlayer(new_player) && _game_mode != GM_MENU) {
const Player *p = GetPlayer(new_player);
_settings.gui.autorenew = p->engine_renew;
_settings.gui.autorenew_months = p->engine_renew_months;
_settings.gui.autorenew_money = p->engine_renew_money;
_settings_client.gui.autorenew = p->engine_renew;
_settings_client.gui.autorenew_months = p->engine_renew_months;
_settings_client.gui.autorenew_money = p->engine_renew_money;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
@ -541,9 +541,9 @@ Player *DoStartupNewPlayer(bool is_ai)
/* Engine renewal settings */
p->engine_renew_list = NULL;
p->renew_keep_length = false;
p->engine_renew = _settings_newgame.gui.autorenew;
p->engine_renew_months = _settings_newgame.gui.autorenew_months;
p->engine_renew_money = _settings_newgame.gui.autorenew_money;
p->engine_renew = _settings_client.gui.autorenew;
p->engine_renew_months = _settings_client.gui.autorenew_months;
p->engine_renew_money = _settings_client.gui.autorenew_money;
GeneratePresidentName(p);
@ -563,7 +563,7 @@ Player *DoStartupNewPlayer(bool is_ai)
void StartupPlayers()
{
/* The AI starts like in the setting with +2 month max */
_next_competitor_start = _settings.difficulty.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
_next_competitor_start = _settings_game.difficulty.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
}
static void MaybeStartNewPlayer()
@ -578,10 +578,10 @@ static void MaybeStartNewPlayer()
}
/* when there's a lot of computers in game, the probability that a new one starts is lower */
if (n < (uint)_settings.difficulty.max_no_competitors &&
if (n < (uint)_settings_game.difficulty.max_no_competitors &&
n < (_network_server ?
InteractiveRandomRange(_settings.difficulty.max_no_competitors + 2) :
RandomRange(_settings.difficulty.max_no_competitors + 2)
InteractiveRandomRange(_settings_game.difficulty.max_no_competitors + 2) :
RandomRange(_settings_game.difficulty.max_no_competitors + 2)
)) {
/* Send a command to all clients to start up a new AI.
* Works fine for Multiplayer and Singleplayer */
@ -589,7 +589,7 @@ static void MaybeStartNewPlayer()
}
/* The next AI starts like the difficulty setting said, with +2 month max */
_next_competitor_start = _settings.difficulty.competitor_start_time * 90 * DAY_TICKS + 1;
_next_competitor_start = _settings_game.difficulty.competitor_start_time * 90 * DAY_TICKS + 1;
_next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
}
@ -630,7 +630,7 @@ void PlayersYearlyLoop()
}
}
if (_settings.gui.show_finances && _local_player != PLAYER_SPECTATOR) {
if (_settings_client.gui.show_finances && _local_player != PLAYER_SPECTATOR) {
ShowPlayerFinances(_local_player);
p = GetPlayer(_local_player);
if (p->num_valid_stat_ent > 5 && p->old_economy[0].performance_history < p->old_economy[4].performance_history) {
@ -695,7 +695,7 @@ CommandCost CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
if (flags & DC_EXEC) {
p->engine_renew = HasBit(p2, 0);
if (IsLocalPlayer()) {
_settings.gui.autorenew = p->engine_renew;
_settings_client.gui.autorenew = p->engine_renew;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
@ -708,7 +708,7 @@ CommandCost CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
if (flags & DC_EXEC) {
p->engine_renew_months = (int16)p2;
if (IsLocalPlayer()) {
_settings.gui.autorenew_months = p->engine_renew_months;
_settings_client.gui.autorenew_months = p->engine_renew_months;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
@ -721,7 +721,7 @@ CommandCost CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
if (flags & DC_EXEC) {
p->engine_renew_money = p2;
if (IsLocalPlayer()) {
_settings.gui.autorenew_money = p->engine_renew_money;
_settings_client.gui.autorenew_money = p->engine_renew_money;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
@ -771,9 +771,9 @@ CommandCost CmdSetAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
p->engine_renew_money = p2;
if (IsLocalPlayer()) {
_settings.gui.autorenew = p->engine_renew;
_settings.gui.autorenew_months = p->engine_renew_months;
_settings.gui.autorenew_money = p->engine_renew_money;
_settings_client.gui.autorenew = p->engine_renew;
_settings_client.gui.autorenew_months = p->engine_renew_months;
_settings_client.gui.autorenew_money = p->engine_renew_money;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
@ -876,8 +876,8 @@ CommandCost CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* Now that we have a new player, broadcast its autorenew settings to
* all clients so everything is in sync */
DoCommand(0,
(_settings.gui.autorenew << 15 ) | (_settings.gui.autorenew_months << 16) | 4,
_settings.gui.autorenew_money,
(_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4,
_settings_client.gui.autorenew_money,
DC_EXEC,
CMD_SET_AUTOREPLACE
);
@ -994,7 +994,7 @@ StringID EndGameGetPerformanceTitleFromValue(uint value)
/** Save the highscore for the player */
int8 SaveHighScoreValue(const Player *p)
{
HighScore *hs = _highscore_table[_settings.difficulty.diff_level];
HighScore *hs = _highscore_table[_settings_game.difficulty.diff_level];
uint i;
uint16 score = p->old_economy[0].performance_history;
@ -1122,7 +1122,7 @@ void LoadFromHighScore()
}
/* Initialize end of game variable (when to show highscore chart) */
_settings.gui.ending_year = 2051;
_settings_client.gui.ending_year = 2051;
}
/* Save/load of players */

@ -207,7 +207,7 @@ RailTypes GetPlayerRailtypes(PlayerID p)
FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) {
const EngineInfo *ei = &e->info;
if (HasBit(ei->climates, _settings.game_creation.landscape) &&
if (HasBit(ei->climates, _settings_game.game_creation.landscape) &&
(HasBit(e->player_avail, p) || _date >= e->intro_date + 365)) {
const RailVehicleInfo *rvi = &e->u.rail;

@ -292,7 +292,7 @@ static CommandCost CheckRailSlope(Slope tileh, TrackBits rail_bits, TrackBits ex
/* check track/slope combination */
if ((f_new == FOUNDATION_INVALID) ||
((f_new != FOUNDATION_NONE) && (!_settings.construction.build_on_slopes || _is_old_ai_player))
((f_new != FOUNDATION_NONE) && (!_settings_game.construction.build_on_slopes || _is_old_ai_player))
) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
Foundation f_old = GetRailFoundation(tileh, existing);
@ -756,7 +756,7 @@ CommandCost CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p
if (tileh != SLOPE_FLAT && (
_is_old_ai_player ||
!_settings.construction.build_on_slopes ||
!_settings_game.construction.build_on_slopes ||
IsSteepSlope(tileh) ||
!CanBuildDepotByTileh(dir, tileh)
)) {
@ -1224,7 +1224,7 @@ CommandCost CmdConvertRail(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
RailType type = GetRailType(tile);
/* Converting to the same type or converting 'hidden' elrail -> rail */
if (type == totype || (_settings.vehicle.disable_elrails && totype == RAILTYPE_RAIL && type == RAILTYPE_ELECTRIC)) continue;
if (type == totype || (_settings_game.vehicle.disable_elrails && totype == RAILTYPE_RAIL && type == RAILTYPE_ELECTRIC)) continue;
/* Trying to convert other's rail */
if (!CheckTileOwnership(tile)) continue;
@ -1420,7 +1420,7 @@ static uint GetSaveSlopeZ(uint x, uint y, Track track)
static void DrawSingleSignal(TileIndex tile, Track track, byte condition, uint image, uint pos)
{
bool side = (_settings.vehicle.road_side != 0) && _settings.construction.signal_side;
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.signal_side;
static const Point SignalPositions[2][12] = {
{ /* Signals on the left side */
/* LEFT LEFT RIGHT RIGHT UPPER UPPER */
@ -1789,7 +1789,7 @@ static void DrawTile_Track(TileInfo *ti)
/* adjust ground tile for desert
* don't adjust for snow, because snow in depots looks weird */
if (IsSnowRailGround(ti->tile) && _settings.game_creation.landscape == LT_TROPIC) {
if (IsSnowRailGround(ti->tile) && _settings_game.game_creation.landscape == LT_TROPIC) {
if (image != SPR_FLAT_GRASS_TILE) {
image += rti->snow_offset; // tile with tracks
} else {
@ -1953,7 +1953,7 @@ static void TileLoop_Track(TileIndex tile)
return;
}
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC: {
uint z;
Slope slope = GetTileSlope(tile, &z);
@ -2329,7 +2329,7 @@ static VehicleEnterTileStatus VehicleEnter_Track(Vehicle *v, TileIndex tile, int
*/
static CommandCost TestAutoslopeOnRailTile(TileIndex tile, uint flags, uint z_old, Slope tileh_old, uint z_new, Slope tileh_new, TrackBits rail_bits)
{
if (!_settings.construction.build_on_slopes || !AutoslopeEnabled()) return CMD_ERROR;
if (!_settings_game.construction.build_on_slopes || !AutoslopeEnabled()) return CMD_ERROR;
/* Is the slope-rail_bits combination valid in general? I.e. is it save to call GetRailFoundation() ? */
if (CmdFailed(CheckRailSlope(tileh_new, rail_bits, TRACK_BIT_NONE, tile))) return CMD_ERROR;
@ -2405,7 +2405,7 @@ static CommandCost TerraformTile_Track(TileIndex tile, uint32 flags, uint z_new,
/* allow terraforming */
return CommandCost(EXPENSES_CONSTRUCTION, was_water ? _price.clear_water : (Money)0);
} else {
if (_settings.construction.build_on_slopes && AutoslopeEnabled()) {
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) {
switch (GetRailTileType(tile)) {
case RAIL_TILE_WAYPOINT: {
CommandCost cost = TestAutoslopeOnRailTile(tile, flags, z_old, tileh_old, z_new, tileh_new, GetRailWaypointBits(tile));

@ -182,7 +182,7 @@ static void PlaceRail_Station(TileIndex tile)
VpSetPlaceSizingLimit(-1);
} else if (_railstation.dragdrop) {
VpStartPlaceSizing(tile, VPM_X_AND_Y_LIMITED, DDSP_BUILD_STATION);
VpSetPlaceSizingLimit(_settings.station.station_spread);
VpSetPlaceSizingLimit(_settings_game.station.station_spread);
} else {
DoCommandP(tile,
_railstation.orientation | (_railstation.numtracks << 8) | (_railstation.platlength << 16) | (_ctrl_pressed << 24),
@ -227,7 +227,7 @@ static void GenericPlaceSignals(TileIndex tile)
SB(p1, 7, 1, _convert_signal_button);
} else {
SB(p1, 3, 1, _ctrl_pressed);
SB(p1, 4, 1, (_cur_year < _settings.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC));
SB(p1, 4, 1, (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC));
SB(p1, 5, 2, SIGTYPE_NORMAL);
SB(p1, 7, 1, 0);
}
@ -429,7 +429,7 @@ static void BuildRailClick_Station(Window *w)
*/
static void BuildRailClick_AutoSignals(Window *w)
{
if (_settings.gui.enable_signal_gui != _ctrl_pressed) {
if (_settings_client.gui.enable_signal_gui != _ctrl_pressed) {
if (HandlePlacePushButton(w, RTW_BUILD_SIGNALS, ANIMCURSOR_BUILDSIGNALS, VHM_RECT, PlaceRail_AutoSignals)) ShowSignalBuilder(w);
} else {
HandlePlacePushButton(w, RTW_BUILD_SIGNALS, ANIMCURSOR_BUILDSIGNALS, VHM_RECT, PlaceRail_AutoSignals);
@ -484,7 +484,7 @@ static void BuildRailClick_Remove(Window *w)
if (_railstation.orientation == 0) Swap(x, y);
SetTileSelectSize(x, y);
} else {
VpSetPlaceSizingLimit(_settings.station.station_spread);
VpSetPlaceSizingLimit(_settings_game.station.station_spread);
}
}
}
@ -547,15 +547,15 @@ static void HandleAutoSignalPlacement()
SB(p2, 3, 1, 0);
SB(p2, 4, 1, _cur_signal_variant);
SB(p2, 6, 1, _ctrl_pressed);
SB(p2, 24, 8, _settings.gui.drag_signals_density);
SB(p2, 24, 8, _settings_client.gui.drag_signals_density);
} else {
SB(p2, 3, 1, 0);
SB(p2, 4, 1, (_cur_year < _settings.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC));
SB(p2, 4, 1, (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC));
SB(p2, 6, 1, _ctrl_pressed);
SB(p2, 24, 8, _settings.gui.drag_signals_density);
SB(p2, 24, 8, _settings_client.gui.drag_signals_density);
}
/* _settings.gui.drag_signals_density is given as a parameter such that each user
/* _settings_client.gui.drag_signals_density is given as a parameter such that each user
* in a network game can specify his/her own signal density */
DoCommandP(
TileVirtXY(thd->selstart.x, thd->selstart.y),
@ -617,12 +617,12 @@ struct BuildRailToolbarWindow : Window {
this->DisableWidget(RTW_REMOVE);
this->FindWindowPlacementAndResize(desc);
if (_settings.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
if (_settings_client.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
}
~BuildRailToolbarWindow()
{
if (_settings.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
if (_settings_client.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
}
void UpdateRemoveWidgetStatus(int clicked_widget)
@ -1008,13 +1008,13 @@ public:
SetTileSelectSize(x, y);
}
int rad = (_settings.station.modified_catchment) ? CA_TRAIN : CA_UNMODIFIED;
int rad = (_settings_game.station.modified_catchment) ? CA_TRAIN : CA_UNMODIFIED;
if (_station_show_coverage)
SetTileSelectBigSize(-rad, -rad, 2 * rad, 2 * rad);
for (uint bits = 0; bits < 7; bits++) {
bool disable = bits >= _settings.station.station_spread;
bool disable = bits >= _settings_game.station.station_spread;
if (statspec == NULL) {
this->SetWidgetDisabledState(bits + BRSW_PLATFORM_NUM_1, disable);
this->SetWidgetDisabledState(bits + BRSW_PLATFORM_LEN_1, disable);
@ -1390,8 +1390,8 @@ public:
this->SetWidgetLoweredState(BSW_CONVERT, _convert_signal_button);
this->SetWidgetDisabledState(BSW_DRAG_SIGNALS_DENSITY_DECREASE, _settings.gui.drag_signals_density == 1);
this->SetWidgetDisabledState(BSW_DRAG_SIGNALS_DENSITY_INCREASE, _settings.gui.drag_signals_density == 20);
this->SetWidgetDisabledState(BSW_DRAG_SIGNALS_DENSITY_DECREASE, _settings_client.gui.drag_signals_density == 1);
this->SetWidgetDisabledState(BSW_DRAG_SIGNALS_DENSITY_INCREASE, _settings_client.gui.drag_signals_density == 20);
this->DrawWidgets();
@ -1406,7 +1406,7 @@ public:
this->DrawSignalSprite(BSW_ELECTRIC_COMBO, SPR_IMG_SIGNAL_ELECTRIC_COMBO, -2, 6);
/* Draw dragging signal density value in the BSW_DRAG_SIGNALS_DENSITY widget */
SetDParam(0, _settings.gui.drag_signals_density);
SetDParam(0, _settings_client.gui.drag_signals_density);
DrawStringCentered(this->widget[BSW_DRAG_SIGNALS_DENSITY].left + (this->widget[BSW_DRAG_SIGNALS_DENSITY].right -
this->widget[BSW_DRAG_SIGNALS_DENSITY].left) / 2 + 1,
this->widget[BSW_DRAG_SIGNALS_DENSITY].top + 2, STR_JUST_INT, TC_ORANGE);
@ -1434,15 +1434,15 @@ public:
break;
case BSW_DRAG_SIGNALS_DENSITY_DECREASE:
if (_settings.gui.drag_signals_density > 1) {
_settings.gui.drag_signals_density--;
if (_settings_client.gui.drag_signals_density > 1) {
_settings_client.gui.drag_signals_density--;
SetWindowDirty(FindWindowById(WC_GAME_OPTIONS, 0));
}
break;
case BSW_DRAG_SIGNALS_DENSITY_INCREASE:
if (_settings.gui.drag_signals_density < 20) {
_settings.gui.drag_signals_density++;
if (_settings_client.gui.drag_signals_density < 20) {
_settings_client.gui.drag_signals_density++;
SetWindowDirty(FindWindowById(WC_GAME_OPTIONS, 0));
}
break;
@ -1701,7 +1701,7 @@ static void SetDefaultRailGui()
if (_local_player == PLAYER_SPECTATOR || !IsValidPlayer(_local_player)) return;
extern RailType _last_built_railtype;
RailType rt = (RailType)_settings.gui.default_rail_type;
RailType rt = (RailType)_settings_client.gui.default_rail_type;
if (rt >= RAILTYPE_END) {
if (rt == RAILTYPE_END + 2) {
/* Find the most used rail type */
@ -1753,7 +1753,7 @@ static void SetDefaultRailGui()
*/
int32 ResetSignalVariant(int32 = 0)
{
SignalVariant new_variant = (_cur_year < _settings.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC);
SignalVariant new_variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC);
if (new_variant != _cur_signal_variant) {
Window *w = FindWindowById(WC_BUILD_SIGNAL, 0);

@ -103,7 +103,7 @@ RoadTypes GetPlayerRoadtypes(PlayerID p)
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
const EngineInfo *ei = &e->info;
if (HasBit(ei->climates, _settings.game_creation.landscape) &&
if (HasBit(ei->climates, _settings_game.game_creation.landscape) &&
(HasBit(e->player_avail, p) || _date >= e->intro_date + 365)) {
SetBit(rt, HasBit(ei->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD);
}

@ -69,9 +69,9 @@ CommandCost CmdSetRoadDriveSide(TileIndex tile, uint32 flags, uint32 p1, uint32
if (flags & DC_EXEC) {
if (_game_mode == GM_MENU) {
_settings.vehicle.road_side = p1;
_settings_game.vehicle.road_side = p1;
} else {
_settings.vehicle.road_side = p1;
_settings_game.vehicle.road_side = p1;
}
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
@ -182,7 +182,7 @@ bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadType
* then allow it */
if (KillFirstBit(n) != ROAD_NONE && (n & remove) != ROAD_NONE) {
/* you can remove all kind of roads with extra dynamite */
if (!_settings.construction.extra_dynamite) {
if (!_settings_game.construction.extra_dynamite) {
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
@ -279,7 +279,7 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
* @li if build on slopes is disabled */
if (IsSteepSlope(tileh) || (IsStraightRoad(other) &&
(other & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) != ROAD_NONE) ||
(tileh != SLOPE_FLAT && !_settings.construction.build_on_slopes)) {
(tileh != SLOPE_FLAT && !_settings_game.construction.build_on_slopes)) {
pieces |= MirrorRoadBits(pieces);
}
@ -419,7 +419,7 @@ static CommandCost CheckRoadSlope(Slope tileh, RoadBits *pieces, RoadBits existi
RoadBits type_bits = existing | *pieces;
/* Roads on slopes */
if (_settings.construction.build_on_slopes && (_invalid_tileh_slopes_road[0][tileh] & (other | type_bits)) == ROAD_NONE) {
if (_settings_game.construction.build_on_slopes && (_invalid_tileh_slopes_road[0][tileh] & (other | type_bits)) == ROAD_NONE) {
/* If we add leveling we've got to pay for it */
if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
@ -439,7 +439,7 @@ static CommandCost CheckRoadSlope(Slope tileh, RoadBits *pieces, RoadBits existi
if (IsSlopeWithOneCornerRaised(tileh)) {
/* Prevent build on slopes if it isn't allowed */
if (_settings.construction.build_on_slopes) {
if (_settings_game.construction.build_on_slopes) {
/* If we add foundation we've got to pay for it */
if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
@ -594,7 +594,7 @@ do_clear:;
CommandCost ret = CheckRoadSlope(tileh, &pieces, existing, other_bits);
/* Return an error if we need to build a foundation (ret != 0) but the
* current patch-setting is turned off (or stupid AI@work) */
if (CmdFailed(ret) || (ret.GetCost() != 0 && !_settings.construction.build_on_slopes)) {
if (CmdFailed(ret) || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
cost.AddCost(ret);
@ -849,7 +849,7 @@ CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
Slope tileh = GetTileSlope(tile, NULL);
if (tileh != SLOPE_FLAT && (
!_settings.construction.build_on_slopes ||
!_settings_game.construction.build_on_slopes ||
IsSteepSlope(tileh) ||
!CanBuildDepotByTileh(dir, tileh)
)) {
@ -1000,7 +1000,7 @@ const byte _road_sloped_sprites[14] = {
static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside)
{
return (IsOnSnow(tile) &&
!(_settings.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
!(_settings_game.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS));
}
@ -1291,7 +1291,7 @@ static const Roadside _town_road_types_2[][2] = {
static void TileLoop_Road(TileIndex tile)
{
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) {
ToggleSnow(tile);
@ -1337,7 +1337,7 @@ static void TileLoop_Road(TileIndex tile)
{
/* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
const Roadside* new_rs = (_settings.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
const Roadside* new_rs = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
Roadside cur_rs = GetRoadside(tile);
/* We have our desired type, do nothing */
@ -1359,7 +1359,7 @@ static void TileLoop_Road(TileIndex tile)
} else if (IncreaseRoadWorksCounter(tile)) {
TerminateRoadWorks(tile);
if (_settings.economy.mod_road_rebuild) {
if (_settings_game.economy.mod_road_rebuild) {
/* Generate a nicer town surface */
const RoadBits old_rb = GetAnyRoadBits(tile, ROADTYPE_ROAD);
const RoadBits new_rb = CleanUpRoadBits(tile, old_rb);
@ -1570,7 +1570,7 @@ static void ChangeTileOwner_Road(TileIndex tile, PlayerID old_player, PlayerID n
static CommandCost TerraformTile_Road(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
if (_settings.construction.build_on_slopes && AutoslopeEnabled()) {
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) {
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING:
if (!IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new)) && HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);

@ -409,12 +409,12 @@ struct BuildRoadToolbarWindow : Window {
WIDGET_LIST_END);
this->FindWindowPlacementAndResize(desc);
if (_settings.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
if (_settings_client.gui.link_terraform_toolbar) ShowTerraformToolbar(this);
}
~BuildRoadToolbarWindow()
{
if (_settings.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
if (_settings_client.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
}
/**
@ -839,7 +839,7 @@ public:
this->DrawWidgets();
if (_station_show_coverage) {
int rad = _settings.station.modified_catchment ? CA_TRUCK /* = CA_BUS */ : CA_UNMODIFIED;
int rad = _settings_game.station.modified_catchment ? CA_TRUCK /* = CA_BUS */ : CA_UNMODIFIED;
SetTileSelectBigSize(-rad, -rad, 2 * rad, 2 * rad);
} else {
SetTileSelectSize(1, 1);

@ -205,7 +205,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* find the first free roadveh id */
unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD);
if (unit_num > _settings.vehicle.max_roadveh)
if (unit_num > _settings_game.vehicle.max_roadveh)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
@ -257,7 +257,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->name = NULL;
v->service_interval = _settings.vehicle.servint_roadveh;
v->service_interval = _settings_game.vehicle.servint_roadveh;
v->date_of_last_service = _date;
v->build_year = _cur_year;
@ -419,7 +419,7 @@ static bool EnumRoadSignalFindDepot(TileIndex tile, void* data, Trackdir trackdi
static const Depot* FindClosestRoadDepot(const Vehicle* v)
{
switch (_settings.pf.pathfinder_for_roadvehs) {
switch (_settings_game.pf.pathfinder_for_roadvehs) {
case VPF_YAPF: /* YAPF */
return YapfFindNearestRoadDepot(v);
@ -702,7 +702,7 @@ static void HandleBrokenRoadVeh(Vehicle *v)
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings.game_creation.landscape != LT_TOYLAND) ?
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
}
@ -863,7 +863,7 @@ static bool RoadVehAccelerate(Vehicle *v)
/* updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_settings.gui.vehicle_speed) {
if (_settings_client.gui.vehicle_speed) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
@ -1085,7 +1085,7 @@ static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection ent
trackdirs = TRACKDIR_BIT_NONE;
} else {
/* Proper station type, check if there is free loading bay */
if (!_settings.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
!GetRoadStopByTile(tile, rstype)->HasFreeBay()) {
/* Station is full and RV queuing is off */
trackdirs = TRACKDIR_BIT_NONE;
@ -1124,7 +1124,7 @@ static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection ent
return_track(FindFirstBit2x64(trackdirs));
}
switch (_settings.pf.pathfinder_for_roadvehs) {
switch (_settings_game.pf.pathfinder_for_roadvehs) {
case VPF_YAPF: { /* YAPF */
Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir);
if (trackdir != INVALID_TRACKDIR) return_track(trackdir);
@ -1211,7 +1211,7 @@ found_best_track:;
static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile)
{
if (_settings.pf.pathfinder_for_roadvehs == VPF_YAPF) {
if (_settings_game.pf.pathfinder_for_roadvehs == VPF_YAPF) {
/* use YAPF */
return YapfRoadVehDistanceToTile(v, tile);
}
@ -1273,7 +1273,7 @@ static bool RoadVehLeaveDepot(Vehicle *v, bool first)
v->direction = DiagDirToDir(dir);
Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
@ -1451,7 +1451,7 @@ static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
* In this case v->u.road.state is masked to give the road stop entry direction. */
rd = _road_drive_data[v->u.road.roadtype][(
(HasBit(v->u.road.state, RVS_IN_DT_ROAD_STOP) ? v->u.road.state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->u.road.state) +
(_settings.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1];
(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1];
if (rd.x & RDE_NEXT_TILE) {
TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
@ -1529,7 +1529,7 @@ again:
}
/* Get position data for first frame on the new tile */
rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking];
rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking];
x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
@ -1632,7 +1632,7 @@ again:
return false;
}
rdp = _road_drive_data[v->u.road.roadtype][(_settings.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
@ -1711,7 +1711,7 @@ again:
* (the station test and stop type test ensure that other vehicles, using the road stop as
* a through route, do not stop) */
if (IsRoadVehFront(v) && ((IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) ||
_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) ||
(IsInsideMM(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
GetRoadStopType(v->tile) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
@ -1887,7 +1887,7 @@ void RoadVehicle::Tick()
static void CheckIfRoadVehNeedsService(Vehicle *v)
{
/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
if (v->u.road.slot != NULL || _settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
if (v->u.road.slot != NULL || _settings_game.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;

@ -1776,7 +1776,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
}
}
/** Do a save when exiting the game (patch option) _settings.gui.autosave_on_exit */
/** Do a save when exiting the game (patch option) _settings_client.gui.autosave_on_exit */
void DoExitSave()
{
SaveOrLoad("exit.sav", SL_SAVE, AUTOSAVE_DIR);

@ -304,7 +304,7 @@ static inline VarType GetVarFileType(VarType type)
* to add this to the address of the object */
static inline void *GetVariableAddress(const void *object, const SaveLoad *sld)
{
return (byte*)object + (ptrdiff_t)sld->address;
return (byte*)(sld->global ? NULL : object) + (ptrdiff_t)sld->address;
}
int64 ReadValue(const void *ptr, VarType conv);

@ -64,8 +64,9 @@
#include "table/strings.h"
Settings _settings;
Settings _settings_newgame;
ClientSettings _settings_client;
GameSettings _settings_game;
GameSettings _settings_newgame;
struct IniFile;
struct IniItem;
@ -765,7 +766,7 @@ static void ini_load_settings(IniFile *ini, const SettingDesc *sd, const char *g
}
p = (item == NULL) ? sdb->def : string_to_val(sdb, item->value);
ptr = GetVariableAddress(sld->global ? NULL : object, sld);
ptr = GetVariableAddress(object, sld);
switch (sdb->cmd) {
case SDT_BOOLX: /* All four are various types of (integer) numbers */
@ -1120,6 +1121,32 @@ static void ini_save_setting_list(IniFile *ini, const char *grpname, char **list
#define SDT_CONDNULL(length, from, to)\
{{"", NULL, {0}, {0}, 0, 0, 0, NULL, STR_NULL, NULL, NULL}, SLE_CONDNULL(length, from, to)}
#define SDTC_CONDVAR(var, type, from, to, flags, guiflags, def, min, max, interval, str, proc)\
SDTG_GENERAL(#var, SDT_NUMX, SL_VAR, type, flags, guiflags, _settings_client.var, 0, def, min, max, interval, NULL, str, proc, from, to)
#define SDTC_VAR(var, type, flags, guiflags, def, min, max, interval, str, proc)\
SDTC_CONDVAR(var, type, 0, SL_MAX_VERSION, flags, guiflags, def, min, max, interval, str, proc)
#define SDTC_CONDBOOL(var, from, to, flags, guiflags, def, str, proc)\
SDTG_GENERAL(#var, SDT_BOOLX, SL_VAR, SLE_BOOL, flags, guiflags, _settings_client.var, 0, def, 0, 1, 0, NULL, str, proc, from, to)
#define SDTC_BOOL(var, flags, guiflags, def, str, proc)\
SDTC_CONDBOOL(var, 0, SL_MAX_VERSION, flags, guiflags, def, str, proc)
#define SDTC_CONDLIST(var, type, length, flags, guiflags, def, str, proc, from, to)\
SDTG_GENERAL(#var, SDT_INTLIST, SL_ARR, type, flags, guiflags, _settings_client.var, length, def, 0, 0, 0, NULL, str, proc, from, to)
#define SDTC_LIST(var, type, flags, guiflags, def, str, proc)\
SDTG_GENERAL(var, SDT_INTLIST, SL_ARR, type, flags, guiflags, _settings_client.var, lengthof(_settings_client.var), def, 0, 0, 0, NULL, str, proc, 0, SL_MAX_VERSION)
#define SDTC_CONDSTR(var, type, length, flags, guiflags, def, str, proc, from, to)\
SDTG_GENERAL(#var, SDT_STRING, SL_STR, type, flags, guiflags, _settings_client.var, length, def, 0, 0, 0, NULL, str, proc, from, to)
#define SDTC_STR(var, type, flags, guiflags, def, str, proc)\
SDTG_GENERAL(var, SDT_STRING, SL_STR, type, flags, guiflags, _settings_client.var, lengthof(_settings_client.var), def, 0, 0, 0, NULL, str, proc, 0, SL_MAX_VERSION)
#define SDTC_CONDOMANY(var, type, from, to, flags, guiflags, def, max, full, str, proc)\
SDTG_GENERAL(#var, SDT_ONEOFMANY, SL_VAR, type, flags, guiflags, _settings_client.var, 0, def, 0, max, 0, full, str, proc, from, to)
#define SDTC_OMANY(var, type, flags, guiflags, def, max, full, str, proc)\
SDTC_CONDOMANY(var, type, 0, SL_MAX_VERSION, flags, guiflags, def, max, full, str, proc)
#define SDT_END() {{NULL, NULL, {0}, {0}, 0, 0, 0, NULL, STR_NULL, NULL, NULL}, SLE_END()}
/* Shortcuts for macros below. Logically if we don't save the value
@ -1154,7 +1181,7 @@ static int32 Ai_In_Multiplayer_Warning(int32 p1)
{
if (p1 == 1) {
ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_MULTIPLAYER, 0, 0);
_settings.ai.ainew_active = true;
_settings_game.ai.ainew_active = true;
}
return 0;
}
@ -1220,7 +1247,7 @@ static int32 UpdateConsists(int32 p1)
static int32 CheckInterval(int32 p1)
{
bool warning;
const VehicleSettings *ptc = (_game_mode == GM_MENU) ? &_settings_newgame.vehicle : &_settings.vehicle;
const VehicleSettings *ptc = (_game_mode == GM_MENU) ? &_settings_newgame.vehicle : &_settings_game.vehicle;
if (p1) {
warning = ( (IsInsideMM(ptc->servint_trains, 5, 90 + 1) || ptc->servint_trains == 0) &&
@ -1242,19 +1269,19 @@ static int32 CheckInterval(int32 p1)
static int32 EngineRenewUpdate(int32 p1)
{
DoCommandP(0, 0, _settings.gui.autorenew, NULL, CMD_SET_AUTOREPLACE);
DoCommandP(0, 0, _settings_client.gui.autorenew, NULL, CMD_SET_AUTOREPLACE);
return 0;
}
static int32 EngineRenewMonthsUpdate(int32 p1)
{
DoCommandP(0, 1, _settings.gui.autorenew_months, NULL, CMD_SET_AUTOREPLACE);
DoCommandP(0, 1, _settings_client.gui.autorenew_months, NULL, CMD_SET_AUTOREPLACE);
return 0;
}
static int32 EngineRenewMoneyUpdate(int32 p1)
{
DoCommandP(0, 2, _settings.gui.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
DoCommandP(0, 2, _settings_client.gui.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
return 0;
}
@ -1328,7 +1355,7 @@ void CheckDifficultyLevels()
static int32 DifficultyReset(int32 level)
{
SetDifficultyLevel(level, (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings.difficulty);
SetDifficultyLevel(level, (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings_game.difficulty);
return 0;
}
@ -1337,7 +1364,7 @@ static int32 DifficultyChange(int32)
if (_game_mode == GM_MENU) {
_settings_newgame.difficulty.diff_level = 3;
} else {
_settings.difficulty.diff_level = 3;
_settings_game.difficulty.diff_level = 3;
}
/* If we are a network-client, update the difficult setting (if it is open).
@ -1354,7 +1381,7 @@ static int32 DifficultyNoiseChange(int32 i)
{
if (_game_mode == GM_NORMAL) {
UpdateAirportsNoise();
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
InvalidateWindowClassesData(WC_TOWN_VIEW, 0);
}
}
@ -1372,14 +1399,14 @@ static int32 DifficultyNoiseChange(int32 i)
*/
static int32 CheckTownLayout(int32 p1)
{
if (_settings.economy.town_layout == TL_NO_ROADS && _game_mode == GM_EDITOR) {
if (_settings_game.economy.town_layout == TL_NO_ROADS && _game_mode == GM_EDITOR) {
ShowErrorMessage(INVALID_STRING_ID, STR_CONFIG_PATCHES_TOWN_LAYOUT_INVALID, 0, 0);
_settings.economy.town_layout = TL_ORIGINAL;
_settings_game.economy.town_layout = TL_ORIGINAL;
}
return 0;
}
/** Conversion callback for _gameopt_settings.landscape
/** Conversion callback for _gameopt_settings_game.landscape
* It converts (or try) between old values and the new ones,
* without loosing initial setting of the user
* @param value that was read from config file
@ -1399,7 +1426,7 @@ static int32 ConvertLandscape(const char *value)
* So basically, 200, 400, 800 are the lowest allowed values */
static int32 CheckNoiseToleranceLevel(const char *value)
{
Settings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
GameSettings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
for (uint16 i = 0; i < lengthof(s->economy.town_noise_population); i++) {
s->economy.town_noise_population[i] = max(uint16(200 * (i + 1)), s->economy.town_noise_population[i]);
}
@ -1521,16 +1548,16 @@ static const SettingDesc _gameopt_settings[] = {
SDTG_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_FILE_I16 | SLE_VAR_U16, C, 0, _old_diff_custom, 17, 0, 0, 0, 0, NULL, STR_NULL, NULL, 0, 3),
SDTG_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_UINT16, C, 0, _old_diff_custom, 18, 0, 0, 0, 0, NULL, STR_NULL, NULL, 4, 96),
SDT_VAR(Settings, difficulty.diff_level, SLE_UINT8, 0, 0, 0, 0, 3, 0, STR_NULL, NULL),
SDT_OMANY(Settings, gui.currency, SLE_UINT8, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL, NULL),
SDT_OMANY(Settings, gui.units, SLE_UINT8, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL, NULL),
SDT_VAR(GameSettings, difficulty.diff_level, SLE_UINT8, 0, 0, 0, 0, 3, 0, STR_NULL, NULL),
SDTC_OMANY( gui.currency, SLE_UINT8, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL),
SDTC_OMANY( gui.units, SLE_UINT8, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL),
/* There are only 21 predefined town_name values (0-20), but you can have more with newgrf action F so allow these bigger values (21-255). Invalid values will fallback to english on use and (undefined string) in GUI. */
SDT_OMANY(Settings, game_creation.town_name, SLE_UINT8, 0, 0, 0, 255, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss|danish|turkish|italian|catalan", STR_NULL, NULL, NULL),
SDT_OMANY(Settings, game_creation.landscape, SLE_UINT8, 0, 0, 0, 3, "temperate|arctic|tropic|toyland", STR_NULL, NULL, ConvertLandscape),
SDT_VAR(Settings, game_creation.snow_line, SLE_UINT8, 0, 0, 7 * TILE_HEIGHT, 2 * TILE_HEIGHT, 13 * TILE_HEIGHT, 0, STR_NULL, NULL),
SDT_CONDOMANY(Settings, gui.autosave, SLE_UINT8, 0, 22, N, 0, 0, 0, "", STR_NULL, NULL, NULL),
SDT_CONDOMANY(Settings, gui.autosave, SLE_UINT8, 23, SL_MAX_VERSION, S, 0, 1, 4, "off|monthly|quarterly|half year|yearly", STR_NULL, NULL, NULL),
SDT_OMANY(Settings, vehicle.road_side, SLE_UINT8, 0, 0, 1, 1, "left|right", STR_NULL, NULL, NULL),
SDT_OMANY(GameSettings, game_creation.town_name, SLE_UINT8, 0, 0, 0, 255, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss|danish|turkish|italian|catalan", STR_NULL, NULL, NULL),
SDT_OMANY(GameSettings, game_creation.landscape, SLE_UINT8, 0, 0, 0, 3, "temperate|arctic|tropic|toyland", STR_NULL, NULL, ConvertLandscape),
SDT_VAR(GameSettings, game_creation.snow_line, SLE_UINT8, 0, 0, 7 * TILE_HEIGHT, 2 * TILE_HEIGHT, 13 * TILE_HEIGHT, 0, STR_NULL, NULL),
SDTC_CONDOMANY( gui.autosave, SLE_UINT8, 0, 22, N, 0, 0, 0, "", STR_NULL, NULL),
SDTC_CONDOMANY( gui.autosave, SLE_UINT8, 23, SL_MAX_VERSION, S, 0, 1, 4, "off|monthly|quarterly|half year|yearly", STR_NULL, NULL),
SDT_OMANY(GameSettings, vehicle.road_side, SLE_UINT8, 0, 0, 1, 1, "left|right", STR_NULL, NULL, NULL),
SDT_END()
};
@ -1547,217 +1574,217 @@ const SettingDesc _patch_settings[] = {
/***************************************************************************/
/* Saved patch variables. */
/* Do not ADD or REMOVE something in this "difficulty.XXX" table or before it. It breaks savegame compatability. */
SDT_CONDVAR(Settings, difficulty.max_no_competitors, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 2, 0, 7, 1, STR_NULL, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.competitor_start_time, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 2, 0, 3, 1, STR_6830_IMMEDIATE, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.number_towns, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 2, 0, 3, 1, STR_NUM_VERY_LOW, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.number_industries, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 4, 0, 4, 1, STR_NONE, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.max_loan, SLE_UINT32, 97, SL_MAX_VERSION, 0,NG|CR,300000,100000,500000,50000,STR_NULL, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.initial_interest, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 2, 2, 4, 1, STR_NULL, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.vehicle_costs, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 2, 1, STR_6820_LOW, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.competitor_speed, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 2, 0, 4, 1, STR_681B_VERY_SLOW, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.competitor_intelligence, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 2, 1, STR_6820_LOW, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.vehicle_breakdowns, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 1, 0, 2, 1, STR_6823_NONE, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.subsidy_multiplier, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 2, 0, 3, 1, STR_6826_X1_5, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.construction_cost, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 2, 1, STR_6820_LOW, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.terrain_type, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 1, 0, 3, 1, STR_682A_VERY_FLAT, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.quantity_sea_lakes, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 3, 1, STR_VERY_LOW, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.economy, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_682E_STEADY, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.line_reverse_mode, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_6834_AT_END_OF_LINE_AND_AT_STATIONS, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.disasters, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_6836_OFF, DifficultyChange),
SDT_CONDVAR(Settings, difficulty.town_council_tolerance, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 2, 1, STR_PERMISSIVE, DifficultyNoiseChange),
SDT_CONDVAR(Settings, difficulty.diff_level, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 3, 0, STR_NULL, DifficultyReset),
SDT_CONDVAR(GameSettings, difficulty.max_no_competitors, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 2, 0, 7, 1, STR_NULL, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.competitor_start_time, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 2, 0, 3, 1, STR_6830_IMMEDIATE, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.number_towns, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 2, 0, 3, 1, STR_NUM_VERY_LOW, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.number_industries, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 4, 0, 4, 1, STR_NONE, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.max_loan, SLE_UINT32, 97, SL_MAX_VERSION, 0,NG|CR,300000,100000,500000,50000,STR_NULL, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.initial_interest, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 2, 2, 4, 1, STR_NULL, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.vehicle_costs, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 2, 1, STR_6820_LOW, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.competitor_speed, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 2, 0, 4, 1, STR_681B_VERY_SLOW, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.competitor_intelligence, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 2, 1, STR_6820_LOW, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.vehicle_breakdowns, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 1, 0, 2, 1, STR_6823_NONE, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.subsidy_multiplier, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 2, 0, 3, 1, STR_6826_X1_5, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.construction_cost, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 2, 1, STR_6820_LOW, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.terrain_type, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 1, 0, 3, 1, STR_682A_VERY_FLAT, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.quantity_sea_lakes, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 3, 1, STR_VERY_LOW, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.economy, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_682E_STEADY, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.line_reverse_mode, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_6834_AT_END_OF_LINE_AND_AT_STATIONS, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.disasters, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_6836_OFF, DifficultyChange),
SDT_CONDVAR(GameSettings, difficulty.town_council_tolerance, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 2, 1, STR_PERMISSIVE, DifficultyNoiseChange),
SDT_CONDVAR(GameSettings, difficulty.diff_level, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 3, 0, STR_NULL, DifficultyReset),
/* There are only 21 predefined town_name values (0-20), but you can have more with newgrf action F so allow these bigger values (21-255). Invalid values will fallback to english on use and (undefined string) in GUI. */
SDT_CONDOMANY(Settings, game_creation.town_name, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 0, 255, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss|danish|turkish|italian|catalan", STR_NULL, NULL, NULL),
SDT_CONDOMANY(Settings, game_creation.landscape, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 0, 3, "temperate|arctic|tropic|toyland", STR_NULL, NULL, ConvertLandscape),
SDT_CONDVAR(Settings, game_creation.snow_line, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 7 * TILE_HEIGHT, 2 * TILE_HEIGHT, 13 * TILE_HEIGHT, 0, STR_NULL, NULL),
SDT_CONDOMANY(Settings, vehicle.road_side, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 1, 1, "left|right", STR_NULL, NULL, NULL),
SDT_BOOL(Settings, construction.build_on_slopes, 0,NN, true, STR_CONFIG_PATCHES_BUILDONSLOPES, NULL),
SDT_CONDBOOL(Settings, construction.autoslope, 75, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_AUTOSLOPE, NULL),
SDT_BOOL(Settings, construction.extra_dynamite, 0, 0, false, STR_CONFIG_PATCHES_EXTRADYNAMITE, NULL),
SDT_BOOL(Settings, construction.longbridges, 0,NN, true, STR_CONFIG_PATCHES_LONGBRIDGES, NULL),
SDT_BOOL(Settings, construction.signal_side, N,NN, true, STR_CONFIG_PATCHES_SIGNALSIDE, RedrawScreen),
SDT_BOOL(Settings, station.always_small_airport, 0,NN, false, STR_CONFIG_PATCHES_SMALL_AIRPORTS, NULL),
SDT_CONDVAR(Settings, economy.town_layout, SLE_UINT8, 59, SL_MAX_VERSION, 0,MS,TL_ORIGINAL,TL_NO_ROADS,NUM_TLS-1,1, STR_CONFIG_PATCHES_TOWN_LAYOUT, CheckTownLayout),
SDT_BOOL(Settings, vehicle.realistic_acceleration, 0, 0, false, STR_CONFIG_PATCHES_REALISTICACCEL, RealisticAccelerationChanged),
SDT_BOOL(Settings, pf.forbid_90_deg, 0, 0, false, STR_CONFIG_PATCHES_FORBID_90_DEG, NULL),
SDT_BOOL(Settings, vehicle.mammoth_trains, 0,NN, true, STR_CONFIG_PATCHES_MAMMOTHTRAINS, NULL),
SDT_BOOL(Settings, order.gotodepot, 0, 0, true, STR_CONFIG_PATCHES_GOTODEPOT, NULL),
SDT_BOOL(Settings, pf.roadveh_queue, 0, 0, true, STR_CONFIG_PATCHES_ROADVEH_QUEUE, NULL),
SDT_CONDBOOL(Settings, pf.new_pathfinding_all, 0, 86, 0, 0, false, STR_NULL, NULL),
SDT_CONDBOOL(Settings, pf.yapf.ship_use_yapf, 28, 86, 0, 0, false, STR_NULL, NULL),
SDT_CONDBOOL(Settings, pf.yapf.road_use_yapf, 28, 86, 0, 0, true, STR_NULL, NULL),
SDT_CONDBOOL(Settings, pf.yapf.rail_use_yapf, 28, 86, 0, 0, true, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.pathfinder_for_trains, SLE_UINT8, 87, SL_MAX_VERSION, 0, MS, 2, 0, 2, 1, STR_CONFIG_PATCHES_PATHFINDER_FOR_TRAINS, NULL),
SDT_CONDVAR(Settings, pf.pathfinder_for_roadvehs, SLE_UINT8, 87, SL_MAX_VERSION, 0, MS, 2, 0, 2, 1, STR_CONFIG_PATCHES_PATHFINDER_FOR_ROADVEH, NULL),
SDT_CONDVAR(Settings, pf.pathfinder_for_ships, SLE_UINT8, 87, SL_MAX_VERSION, 0, MS, 0, 0, 2, 1, STR_CONFIG_PATCHES_PATHFINDER_FOR_SHIPS, NULL),
SDT_BOOL(Settings, vehicle.never_expire_vehicles, 0,NN, false, STR_CONFIG_PATCHES_NEVER_EXPIRE_VEHICLES, NULL),
SDT_VAR(Settings, vehicle.max_trains, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_TRAINS, RedrawScreen),
SDT_VAR(Settings, vehicle.max_roadveh, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_ROADVEH, RedrawScreen),
SDT_VAR(Settings, vehicle.max_aircraft, SLE_UINT16, 0, 0, 200, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_AIRCRAFT, RedrawScreen),
SDT_VAR(Settings, vehicle.max_ships, SLE_UINT16, 0, 0, 300, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_SHIPS, RedrawScreen),
SDT_BOOL(Settings, vehicle.servint_ispercent, 0, 0, false, STR_CONFIG_PATCHES_SERVINT_ISPERCENT, CheckInterval),
SDT_VAR(Settings, vehicle.servint_trains, SLE_UINT16, 0,D0, 150, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_TRAINS, InValidateDetailsWindow),
SDT_VAR(Settings, vehicle.servint_roadveh, SLE_UINT16, 0,D0, 150, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_ROADVEH, InValidateDetailsWindow),
SDT_VAR(Settings, vehicle.servint_ships, SLE_UINT16, 0,D0, 360, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_SHIPS, InValidateDetailsWindow),
SDT_VAR(Settings, vehicle.servint_aircraft, SLE_UINT16, 0,D0, 100, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_AIRCRAFT, InValidateDetailsWindow),
SDT_BOOL(Settings, order.no_servicing_if_no_breakdowns, 0, 0, false, STR_CONFIG_PATCHES_NOSERVICE, NULL),
SDT_BOOL(Settings, vehicle.wagon_speed_limits, 0,NN, true, STR_CONFIG_PATCHES_WAGONSPEEDLIMITS, UpdateConsists),
SDT_CONDBOOL(Settings, vehicle.disable_elrails, 38, SL_MAX_VERSION, 0,NN, false, STR_CONFIG_PATCHES_DISABLE_ELRAILS, SettingsDisableElrail),
SDT_CONDVAR(Settings, vehicle.freight_trains, SLE_UINT8, 39, SL_MAX_VERSION, 0,NN, 1, 1, 255, 1, STR_CONFIG_PATCHES_FREIGHT_TRAINS, NULL),
SDT_CONDBOOL(Settings, order.timetabling, 67, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_TIMETABLE_ALLOW, NULL),
SDT_CONDVAR(Settings, vehicle.plane_speed, SLE_UINT8, 90, SL_MAX_VERSION, 0, 0, 4, 1, 4, 0, STR_CONFIG_PATCHES_PLANE_SPEED, NULL),
SDT_CONDBOOL(Settings, vehicle.dynamic_engines, 95, SL_MAX_VERSION, 0,NN, false, STR_CONFIG_PATCHES_DYNAMIC_ENGINES, NULL),
SDT_BOOL(Settings, station.join_stations, 0, 0, true, STR_CONFIG_PATCHES_JOINSTATIONS, NULL),
SDT_CONDBOOL(Settings, gui.sg_full_load_any, 0, 92, 0, 0 , true, STR_NULL, NULL),
SDT_BOOL(Settings, order.improved_load, 0,NN, true, STR_CONFIG_PATCHES_IMPROVEDLOAD, NULL),
SDT_BOOL(Settings, order.selectgoods, 0, 0, true, STR_CONFIG_PATCHES_SELECTGOODS, NULL),
SDT_CONDBOOL(Settings, gui.sg_new_nonstop, 0, 92, 0, 0, false, STR_NULL, NULL),
SDT_BOOL(Settings, station.nonuniform_stations, 0,NN, true, STR_CONFIG_PATCHES_NONUNIFORM_STATIONS, NULL),
SDT_VAR(Settings, station.station_spread, SLE_UINT8, 0, 0, 12, 4, 64, 0, STR_CONFIG_PATCHES_STATION_SPREAD, InvalidateStationBuildWindow),
SDT_BOOL(Settings, order.serviceathelipad, 0, 0, true, STR_CONFIG_PATCHES_SERVICEATHELIPAD, NULL),
SDT_BOOL(Settings, station.modified_catchment, 0, 0, true, STR_CONFIG_PATCHES_CATCHMENT, NULL),
SDT_CONDBOOL(Settings, order.gradual_loading, 40, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_GRADUAL_LOADING, NULL),
SDT_CONDBOOL(Settings, construction.road_stop_on_town_road, 47, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_STOP_ON_TOWN_ROAD, NULL),
SDT_CONDBOOL(Settings, station.adjacent_stations, 62, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ADJACENT_STATIONS, NULL),
SDT_CONDBOOL(Settings, economy.station_noise_level, 96, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_PATCHES_NOISE_LEVEL, InvalidateTownViewWindow),
SDT_BOOL(Settings, economy.inflation, 0, 0, true, STR_CONFIG_PATCHES_INFLATION, NULL),
SDT_VAR(Settings, construction.raw_industry_construction, SLE_UINT8, 0,MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_RAW_INDUSTRY_CONSTRUCTION_METHOD, InvalidateBuildIndustryWindow),
SDT_BOOL(Settings, economy.multiple_industry_per_town, 0, 0, false, STR_CONFIG_PATCHES_MULTIPINDTOWN, NULL),
SDT_BOOL(Settings, economy.same_industry_close, 0, 0, false, STR_CONFIG_PATCHES_SAMEINDCLOSE, NULL),
SDT_BOOL(Settings, economy.bribe, 0, 0, true, STR_CONFIG_PATCHES_BRIBE, NULL),
SDT_CONDBOOL(Settings, economy.exclusive_rights, 79, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ALLOW_EXCLUSIVE, NULL),
SDT_CONDBOOL(Settings, economy.give_money, 79, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ALLOW_GIVE_MONEY, NULL),
SDT_VAR(Settings, game_creation.snow_line_height, SLE_UINT8, 0, 0, 7, 2, 13, 0, STR_CONFIG_PATCHES_SNOWLINE_HEIGHT, NULL),
SDT_VAR(Settings, gui.colored_news_year, SLE_INT32, 0,NC, 2000,MIN_YEAR,MAX_YEAR,1,STR_CONFIG_PATCHES_COLORED_NEWS_YEAR, NULL),
SDT_VAR(Settings, game_creation.starting_year, SLE_INT32, 0,NC, 1950,MIN_YEAR,MAX_YEAR,1,STR_CONFIG_PATCHES_STARTING_YEAR, NULL),
SDT_VAR(Settings, gui.ending_year, SLE_INT32, 0,NC|NO,2051,MIN_YEAR,MAX_YEAR,1,STR_CONFIG_PATCHES_ENDING_YEAR, NULL),
SDT_BOOL(Settings, economy.smooth_economy, 0, 0, true, STR_CONFIG_PATCHES_SMOOTH_ECONOMY, NULL),
SDT_BOOL(Settings, economy.allow_shares, 0, 0, false, STR_CONFIG_PATCHES_ALLOW_SHARES, NULL),
SDT_CONDVAR(Settings, economy.town_growth_rate, SLE_UINT8, 54, SL_MAX_VERSION, 0, MS, 2, 0, 4, 0, STR_CONFIG_PATCHES_TOWN_GROWTH, NULL),
SDT_CONDVAR(Settings, economy.larger_towns, SLE_UINT8, 54, SL_MAX_VERSION, 0, D0, 4, 0, 255, 1, STR_CONFIG_PATCHES_LARGER_TOWNS, NULL),
SDT_CONDVAR(Settings, economy.initial_city_size, SLE_UINT8, 56, SL_MAX_VERSION, 0, 0, 2, 1, 10, 1, STR_CONFIG_PATCHES_CITY_SIZE_MULTIPLIER, NULL),
SDT_CONDBOOL(Settings, economy.mod_road_rebuild, 77, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_MODIFIED_ROAD_REBUILD, NULL),
SDT_BOOL(Settings, ai.ainew_active, 0, 0, false, STR_CONFIG_PATCHES_AINEW_ACTIVE, AiNew_PatchActive_Warning),
SDT_BOOL(Settings, ai.ai_in_multiplayer, 0, 0, false, STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER, Ai_In_Multiplayer_Warning),
SDT_BOOL(Settings, ai.ai_disable_veh_train, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_TRAINS, NULL),
SDT_BOOL(Settings, ai.ai_disable_veh_roadveh, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_ROADVEH, NULL),
SDT_BOOL(Settings, ai.ai_disable_veh_aircraft, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_AIRCRAFT, NULL),
SDT_BOOL(Settings, ai.ai_disable_veh_ship, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_SHIPS, NULL),
SDT_VAR(Settings, vehicle.extend_vehicle_life, SLE_UINT8, 0, 0, 0, 0, 100, 0, STR_NULL, NULL),
SDT_VAR(Settings, economy.dist_local_authority, SLE_UINT8, 0, 0, 20, 5, 60, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.wait_oneway_signal, SLE_UINT8, 0, 0, 15, 2, 100, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.wait_twoway_signal, SLE_UINT8, 0, 0, 41, 2, 100, 0, STR_NULL, NULL),
SDT_CONDLISTO(Settings, economy.town_noise_population, 3, SLE_UINT16, 96, SL_MAX_VERSION, 0,D0, "800,2000,4000", STR_NULL, NULL, CheckNoiseToleranceLevel),
SDT_VAR(Settings, pf.opf.pf_maxlength, SLE_UINT16, 0, 0, 4096, 64, 65535, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.opf.pf_maxdepth, SLE_UINT8, 0, 0, 48, 4, 255, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_max_search_nodes, SLE_UINT, 0, 0, 10000, 500, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_rail_firstred_penalty, SLE_UINT, 0, 0, ( 10 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_rail_firstred_exit_penalty, SLE_UINT, 0, 0, (100 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_rail_lastred_penalty, SLE_UINT, 0, 0, ( 10 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_rail_station_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_rail_slope_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_rail_curve_penalty, SLE_UINT, 0, 0, 1, 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_rail_depot_reverse_penalty, SLE_UINT, 0, 0, ( 50 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_buoy_penalty, SLE_UINT, 0, 0, ( 2 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_water_curve_penalty, SLE_UINT, 0, 0, (NPF_TILE_LENGTH / 4), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_road_curve_penalty, SLE_UINT, 0, 0, 1, 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(Settings, pf.npf.npf_crossing_penalty, SLE_UINT, 0, 0, ( 3 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.npf.npf_road_drive_through_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, ( 8 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDBOOL(Settings, pf.yapf.disable_node_optimization, 28, SL_MAX_VERSION, 0, 0, false, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.max_search_nodes, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10000, 500, 1000000, 0, STR_NULL, NULL),
SDT_CONDBOOL(Settings, pf.yapf.rail_firstred_twoway_eol, 28, SL_MAX_VERSION, 0, 0, true, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_firstred_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_firstred_exit_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 100 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_lastred_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_lastred_exit_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 100 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_station_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 30 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_slope_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 2 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_curve45_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 1 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_curve90_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 6 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_depot_reverse_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 50 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_crossing_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 3 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_look_ahead_max_signals, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10, 1, 100, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_look_ahead_signal_p0, SLE_INT, 28, SL_MAX_VERSION, 0, 0, 500, -1000000, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_look_ahead_signal_p1, SLE_INT, 28, SL_MAX_VERSION, 0, 0, -100, -1000000, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_look_ahead_signal_p2, SLE_INT, 28, SL_MAX_VERSION, 0, 0, 5, -1000000, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_longer_platform_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_longer_platform_per_tile_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 0 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_shorter_platform_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 40 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.rail_shorter_platform_per_tile_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 0 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.road_slope_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 2 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.road_curve_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 1 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.road_crossing_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 3 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, pf.yapf.road_stop_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, game_creation.land_generator, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 1, 0, STR_CONFIG_PATCHES_LAND_GENERATOR, NULL),
SDT_CONDVAR(Settings, game_creation.oil_refinery_limit, SLE_UINT8, 30, SL_MAX_VERSION, 0, 0, 32, 12, 48, 0, STR_CONFIG_PATCHES_OIL_REF_EDGE_DISTANCE, NULL),
SDT_CONDVAR(Settings, game_creation.tgen_smoothness, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 3, 0, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN, NULL),
SDT_CONDVAR(Settings, game_creation.generation_seed, SLE_UINT32, 30, SL_MAX_VERSION, 0, 0, GENERATE_NEW_SEED, 0, UINT32_MAX, 0, STR_NULL, NULL),
SDT_CONDVAR(Settings, game_creation.tree_placer, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 2, 0, 2, 0, STR_CONFIG_PATCHES_TREE_PLACER, NULL),
SDT_VAR(Settings, game_creation.heightmap_rotation, SLE_UINT8, S,MS, 0, 0, 1, 0, STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION, NULL),
SDT_VAR(Settings, game_creation.se_flat_world_height, SLE_UINT8, S, 0, 0, 0, 15, 0, STR_CONFIG_PATCHES_SE_FLAT_WORLD_HEIGHT, NULL),
SDT_CONDOMANY(Settings, gui.currency, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL, NULL),
SDT_CONDOMANY(Settings, gui.units, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL, NULL),
SDT_CONDOMANY(GameSettings, game_creation.town_name, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 0, 255, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss|danish|turkish|italian|catalan", STR_NULL, NULL, NULL),
SDT_CONDOMANY(GameSettings, game_creation.landscape, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 0, 3, "temperate|arctic|tropic|toyland", STR_NULL, NULL, ConvertLandscape),
SDT_CONDVAR(GameSettings, game_creation.snow_line, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 7 * TILE_HEIGHT, 2 * TILE_HEIGHT, 13 * TILE_HEIGHT, 0, STR_NULL, NULL),
SDT_CONDOMANY(GameSettings, vehicle.road_side, SLE_UINT8, 97, SL_MAX_VERSION, 0,NN, 1, 1, "left|right", STR_NULL, NULL, NULL),
SDT_BOOL(GameSettings, construction.build_on_slopes, 0,NN, true, STR_CONFIG_PATCHES_BUILDONSLOPES, NULL),
SDT_CONDBOOL(GameSettings, construction.autoslope, 75, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_AUTOSLOPE, NULL),
SDT_BOOL(GameSettings, construction.extra_dynamite, 0, 0, false, STR_CONFIG_PATCHES_EXTRADYNAMITE, NULL),
SDT_BOOL(GameSettings, construction.longbridges, 0,NN, true, STR_CONFIG_PATCHES_LONGBRIDGES, NULL),
SDT_BOOL(GameSettings, construction.signal_side, N,NN, true, STR_CONFIG_PATCHES_SIGNALSIDE, RedrawScreen),
SDT_BOOL(GameSettings, station.always_small_airport, 0,NN, false, STR_CONFIG_PATCHES_SMALL_AIRPORTS, NULL),
SDT_CONDVAR(GameSettings, economy.town_layout, SLE_UINT8, 59, SL_MAX_VERSION, 0,MS,TL_ORIGINAL,TL_NO_ROADS,NUM_TLS-1,1, STR_CONFIG_PATCHES_TOWN_LAYOUT, CheckTownLayout),
SDT_BOOL(GameSettings, vehicle.realistic_acceleration, 0, 0, false, STR_CONFIG_PATCHES_REALISTICACCEL, RealisticAccelerationChanged),
SDT_BOOL(GameSettings, pf.forbid_90_deg, 0, 0, false, STR_CONFIG_PATCHES_FORBID_90_DEG, NULL),
SDT_BOOL(GameSettings, vehicle.mammoth_trains, 0,NN, true, STR_CONFIG_PATCHES_MAMMOTHTRAINS, NULL),
SDT_BOOL(GameSettings, order.gotodepot, 0, 0, true, STR_CONFIG_PATCHES_GOTODEPOT, NULL),
SDT_BOOL(GameSettings, pf.roadveh_queue, 0, 0, true, STR_CONFIG_PATCHES_ROADVEH_QUEUE, NULL),
SDT_CONDBOOL(GameSettings, pf.new_pathfinding_all, 0, 86, 0, 0, false, STR_NULL, NULL),
SDT_CONDBOOL(GameSettings, pf.yapf.ship_use_yapf, 28, 86, 0, 0, false, STR_NULL, NULL),
SDT_CONDBOOL(GameSettings, pf.yapf.road_use_yapf, 28, 86, 0, 0, true, STR_NULL, NULL),
SDT_CONDBOOL(GameSettings, pf.yapf.rail_use_yapf, 28, 86, 0, 0, true, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.pathfinder_for_trains, SLE_UINT8, 87, SL_MAX_VERSION, 0, MS, 2, 0, 2, 1, STR_CONFIG_PATCHES_PATHFINDER_FOR_TRAINS, NULL),
SDT_CONDVAR(GameSettings, pf.pathfinder_for_roadvehs, SLE_UINT8, 87, SL_MAX_VERSION, 0, MS, 2, 0, 2, 1, STR_CONFIG_PATCHES_PATHFINDER_FOR_ROADVEH, NULL),
SDT_CONDVAR(GameSettings, pf.pathfinder_for_ships, SLE_UINT8, 87, SL_MAX_VERSION, 0, MS, 0, 0, 2, 1, STR_CONFIG_PATCHES_PATHFINDER_FOR_SHIPS, NULL),
SDT_BOOL(GameSettings, vehicle.never_expire_vehicles, 0,NN, false, STR_CONFIG_PATCHES_NEVER_EXPIRE_VEHICLES, NULL),
SDT_VAR(GameSettings, vehicle.max_trains, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_TRAINS, RedrawScreen),
SDT_VAR(GameSettings, vehicle.max_roadveh, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_ROADVEH, RedrawScreen),
SDT_VAR(GameSettings, vehicle.max_aircraft, SLE_UINT16, 0, 0, 200, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_AIRCRAFT, RedrawScreen),
SDT_VAR(GameSettings, vehicle.max_ships, SLE_UINT16, 0, 0, 300, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_SHIPS, RedrawScreen),
SDT_BOOL(GameSettings, vehicle.servint_ispercent, 0, 0, false, STR_CONFIG_PATCHES_SERVINT_ISPERCENT, CheckInterval),
SDT_VAR(GameSettings, vehicle.servint_trains, SLE_UINT16, 0,D0, 150, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_TRAINS, InValidateDetailsWindow),
SDT_VAR(GameSettings, vehicle.servint_roadveh, SLE_UINT16, 0,D0, 150, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_ROADVEH, InValidateDetailsWindow),
SDT_VAR(GameSettings, vehicle.servint_ships, SLE_UINT16, 0,D0, 360, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_SHIPS, InValidateDetailsWindow),
SDT_VAR(GameSettings, vehicle.servint_aircraft, SLE_UINT16, 0,D0, 100, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_AIRCRAFT, InValidateDetailsWindow),
SDT_BOOL(GameSettings, order.no_servicing_if_no_breakdowns, 0, 0, false, STR_CONFIG_PATCHES_NOSERVICE, NULL),
SDT_BOOL(GameSettings, vehicle.wagon_speed_limits, 0,NN, true, STR_CONFIG_PATCHES_WAGONSPEEDLIMITS, UpdateConsists),
SDT_CONDBOOL(GameSettings, vehicle.disable_elrails, 38, SL_MAX_VERSION, 0,NN, false, STR_CONFIG_PATCHES_DISABLE_ELRAILS, SettingsDisableElrail),
SDT_CONDVAR(GameSettings, vehicle.freight_trains, SLE_UINT8, 39, SL_MAX_VERSION, 0,NN, 1, 1, 255, 1, STR_CONFIG_PATCHES_FREIGHT_TRAINS, NULL),
SDT_CONDBOOL(GameSettings, order.timetabling, 67, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_TIMETABLE_ALLOW, NULL),
SDT_CONDVAR(GameSettings, vehicle.plane_speed, SLE_UINT8, 90, SL_MAX_VERSION, 0, 0, 4, 1, 4, 0, STR_CONFIG_PATCHES_PLANE_SPEED, NULL),
SDT_CONDBOOL(GameSettings, vehicle.dynamic_engines, 95, SL_MAX_VERSION, 0,NN, false, STR_CONFIG_PATCHES_DYNAMIC_ENGINES, NULL),
SDT_BOOL(GameSettings, station.join_stations, 0, 0, true, STR_CONFIG_PATCHES_JOINSTATIONS, NULL),
SDTC_CONDBOOL( gui.sg_full_load_any, 0, 92, 0, 0 , true, STR_NULL, NULL),
SDT_BOOL(GameSettings, order.improved_load, 0,NN, true, STR_CONFIG_PATCHES_IMPROVEDLOAD, NULL),
SDT_BOOL(GameSettings, order.selectgoods, 0, 0, true, STR_CONFIG_PATCHES_SELECTGOODS, NULL),
SDTC_CONDBOOL( gui.sg_new_nonstop, 0, 92, 0, 0, false, STR_NULL, NULL),
SDT_BOOL(GameSettings, station.nonuniform_stations, 0,NN, true, STR_CONFIG_PATCHES_NONUNIFORM_STATIONS, NULL),
SDT_VAR(GameSettings, station.station_spread, SLE_UINT8, 0, 0, 12, 4, 64, 0, STR_CONFIG_PATCHES_STATION_SPREAD, InvalidateStationBuildWindow),
SDT_BOOL(GameSettings, order.serviceathelipad, 0, 0, true, STR_CONFIG_PATCHES_SERVICEATHELIPAD, NULL),
SDT_BOOL(GameSettings, station.modified_catchment, 0, 0, true, STR_CONFIG_PATCHES_CATCHMENT, NULL),
SDT_CONDBOOL(GameSettings, order.gradual_loading, 40, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_GRADUAL_LOADING, NULL),
SDT_CONDBOOL(GameSettings, construction.road_stop_on_town_road, 47, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_STOP_ON_TOWN_ROAD, NULL),
SDT_CONDBOOL(GameSettings, station.adjacent_stations, 62, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ADJACENT_STATIONS, NULL),
SDT_CONDBOOL(GameSettings, economy.station_noise_level, 96, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_PATCHES_NOISE_LEVEL, InvalidateTownViewWindow),
SDT_BOOL(GameSettings, economy.inflation, 0, 0, true, STR_CONFIG_PATCHES_INFLATION, NULL),
SDT_VAR(GameSettings, construction.raw_industry_construction, SLE_UINT8, 0,MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_RAW_INDUSTRY_CONSTRUCTION_METHOD, InvalidateBuildIndustryWindow),
SDT_BOOL(GameSettings, economy.multiple_industry_per_town, 0, 0, false, STR_CONFIG_PATCHES_MULTIPINDTOWN, NULL),
SDT_BOOL(GameSettings, economy.same_industry_close, 0, 0, false, STR_CONFIG_PATCHES_SAMEINDCLOSE, NULL),
SDT_BOOL(GameSettings, economy.bribe, 0, 0, true, STR_CONFIG_PATCHES_BRIBE, NULL),
SDT_CONDBOOL(GameSettings, economy.exclusive_rights, 79, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ALLOW_EXCLUSIVE, NULL),
SDT_CONDBOOL(GameSettings, economy.give_money, 79, SL_MAX_VERSION, 0, 0, true, STR_CONFIG_PATCHES_ALLOW_GIVE_MONEY, NULL),
SDT_VAR(GameSettings, game_creation.snow_line_height, SLE_UINT8, 0, 0, 7, 2, 13, 0, STR_CONFIG_PATCHES_SNOWLINE_HEIGHT, NULL),
SDTC_VAR( gui.colored_news_year, SLE_INT32, 0,NC, 2000,MIN_YEAR,MAX_YEAR,1,STR_CONFIG_PATCHES_COLORED_NEWS_YEAR, NULL),
SDT_VAR(GameSettings, game_creation.starting_year, SLE_INT32, 0,NC, 1950,MIN_YEAR,MAX_YEAR,1,STR_CONFIG_PATCHES_STARTING_YEAR, NULL),
SDTC_VAR( gui.ending_year, SLE_INT32, 0,NC|NO,2051,MIN_YEAR,MAX_YEAR,1,STR_CONFIG_PATCHES_ENDING_YEAR, NULL),
SDT_BOOL(GameSettings, economy.smooth_economy, 0, 0, true, STR_CONFIG_PATCHES_SMOOTH_ECONOMY, NULL),
SDT_BOOL(GameSettings, economy.allow_shares, 0, 0, false, STR_CONFIG_PATCHES_ALLOW_SHARES, NULL),
SDT_CONDVAR(GameSettings, economy.town_growth_rate, SLE_UINT8, 54, SL_MAX_VERSION, 0, MS, 2, 0, 4, 0, STR_CONFIG_PATCHES_TOWN_GROWTH, NULL),
SDT_CONDVAR(GameSettings, economy.larger_towns, SLE_UINT8, 54, SL_MAX_VERSION, 0, D0, 4, 0, 255, 1, STR_CONFIG_PATCHES_LARGER_TOWNS, NULL),
SDT_CONDVAR(GameSettings, economy.initial_city_size, SLE_UINT8, 56, SL_MAX_VERSION, 0, 0, 2, 1, 10, 1, STR_CONFIG_PATCHES_CITY_SIZE_MULTIPLIER, NULL),
SDT_CONDBOOL(GameSettings, economy.mod_road_rebuild, 77, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_MODIFIED_ROAD_REBUILD, NULL),
SDT_BOOL(GameSettings, ai.ainew_active, 0, 0, false, STR_CONFIG_PATCHES_AINEW_ACTIVE, AiNew_PatchActive_Warning),
SDT_BOOL(GameSettings, ai.ai_in_multiplayer, 0, 0, false, STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER, Ai_In_Multiplayer_Warning),
SDT_BOOL(GameSettings, ai.ai_disable_veh_train, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_TRAINS, NULL),
SDT_BOOL(GameSettings, ai.ai_disable_veh_roadveh, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_ROADVEH, NULL),
SDT_BOOL(GameSettings, ai.ai_disable_veh_aircraft, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_AIRCRAFT, NULL),
SDT_BOOL(GameSettings, ai.ai_disable_veh_ship, 0, 0, false, STR_CONFIG_PATCHES_AI_BUILDS_SHIPS, NULL),
SDT_VAR(GameSettings, vehicle.extend_vehicle_life, SLE_UINT8, 0, 0, 0, 0, 100, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, economy.dist_local_authority, SLE_UINT8, 0, 0, 20, 5, 60, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.wait_oneway_signal, SLE_UINT8, 0, 0, 15, 2, 100, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.wait_twoway_signal, SLE_UINT8, 0, 0, 41, 2, 100, 0, STR_NULL, NULL),
SDT_CONDLISTO(GameSettings, economy.town_noise_population, 3, SLE_UINT16, 96, SL_MAX_VERSION, 0,D0, "800,2000,4000", STR_NULL, NULL, CheckNoiseToleranceLevel),
SDT_VAR(GameSettings, pf.opf.pf_maxlength, SLE_UINT16, 0, 0, 4096, 64, 65535, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.opf.pf_maxdepth, SLE_UINT8, 0, 0, 48, 4, 255, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_max_search_nodes, SLE_UINT, 0, 0, 10000, 500, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_rail_firstred_penalty, SLE_UINT, 0, 0, ( 10 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_rail_firstred_exit_penalty, SLE_UINT, 0, 0, (100 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_rail_lastred_penalty, SLE_UINT, 0, 0, ( 10 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_rail_station_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_rail_slope_penalty, SLE_UINT, 0, 0, ( 1 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_rail_curve_penalty, SLE_UINT, 0, 0, 1, 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_rail_depot_reverse_penalty, SLE_UINT, 0, 0, ( 50 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_buoy_penalty, SLE_UINT, 0, 0, ( 2 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_water_curve_penalty, SLE_UINT, 0, 0, (NPF_TILE_LENGTH / 4), 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_road_curve_penalty, SLE_UINT, 0, 0, 1, 0, 100000, 0, STR_NULL, NULL),
SDT_VAR(GameSettings, pf.npf.npf_crossing_penalty, SLE_UINT, 0, 0, ( 3 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.npf.npf_road_drive_through_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, ( 8 * NPF_TILE_LENGTH), 0, 100000, 0, STR_NULL, NULL),
SDT_CONDBOOL(GameSettings, pf.yapf.disable_node_optimization, 28, SL_MAX_VERSION, 0, 0, false, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.max_search_nodes, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10000, 500, 1000000, 0, STR_NULL, NULL),
SDT_CONDBOOL(GameSettings, pf.yapf.rail_firstred_twoway_eol, 28, SL_MAX_VERSION, 0, 0, true, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_firstred_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_firstred_exit_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 100 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_lastred_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_lastred_exit_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 100 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_station_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 30 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_slope_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 2 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_curve45_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 1 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_curve90_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 6 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_depot_reverse_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 50 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_crossing_penalty, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 3 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_look_ahead_max_signals, SLE_UINT, 28, SL_MAX_VERSION, 0, 0, 10, 1, 100, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_look_ahead_signal_p0, SLE_INT, 28, SL_MAX_VERSION, 0, 0, 500, -1000000, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_look_ahead_signal_p1, SLE_INT, 28, SL_MAX_VERSION, 0, 0, -100, -1000000, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_look_ahead_signal_p2, SLE_INT, 28, SL_MAX_VERSION, 0, 0, 5, -1000000, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_longer_platform_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_longer_platform_per_tile_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 0 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_shorter_platform_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 40 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.rail_shorter_platform_per_tile_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 0 * YAPF_TILE_LENGTH, 0, 20000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_slope_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 2 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_curve_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 1 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_crossing_penalty, SLE_UINT, 33, SL_MAX_VERSION, 0, 0, 3 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, pf.yapf.road_stop_penalty, SLE_UINT, 47, SL_MAX_VERSION, 0, 0, 8 * YAPF_TILE_LENGTH, 0, 1000000, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, game_creation.land_generator, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 1, 0, STR_CONFIG_PATCHES_LAND_GENERATOR, NULL),
SDT_CONDVAR(GameSettings, game_creation.oil_refinery_limit, SLE_UINT8, 30, SL_MAX_VERSION, 0, 0, 32, 12, 48, 0, STR_CONFIG_PATCHES_OIL_REF_EDGE_DISTANCE, NULL),
SDT_CONDVAR(GameSettings, game_creation.tgen_smoothness, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 3, 0, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN, NULL),
SDT_CONDVAR(GameSettings, game_creation.generation_seed, SLE_UINT32, 30, SL_MAX_VERSION, 0, 0, GENERATE_NEW_SEED, 0, UINT32_MAX, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, game_creation.tree_placer, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 2, 0, 2, 0, STR_CONFIG_PATCHES_TREE_PLACER, NULL),
SDT_VAR(GameSettings, game_creation.heightmap_rotation, SLE_UINT8, S,MS, 0, 0, 1, 0, STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION, NULL),
SDT_VAR(GameSettings, game_creation.se_flat_world_height, SLE_UINT8, S, 0, 0, 0, 15, 0, STR_CONFIG_PATCHES_SE_FLAT_WORLD_HEIGHT, NULL),
SDT_VAR(GameSettings, game_creation.map_x, SLE_UINT8, S, 0, 8, 6, 11, 0, STR_CONFIG_PATCHES_MAP_X, NULL),
SDT_VAR(GameSettings, game_creation.map_y, SLE_UINT8, S, 0, 8, 6, 11, 0, STR_CONFIG_PATCHES_MAP_Y, NULL),
SDTC_CONDOMANY( gui.currency, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL),
SDTC_CONDOMANY( gui.units, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL),
/***************************************************************************/
/* Unsaved patch variables. */
SDT_OMANY(Settings, gui.autosave, SLE_UINT8, S, 0, 1, 4, "off|monthly|quarterly|half year|yearly", STR_NULL, NULL, NULL),
SDT_BOOL(Settings, gui.vehicle_speed, S, 0, true, STR_CONFIG_PATCHES_VEHICLESPEED, NULL),
SDT_BOOL(Settings, gui.status_long_date, S, 0, true, STR_CONFIG_PATCHES_LONGDATE, NULL),
SDT_BOOL(Settings, gui.show_finances, S, 0, true, STR_CONFIG_PATCHES_SHOWFINANCES, NULL),
SDT_BOOL(Settings, gui.autoscroll, S, 0, false, STR_CONFIG_PATCHES_AUTOSCROLL, NULL),
SDT_BOOL(Settings, gui.reverse_scroll, S, 0, false, STR_CONFIG_PATCHES_REVERSE_SCROLLING, NULL),
SDT_BOOL(Settings, gui.smooth_scroll, S, 0, false, STR_CONFIG_PATCHES_SMOOTH_SCROLLING, NULL),
SDT_BOOL(Settings, gui.measure_tooltip, S, 0, false, STR_CONFIG_PATCHES_MEASURE_TOOLTIP, NULL),
SDT_VAR(Settings, gui.errmsg_duration, SLE_UINT8, S, 0, 5, 0, 20, 0, STR_CONFIG_PATCHES_ERRMSG_DURATION, NULL),
SDT_VAR(Settings, gui.toolbar_pos, SLE_UINT8, S,MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_TOOLBAR_POS, v_PositionMainToolbar),
SDT_VAR(Settings, gui.window_snap_radius, SLE_UINT8, S,D0, 10, 1, 32, 0, STR_CONFIG_PATCHES_SNAP_RADIUS, NULL),
SDT_BOOL(Settings, gui.population_in_label, S, 0, true, STR_CONFIG_PATCHES_POPULATION_IN_LABEL, PopulationInLabelActive),
SDT_BOOL(Settings, gui.link_terraform_toolbar, S, 0, false, STR_CONFIG_PATCHES_LINK_TERRAFORM_TOOLBAR, NULL),
SDT_VAR(Settings, gui.liveries, SLE_UINT8, S,MS, 2, 0, 2, 0, STR_CONFIG_PATCHES_LIVERIES, RedrawScreen),
SDT_BOOL(Settings, gui.prefer_teamchat, S, 0, false, STR_CONFIG_PATCHES_PREFER_TEAMCHAT, NULL),
SDT_VAR(Settings, gui.scrollwheel_scrolling, SLE_UINT8, S,MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_SCROLLWHEEL_SCROLLING, NULL),
SDT_VAR(Settings, gui.scrollwheel_multiplier, SLE_UINT8, S, 0, 5, 1, 15, 1, STR_CONFIG_PATCHES_SCROLLWHEEL_MULTIPLIER, NULL),
SDT_BOOL(Settings, gui.pause_on_newgame, S, 0, false, STR_CONFIG_PATCHES_PAUSE_ON_NEW_GAME, NULL),
SDT_VAR(Settings, gui.advanced_vehicle_list, SLE_UINT8, S,MS, 1, 0, 2, 0, STR_CONFIG_PATCHES_ADVANCED_VEHICLE_LISTS, NULL),
SDT_BOOL(Settings, gui.timetable_in_ticks, S, 0, false, STR_CONFIG_PATCHES_TIMETABLE_IN_TICKS, NULL),
SDT_VAR(Settings, gui.loading_indicators, SLE_UINT8, S,MS, 1, 0, 2, 0, STR_CONFIG_PATCHES_LOADING_INDICATORS, RedrawScreen),
SDT_VAR(Settings, gui.default_rail_type, SLE_UINT8, S,MS, 4, 0, 6, 0, STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE, NULL),
SDT_BOOL(Settings, gui.enable_signal_gui, S, 0, false, STR_CONFIG_PATCHES_ENABLE_SIGNAL_GUI, CloseSignalGUI),
SDT_VAR(Settings, gui.drag_signals_density, SLE_UINT8, S, 0, 4, 1, 20, 0, STR_CONFIG_PATCHES_DRAG_SIGNALS_DENSITY, DragSignalsDensityChanged),
SDT_VAR(Settings, gui.semaphore_build_before, SLE_INT32, S, NC, 1975, MIN_YEAR, MAX_YEAR, 1, STR_CONFIG_PATCHES_SEMAPHORE_BUILD_BEFORE_DATE, ResetSignalVariant),
SDT_BOOL(Settings, gui.train_income_warn, S, 0, true, STR_CONFIG_PATCHES_WARN_INCOME_LESS, NULL),
SDT_VAR(Settings, gui.order_review_system, SLE_UINT8, S,MS, 2, 0, 2, 0, STR_CONFIG_PATCHES_ORDER_REVIEW, NULL),
SDT_BOOL(Settings, gui.lost_train_warn, S, 0, true, STR_CONFIG_PATCHES_WARN_LOST_TRAIN, NULL),
SDT_BOOL(Settings, gui.autorenew, S, 0, false, STR_CONFIG_PATCHES_AUTORENEW_VEHICLE, EngineRenewUpdate),
SDT_VAR(Settings, gui.autorenew_months, SLE_INT16, S, 0, 6, -12, 12, 0, STR_CONFIG_PATCHES_AUTORENEW_MONTHS, EngineRenewMonthsUpdate),
SDT_VAR(Settings, gui.autorenew_money, SLE_UINT, S,CR,100000, 0, 2000000, 0, STR_CONFIG_PATCHES_AUTORENEW_MONEY, EngineRenewMoneyUpdate),
SDT_BOOL(Settings, gui.always_build_infrastructure, S, 0, false, STR_CONFIG_PATCHES_ALWAYS_BUILD_INFRASTRUCTURE, RedrawScreen),
SDT_BOOL(Settings, gui.new_nonstop, S, 0, false, STR_CONFIG_PATCHES_NEW_NONSTOP, NULL),
SDT_BOOL(Settings, gui.keep_all_autosave, S, 0, false, STR_NULL, NULL),
SDT_BOOL(Settings, gui.autosave_on_exit, S, 0, false, STR_NULL, NULL),
SDT_VAR(Settings, gui.max_num_autosaves, SLE_UINT8, S, 0, 16, 0, 255, 0, STR_NULL, NULL),
SDT_BOOL(Settings, gui.bridge_pillars, S, 0, true, STR_NULL, NULL),
SDT_BOOL(Settings, gui.auto_euro, S, 0, true, STR_NULL, NULL),
SDT_VAR(Settings, gui.news_message_timeout, SLE_UINT8, S, 0, 2, 1, 255, 0, STR_NULL, NULL),
SDT_VAR(Settings, game_creation.map_x, SLE_UINT8, S, 0, 8, 6, 11, 0, STR_CONFIG_PATCHES_MAP_X, NULL),
SDT_VAR(Settings, game_creation.map_y, SLE_UINT8, S, 0, 8, 6, 11, 0, STR_CONFIG_PATCHES_MAP_Y, NULL),
SDTC_OMANY(gui.autosave, SLE_UINT8, S, 0, 1, 4, "off|monthly|quarterly|half year|yearly", STR_NULL, NULL),
SDTC_BOOL(gui.vehicle_speed, S, 0, true, STR_CONFIG_PATCHES_VEHICLESPEED, NULL),
SDTC_BOOL(gui.status_long_date, S, 0, true, STR_CONFIG_PATCHES_LONGDATE, NULL),
SDTC_BOOL(gui.show_finances, S, 0, true, STR_CONFIG_PATCHES_SHOWFINANCES, NULL),
SDTC_BOOL(gui.autoscroll, S, 0, false, STR_CONFIG_PATCHES_AUTOSCROLL, NULL),
SDTC_BOOL(gui.reverse_scroll, S, 0, false, STR_CONFIG_PATCHES_REVERSE_SCROLLING, NULL),
SDTC_BOOL(gui.smooth_scroll, S, 0, false, STR_CONFIG_PATCHES_SMOOTH_SCROLLING, NULL),
SDTC_BOOL(gui.measure_tooltip, S, 0, false, STR_CONFIG_PATCHES_MEASURE_TOOLTIP, NULL),
SDTC_VAR(gui.errmsg_duration, SLE_UINT8, S, 0, 5, 0, 20, 0, STR_CONFIG_PATCHES_ERRMSG_DURATION, NULL),
SDTC_VAR(gui.toolbar_pos, SLE_UINT8, S,MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_TOOLBAR_POS, v_PositionMainToolbar),
SDTC_VAR(gui.window_snap_radius, SLE_UINT8, S,D0, 10, 1, 32, 0, STR_CONFIG_PATCHES_SNAP_RADIUS, NULL),
SDTC_BOOL(gui.population_in_label, S, 0, true, STR_CONFIG_PATCHES_POPULATION_IN_LABEL, PopulationInLabelActive),
SDTC_BOOL(gui.link_terraform_toolbar, S, 0, false, STR_CONFIG_PATCHES_LINK_TERRAFORM_TOOLBAR, NULL),
SDTC_VAR(gui.liveries, SLE_UINT8, S,MS, 2, 0, 2, 0, STR_CONFIG_PATCHES_LIVERIES, RedrawScreen),
SDTC_BOOL(gui.prefer_teamchat, S, 0, false, STR_CONFIG_PATCHES_PREFER_TEAMCHAT, NULL),
SDTC_VAR(gui.scrollwheel_scrolling, SLE_UINT8, S,MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_SCROLLWHEEL_SCROLLING, NULL),
SDTC_VAR(gui.scrollwheel_multiplier, SLE_UINT8, S, 0, 5, 1, 15, 1, STR_CONFIG_PATCHES_SCROLLWHEEL_MULTIPLIER, NULL),
SDTC_BOOL(gui.pause_on_newgame, S, 0, false, STR_CONFIG_PATCHES_PAUSE_ON_NEW_GAME, NULL),
SDTC_VAR(gui.advanced_vehicle_list, SLE_UINT8, S,MS, 1, 0, 2, 0, STR_CONFIG_PATCHES_ADVANCED_VEHICLE_LISTS, NULL),
SDTC_BOOL(gui.timetable_in_ticks, S, 0, false, STR_CONFIG_PATCHES_TIMETABLE_IN_TICKS, NULL),
SDTC_VAR(gui.loading_indicators, SLE_UINT8, S,MS, 1, 0, 2, 0, STR_CONFIG_PATCHES_LOADING_INDICATORS, RedrawScreen),
SDTC_VAR(gui.default_rail_type, SLE_UINT8, S,MS, 4, 0, 6, 0, STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE, NULL),
SDTC_BOOL(gui.enable_signal_gui, S, 0, false, STR_CONFIG_PATCHES_ENABLE_SIGNAL_GUI, CloseSignalGUI),
SDTC_VAR(gui.drag_signals_density, SLE_UINT8, S, 0, 4, 1, 20, 0, STR_CONFIG_PATCHES_DRAG_SIGNALS_DENSITY, DragSignalsDensityChanged),
SDTC_VAR(gui.semaphore_build_before, SLE_INT32, S, NC, 1975, MIN_YEAR, MAX_YEAR, 1, STR_CONFIG_PATCHES_SEMAPHORE_BUILD_BEFORE_DATE, ResetSignalVariant),
SDTC_BOOL(gui.train_income_warn, S, 0, true, STR_CONFIG_PATCHES_WARN_INCOME_LESS, NULL),
SDTC_VAR(gui.order_review_system, SLE_UINT8, S,MS, 2, 0, 2, 0, STR_CONFIG_PATCHES_ORDER_REVIEW, NULL),
SDTC_BOOL(gui.lost_train_warn, S, 0, true, STR_CONFIG_PATCHES_WARN_LOST_TRAIN, NULL),
SDTC_BOOL(gui.autorenew, S, 0, false, STR_CONFIG_PATCHES_AUTORENEW_VEHICLE, EngineRenewUpdate),
SDTC_VAR(gui.autorenew_months, SLE_INT16, S, 0, 6, -12, 12, 0, STR_CONFIG_PATCHES_AUTORENEW_MONTHS, EngineRenewMonthsUpdate),
SDTC_VAR(gui.autorenew_money, SLE_UINT, S,CR,100000, 0, 2000000, 0, STR_CONFIG_PATCHES_AUTORENEW_MONEY, EngineRenewMoneyUpdate),
SDTC_BOOL(gui.always_build_infrastructure, S, 0, false, STR_CONFIG_PATCHES_ALWAYS_BUILD_INFRASTRUCTURE, RedrawScreen),
SDTC_BOOL(gui.new_nonstop, S, 0, false, STR_CONFIG_PATCHES_NEW_NONSTOP, NULL),
SDTC_BOOL(gui.keep_all_autosave, S, 0, false, STR_NULL, NULL),
SDTC_BOOL(gui.autosave_on_exit, S, 0, false, STR_NULL, NULL),
SDTC_VAR(gui.max_num_autosaves, SLE_UINT8, S, 0, 16, 0, 255, 0, STR_NULL, NULL),
SDTC_BOOL(gui.bridge_pillars, S, 0, true, STR_NULL, NULL),
SDTC_BOOL(gui.auto_euro, S, 0, true, STR_NULL, NULL),
SDTC_VAR(gui.news_message_timeout, SLE_UINT8, S, 0, 2, 1, 255, 0, STR_NULL, NULL),
/*
* Since the network code (CmdChangePatchSetting and friends) use the index in this array to decide
@ -1768,7 +1795,7 @@ const SettingDesc _patch_settings[] = {
#ifdef __APPLE__
/* We might need to emulate a right mouse button on mac */
SDT_VAR(Settings, gui.right_mouse_btn_emulation, SLE_UINT8, S, MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_RIGHT_MOUSE_BTN_EMU, NULL),
SDTC_VAR(gui.right_mouse_btn_emulation, SLE_UINT8, S, MS, 0, 0, 2, 0, STR_CONFIG_PATCHES_RIGHT_MOUSE_BTN_EMU, NULL),
#endif
SDT_END()
@ -1824,7 +1851,7 @@ static void HandleOldDiffCustom(bool savegame)
for (uint i = 0; i < options_to_load; i++) {
const SettingDesc *sd = &_patch_settings[i];
void *var = GetVariableAddress(savegame ? &_settings : &_settings_newgame, &sd->save);
void *var = GetVariableAddress(savegame ? &_settings_game : &_settings_newgame, &sd->save);
Write_ValidateSetting(var, sd, (int32)((i == 4 ? 1000 : 1) * _old_diff_custom[i]));
}
}
@ -2068,7 +2095,7 @@ CommandCost CmdChangePatchSetting(TileIndex tile, uint32 flags, uint32 p1, uint3
if ((sd->desc.flags & SGF_NEWGAME_ONLY) && _game_mode != GM_MENU) return CMD_ERROR;
if (flags & DC_EXEC) {
Settings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
GameSettings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
void *var = GetVariableAddress(s, &sd->save);
Write_ValidateSetting(var, sd, (int32)p2);
if (sd->desc.proc != NULL) sd->desc.proc((int32)ReadValue(var, sd->save.conv));
@ -2086,7 +2113,7 @@ CommandCost CmdChangePatchSetting(TileIndex tile, uint32 flags, uint32 p1, uint3
* This only affects patch-members that are not needed to be the same on all
* clients in a network game.
* @param value new value of the patch */
bool SetPatchValue(uint index, const Settings *object, int32 value)
bool SetPatchValue(uint index, int32 value)
{
const SettingDesc *sd = &_patch_settings[index];
/* If an item is player-based, we do not send it over the network
@ -2094,7 +2121,7 @@ bool SetPatchValue(uint index, const Settings *object, int32 value)
* of patches because changing a player-based setting in a game also
* changes its defaults. At least that is the convention we have chosen */
if (sd->save.conv & SLF_NETWORK_NO) {
void *var = GetVariableAddress(object, &sd->save);
void *var = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
Write_ValidateSetting(var, sd, value);
if (_game_mode != GM_MENU) {
@ -2150,10 +2177,10 @@ bool IConsoleSetPatchSetting(const char *name, int32 value)
return true;
}
Settings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
GameSettings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
ptr = GetVariableAddress(s, &sd->save);
success = SetPatchValue(index, s, value);
success = SetPatchValue(index, value);
return success;
}
@ -2169,7 +2196,7 @@ void IConsoleGetPatchSetting(const char *name)
return;
}
ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings, &sd->save);
ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
if (sd->desc.cmd == SDT_BOOLX) {
snprintf(value, sizeof(value), (*(bool*)ptr == 1) ? "on" : "off");
@ -2187,7 +2214,7 @@ void IConsoleListPatches()
for (const SettingDesc *sd = _patch_settings; sd->save.cmd != SL_END; sd++) {
char value[80];
const void *ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings, &sd->save);
const void *ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
if (sd->desc.cmd == SDT_BOOLX) {
snprintf(value, lengthof(value), (*(bool*)ptr == 1) ? "on" : "off");
@ -2208,7 +2235,7 @@ static void LoadSettings(const SettingDesc *osd, void *object)
{
for (; osd->save.cmd != SL_END; osd++) {
const SaveLoad *sld = &osd->save;
void *ptr = GetVariableAddress(sld->global ? NULL : object, sld);
void *ptr = GetVariableAddress(object, sld);
if (!SlObjectMember(ptr, sld)) continue;
}
@ -2259,7 +2286,7 @@ static void Load_OPTS()
* a networking environment. This ensures for example that the local
* autosave-frequency stays when joining a network-server */
PrepareOldDiffCustom();
LoadSettings(_gameopt_settings, &_settings);
LoadSettings(_gameopt_settings, &_settings_game);
HandleOldDiffCustom(true);
}
@ -2268,12 +2295,12 @@ static void Load_PATS()
/* Copy over default setting since some might not get loaded in
* a networking environment. This ensures for example that the local
* signal_side stays when joining a network-server */
LoadSettings(_patch_settings, &_settings);
LoadSettings(_patch_settings, &_settings_game);
}
static void Save_PATS()
{
SaveSettings(_patch_settings, &_settings);
SaveSettings(_patch_settings, &_settings_game);
}
void CheckConfig()

@ -142,11 +142,11 @@ static void ShowTownnameDropdown(Window *w, int sel)
static void ShowCustCurrency();
struct GameOptionsWindow : Window {
Settings *opt;
GameSettings *opt;
GameOptionsWindow(const WindowDesc *desc) : Window(desc)
{
this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
this->FindWindowPlacementAndResize(desc);
}
@ -162,11 +162,11 @@ struct GameOptionsWindow : Window {
this->SetWidgetDisabledState(GAMEOPT_VEHICLENAME_SAVE, !(_vehicle_design_names & 1));
if (!this->IsWidgetDisabled(GAMEOPT_VEHICLENAME_SAVE)) str = STR_02BF_CUSTOM;
SetDParam(0, str);
SetDParam(1, _currency_specs[this->opt->gui.currency].name);
SetDParam(2, STR_UNITS_IMPERIAL + this->opt->gui.units);
SetDParam(1, _currency_specs[_settings_client.gui.currency].name);
SetDParam(2, STR_UNITS_IMPERIAL + _settings_client.gui.units);
SetDParam(3, STR_02E9_DRIVE_ON_LEFT + this->opt->vehicle.road_side);
SetDParam(4, TownName(this->opt->game_creation.town_name));
SetDParam(5, _autosave_dropdown[this->opt->gui.autosave]);
SetDParam(5, _autosave_dropdown[_settings_client.gui.autosave]);
SetDParam(6, SPECSTR_LANGUAGE_START + _dynlang.curr);
int i = GetCurRes();
SetDParam(7, i == _num_resolutions ? STR_RES_OTHER : SPECSTR_RESOLUTION_START + i);
@ -181,11 +181,11 @@ struct GameOptionsWindow : Window {
{
switch (widget) {
case GAMEOPT_CURRENCY_BTN: // Setup currencies dropdown
ShowDropDownMenu(this, BuildCurrencyDropdown(), this->opt->gui.currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
ShowDropDownMenu(this, BuildCurrencyDropdown(), _settings_client.gui.currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
break;
case GAMEOPT_DISTANCE_BTN: // Setup distance unit dropdown
ShowDropDownMenu(this, _units_dropdown, this->opt->gui.units, GAMEOPT_DISTANCE_BTN, 0, 0);
ShowDropDownMenu(this, _units_dropdown, _settings_client.gui.units, GAMEOPT_DISTANCE_BTN, 0, 0);
break;
case GAMEOPT_ROADSIDE_BTN: { // Setup road-side dropdown
@ -206,7 +206,7 @@ struct GameOptionsWindow : Window {
break;
case GAMEOPT_AUTOSAVE_BTN: // Setup autosave dropdown
ShowDropDownMenu(this, _autosave_dropdown, this->opt->gui.autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0);
ShowDropDownMenu(this, _autosave_dropdown, _settings_client.gui.autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0);
break;
case GAMEOPT_VEHICLENAME_BTN: // Setup customized vehicle-names dropdown
@ -265,12 +265,12 @@ struct GameOptionsWindow : Window {
case GAMEOPT_CURRENCY_BTN: /* Currency */
if (index == CUSTOM_CURRENCY_ID) ShowCustCurrency();
this->opt->gui.currency = index;
_settings_client.gui.currency = index;
MarkWholeScreenDirty();
break;
case GAMEOPT_DISTANCE_BTN: // Measuring units
this->opt->gui.units = index;
_settings_client.gui.units = index;
MarkWholeScreenDirty();
break;
@ -289,7 +289,7 @@ struct GameOptionsWindow : Window {
break;
case GAMEOPT_AUTOSAVE_BTN: // Autosave options
_settings.gui.autosave = _settings_newgame.gui.autosave = index;
_settings_client.gui.autosave = index;
this->SetDirty();
break;
@ -398,7 +398,7 @@ private:
uint8 timeout;
/* Temporary holding place of values in the difficulty window until 'Save' is clicked */
Settings opt_mod_temp;
GameSettings opt_mod_temp;
enum {
GAMEDIFF_WND_TOP_OFFSET = 45,
@ -427,7 +427,7 @@ public:
{
/* Copy current settings (ingame or in intro) to temporary holding place
* change that when setting stuff, copy back on clicking 'OK' */
this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame : _settings;
this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
this->clicked_increase = false;
this->clicked_button = NO_SETTINGS_BUTTON;
this->timeout = 0;
@ -537,7 +537,7 @@ public:
break;
case GDW_ACCEPT: { // Save button - save changes
Settings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
GameSettings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
uint i;
const SettingDesc *sd = GetPatchFromName("difficulty.max_no_competitors", &i);
@ -738,7 +738,7 @@ enum PatchesSelectionWidgets {
};
struct PatchesSelectionWindow : Window {
static Settings *patches_ptr;
static GameSettings *patches_ptr;
static int patches_max;
int page;
@ -749,7 +749,7 @@ struct PatchesSelectionWindow : Window {
{
static bool first_time = true;
patches_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
patches_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
/* Build up the dynamic settings-array only once per OpenTTD session */
if (first_time) {
@ -762,6 +762,7 @@ struct PatchesSelectionWindow : Window {
page->entries = MallocT<PatchEntry>(page->num);
for (i = 0; i != page->num; i++) {
uint index;
printf("%s\n", page->names[i]);
const SettingDesc *sd = GetPatchFromName(page->names[i], &index);
assert(sd != NULL);
@ -912,7 +913,7 @@ struct PatchesSelectionWindow : Window {
}
if (value != oldvalue) {
SetPatchValue(page->entries[btn].index, patches_ptr, value);
SetPatchValue(page->entries[btn].index, value);
this->SetDirty();
}
} else {
@ -955,13 +956,13 @@ struct PatchesSelectionWindow : Window {
/* Save the correct currency-translated value */
if (sd->desc.flags & SGF_CURRENCY) value /= _currency->rate;
SetPatchValue(pe->index, patches_ptr, value);
SetPatchValue(pe->index, value);
this->SetDirty();
}
}
};
Settings *PatchesSelectionWindow::patches_ptr = NULL;
GameSettings *PatchesSelectionWindow::patches_ptr = NULL;
int PatchesSelectionWindow::patches_max = 0;
static const Widget _patches_selection_widgets[] = {

@ -84,6 +84,6 @@ enum IniGroupType {
};
const SettingDesc *GetPatchFromName(const char *name, uint *i);
bool SetPatchValue(uint index, const Settings *object, int32 value);
bool SetPatchValue(uint index, int32 value);
#endif /* SETTINGS_H */

@ -265,10 +265,9 @@ struct StationSettings {
byte station_spread; ///< amount a station may spread
};
/** All settings together. */
struct Settings {
/** All settings together for the game. */
struct GameSettings {
DifficultySettings difficulty; ///< settings related to the difficulty
GUISettings gui; ///< settings related to the GUI
GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
ConstructionSettings construction; ///< construction of things in-game
AISettings ai; ///< what may the AI do?
@ -279,10 +278,18 @@ struct Settings {
StationSettings station; ///< settings related to station management
};
/** The current settings. */
extern Settings _settings;
/** All settings that are only important for the local client. */
struct ClientSettings {
GUISettings gui; ///< settings related to the GUI
};
/** The current settings for this game. */
extern ClientSettings _settings_client;
/** The current settings for this game. */
extern GameSettings _settings_game;
/** The settings values that are used for new games and/or modified in config file */
extern Settings _settings_newgame;
/** The settings values that are used for new games and/or modified in config file. */
extern GameSettings _settings_newgame;
#endif /* SETTINGS_TYPE_H */

@ -106,7 +106,7 @@ SpriteID Ship::GetImage(Direction direction) const
static const Depot* FindClosestShipDepot(const Vehicle* v)
{
if (_settings.pf.pathfinder_for_ships == VPF_NPF) { /* NPF is used */
if (_settings_game.pf.pathfinder_for_ships == VPF_NPF) { /* NPF is used */
Trackdir trackdir = GetVehicleTrackdir(v);
NPFFoundTargetData ftd = NPFRouteToDepotTrialError(v->tile, trackdir, false, TRANSPORT_WATER, 0, v->owner, INVALID_RAILTYPES);
@ -137,7 +137,7 @@ static const Depot* FindClosestShipDepot(const Vehicle* v)
static void CheckIfShipNeedsService(Vehicle *v)
{
if (_settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
if (_settings_game.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
@ -196,7 +196,7 @@ static void HandleBrokenShip(Vehicle *v)
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings.game_creation.landscape != LT_TOYLAND) ?
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
}
@ -320,7 +320,7 @@ static bool ShipAccelerate(Vehicle *v)
/*updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_settings.gui.vehicle_speed)
if (_settings_client.gui.vehicle_speed)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
@ -459,7 +459,7 @@ static Track ChooseShipTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir,
{
assert(IsValidDiagDirection(enterdir));
switch (_settings.pf.pathfinder_for_ships) {
switch (_settings_game.pf.pathfinder_for_ships) {
case VPF_YAPF: { /* YAPF */
Trackdir trackdir = YapfChooseShipTrack(v, tile, enterdir, tracks);
if (trackdir != INVALID_TRACKDIR) return TrackdirToTrack(trackdir);
@ -756,7 +756,7 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_SHIP);
if (!Vehicle::AllocateList(NULL, 1) || unit_num > _settings.vehicle.max_ships)
if (!Vehicle::AllocateList(NULL, 1) || unit_num > _settings_game.vehicle.max_ships)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
@ -800,7 +800,7 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->name = NULL;
v->u.ship.state = TRACK_BIT_DEPOT;
v->service_interval = _settings.vehicle.servint_ships;
v->service_interval = _settings_game.vehicle.servint_ships;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = 0x0E5E;

@ -459,7 +459,7 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile)
case MP_TREES:
if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) {
bits = (_settings.game_creation.landscape == LT_ARCTIC) ? MKCOLOR(0x98575798) : MKCOLOR(0xC25757C2);
bits = (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOR(0x98575798) : MKCOLOR(0xC25757C2);
} else {
bits = MKCOLOR(0x54575754);
}

@ -285,7 +285,7 @@ bool StationRect::BeforeAddTile(TileIndex tile, StationRectMode mode)
/* check new rect dimensions against preset max */
int w = new_rect.right - new_rect.left + 1;
int h = new_rect.bottom - new_rect.top + 1;
if (mode != ADD_FORCE && (w > _settings.station.station_spread || h > _settings.station.station_spread)) {
if (mode != ADD_FORCE && (w > _settings_game.station.station_spread || h > _settings_game.station.station_spread)) {
assert(mode != ADD_TRY);
_error_message = STR_306C_STATION_TOO_SPREAD_OUT;
return false;

@ -296,7 +296,7 @@ static StringID GenerateStationName(Station *st, TileIndex tile, int flag)
CountMapSquareAround(tile, CMSATree) >= 8 ||
CountMapSquareAround(tile, CMSAForest) >= 2)
) {
return _settings.game_creation.landscape == LT_TROPIC ? STR_SV_STNAME_FOREST : STR_SV_STNAME_WOODS;
return _settings_game.game_creation.landscape == LT_TROPIC ? STR_SV_STNAME_FOREST : STR_SV_STNAME_WOODS;
}
/* check elevation compared to town */
@ -563,7 +563,7 @@ static void UpdateStationAcceptance(Station *st, bool show_msg)
TileXY(rect.left, rect.bottom),
rect.right - rect.left + 1,
rect.top - rect.bottom + 1,
_settings.station.modified_catchment ? FindCatchmentRadius(st) : (uint)CA_UNMODIFIED
_settings_game.station.modified_catchment ? FindCatchmentRadius(st) : (uint)CA_UNMODIFIED
);
} else {
memset(accepts, 0, sizeof(accepts));
@ -692,7 +692,7 @@ CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint
* b) the build_on_slopes switch is disabled
*/
if (IsSteepSlope(tileh) ||
((_is_old_ai_player || !_settings.construction.build_on_slopes) && tileh != SLOPE_FLAT)) {
((_is_old_ai_player || !_settings_game.construction.build_on_slopes) && tileh != SLOPE_FLAT)) {
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
}
@ -750,7 +750,7 @@ static bool CanExpandRailroadStation(const Station *st, uint *fin, Axis axis)
uint w = fin[1];
uint h = fin[2];
if (_settings.station.nonuniform_stations) {
if (_settings_game.station.nonuniform_stations) {
/* determine new size of train station region.. */
int x = min(TileX(st->train_tile), TileX(tile));
int y = min(TileY(st->train_tile), TileY(tile));
@ -794,7 +794,7 @@ static bool CanExpandRailroadStation(const Station *st, uint *fin, Axis axis)
}
}
/* make sure the final size is not too big. */
if (curw > _settings.station.station_spread || curh > _settings.station.station_spread) {
if (curw > _settings_game.station.station_spread || curh > _settings_game.station.station_spread) {
_error_message = STR_306C_STATION_TOO_SPREAD_OUT;
return false;
}
@ -883,7 +883,7 @@ CommandCost CmdBuildRailroadStation(TileIndex tile_org, uint32 flags, uint32 p1,
w_org = numtracks;
}
if (h_org > _settings.station.station_spread || w_org > _settings.station.station_spread) return CMD_ERROR;
if (h_org > _settings_game.station.station_spread || w_org > _settings_game.station.station_spread) return CMD_ERROR;
/* these values are those that will be stored in train_tile and station_platforms */
uint finalvalues[3];
@ -896,14 +896,14 @@ CommandCost CmdBuildRailroadStation(TileIndex tile_org, uint32 flags, uint32 p1,
/* If DC_EXEC is in flag, do not want to pass it to CheckFlatLandBelow, because of a nice bug
* for detail info, see:
* https://sourceforge.net/tracker/index.php?func=detail&aid=1029064&group_id=103924&atid=636365 */
CommandCost ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags & ~DC_EXEC, 5 << axis, _settings.station.nonuniform_stations ? &est : NULL);
CommandCost ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags & ~DC_EXEC, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL);
if (CmdFailed(ret)) return ret;
CommandCost cost(EXPENSES_CONSTRUCTION, ret.GetCost() + (numtracks * _price.train_station_track + _price.train_station_length) * plat_len);
Station *st = NULL;
bool check_surrounding = true;
if (_settings.station.adjacent_stations) {
if (_settings_game.station.adjacent_stations) {
if (est != INVALID_STATION) {
if (HasBit(p1, 24)) {
/* You can't build an adjacent station over the top of one that
@ -938,7 +938,7 @@ CommandCost CmdBuildRailroadStation(TileIndex tile_org, uint32 flags, uint32 p1,
if (st->train_tile != 0) {
/* check if we want to expanding an already existing station? */
if (_is_old_ai_player || !_settings.station.join_stations)
if (_is_old_ai_player || !_settings_game.station.join_stations)
return_cmd_error(STR_3005_TOO_CLOSE_TO_ANOTHER_RAILROAD);
if (!CanExpandRailroadStation(st, finalvalues, axis))
return CMD_ERROR;
@ -993,7 +993,7 @@ CommandCost CmdBuildRailroadStation(TileIndex tile_org, uint32 flags, uint32 p1,
/* Now really clear the land below the station
* It should never return CMD_ERROR.. but you never know ;)
* (a bit strange function name for it, but it really does clear the land, when DC_EXEC is in flags) */
ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags, 5 << axis, _settings.station.nonuniform_stations ? &est : NULL);
ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL);
if (CmdFailed(ret)) return ret;
st->train_tile = finalvalues[0];
@ -1162,7 +1162,7 @@ CommandCost CmdRemoveFromRailroadStation(TileIndex tile, uint32 flags, uint32 p1
/* Do not allow removing from stations if non-uniform stations are not enabled
* The check must be here to give correct error message
*/
if (!_settings.station.nonuniform_stations) return_cmd_error(STR_NONUNIFORM_STATIONS_DISALLOWED);
if (!_settings_game.station.nonuniform_stations) return_cmd_error(STR_NONUNIFORM_STATIONS_DISALLOWED);
/* If we reached here, the tile is valid so increase the quantity of tiles we will remove */
quantity++;
@ -1207,7 +1207,7 @@ CommandCost CmdRemoveFromRailroadStation(TileIndex tile, uint32 flags, uint32 p1
static CommandCost RemoveRailroadStation(Station *st, TileIndex tile, uint32 flags)
{
/* if there is flooding and non-uniform stations are enabled, remove platforms tile by tile */
if (_current_player == OWNER_WATER && _settings.station.nonuniform_stations) {
if (_current_player == OWNER_WATER && _settings_game.station.nonuniform_stations) {
return DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_FROM_RAILROAD_STATION);
}
@ -1326,7 +1326,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
Owner road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (road_owner == OWNER_TOWN) {
town_owned_road = true;
if (!_settings.construction.road_stop_on_town_road) return_cmd_error(STR_DRIVE_THROUGH_ERROR_ON_TOWN_ROAD);
if (!_settings_game.construction.road_stop_on_town_road) return_cmd_error(STR_DRIVE_THROUGH_ERROR_ON_TOWN_ROAD);
} else {
if (road_owner != OWNER_NONE && !CheckOwnership(road_owner)) return CMD_ERROR;
}
@ -1350,7 +1350,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
Station *st = NULL;
if (!_settings.station.adjacent_stations || !HasBit(p2, 5)) {
if (!_settings_game.station.adjacent_stations || !HasBit(p2, 5)) {
st = GetStationAround(tile, 1, 1, INVALID_STATION);
if (st == CHECK_STATIONS_ERR) return CMD_ERROR;
}
@ -1681,7 +1681,7 @@ uint8 GetAirportNoiseLevelForTown(const AirportFTAClass *afc, TileIndex town_til
* adding the town_council_tolerance 4 times, as a way to graduate, depending of the tolerance.
* Basically, it says that the less tolerant a town is, the bigger the distance before
* an actual decrease can be granted */
uint8 town_tolerance_distance = 8 + (_settings.difficulty.town_council_tolerance * 4);
uint8 town_tolerance_distance = 8 + (_settings_game.difficulty.town_council_tolerance * 4);
/* now, we want to have the distance segmented using the distance judged bareable by town
* This will give us the coefficient of reduction the distance provides. */
@ -1715,7 +1715,7 @@ CommandCost CmdBuildAirport(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
int h = afc->size_y;
Station *st = NULL;
if (w > _settings.station.station_spread || h > _settings.station.station_spread) {
if (w > _settings_game.station.station_spread || h > _settings_game.station.station_spread) {
_error_message = STR_306C_STATION_TOO_SPREAD_OUT;
return CMD_ERROR;
}
@ -1729,7 +1729,7 @@ CommandCost CmdBuildAirport(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* Check if local auth would allow a new airport */
bool authority_refused;
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
/* do not allow to build a new airport if this raise the town noise over the maximum allowed by town */
authority_refused = (t->noise_reached + newnoise_level) > t->MaxTownNoise();
} else {
@ -1746,7 +1746,7 @@ CommandCost CmdBuildAirport(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
return_cmd_error(STR_2035_LOCAL_AUTHORITY_REFUSES);
}
if (!_settings.station.adjacent_stations || !HasBit(p2, 0)) {
if (!_settings_game.station.adjacent_stations || !HasBit(p2, 0)) {
st = GetStationAround(tile, w, h, INVALID_STATION);
if (st == CHECK_STATIONS_ERR) return CMD_ERROR;
} else {
@ -1821,7 +1821,7 @@ CommandCost CmdBuildAirport(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
InvalidateWindowData(WC_STATION_LIST, st->owner, 0);
InvalidateWindowWidget(WC_STATION_VIEW, st->index, SVW_PLANES);
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
InvalidateWindow(WC_TOWN_VIEW, st->town->index);
}
}
@ -1878,7 +1878,7 @@ static CommandCost RemoveAirport(Station *st, uint32 flags)
InvalidateWindowWidget(WC_STATION_VIEW, st->index, SVW_PLANES);
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
InvalidateWindow(WC_TOWN_VIEW, st->town->index);
}
@ -2041,7 +2041,7 @@ CommandCost CmdBuildDock(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* middle */
Station *st = NULL;
if (!_settings.station.adjacent_stations || !HasBit(p1, 0)) {
if (!_settings_game.station.adjacent_stations || !HasBit(p1, 0)) {
st = GetStationAround(
tile + ToTileIndexDiff(_dock_tileoffs_chkaround[direction]),
_dock_w_chk[direction], _dock_h_chk[direction], INVALID_STATION);
@ -2771,7 +2771,7 @@ StationSet FindStationsAroundIndustryTile(TileIndex tile, int w, int h)
int w_prod; // width and height of the "producer" of the cargo
int h_prod;
int max_rad;
if (_settings.station.modified_catchment) {
if (_settings_game.station.modified_catchment) {
w_prod = w;
h_prod = h;
w += 2 * MAX_CATCHMENT;
@ -2794,7 +2794,7 @@ StationSet FindStationsAroundIndustryTile(TileIndex tile, int w, int h)
if (st->IsBuoy()) continue; // bouys don't accept cargo
if (_settings.station.modified_catchment) {
if (_settings_game.station.modified_catchment) {
/* min and max coordinates of the producer relative */
const int x_min_prod = max_rad + 1;
const int x_max_prod = max_rad + w_prod;
@ -2848,7 +2848,7 @@ uint MoveGoodsToStation(TileIndex tile, int w, int h, CargoID type, uint amount)
if (st->goods[type].rating == 0) continue; // Lowest possible rating, better not to give cargo anymore
if (_settings.order.selectgoods && st->goods[type].last_speed == 0) continue; // Selectively servicing stations, and not this one
if (_settings_game.order.selectgoods && st->goods[type].last_speed == 0) continue; // Selectively servicing stations, and not this one
if (IsCargoInClass(type, CC_PASSENGERS)) {
if (st->facilities == FACIL_TRUCK_STOP) continue; // passengers are never served by just a truck stop
@ -3073,7 +3073,7 @@ void AfterLoadStations()
static CommandCost TerraformTile_Station(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
if (_settings.construction.build_on_slopes && AutoslopeEnabled()) {
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) {
/* TODO: If you implement newgrf callback 149 'land slope check', you have to decide what to do with it here.
* TTDP does not call it.
*/

@ -57,7 +57,7 @@ enum CatchmentArea {
CA_TRAIN = 4,
CA_DOCK = 5,
CA_UNMODIFIED = 4, ///< Used when _settings.station.modified_catchment is false
CA_UNMODIFIED = 4, ///< Used when _settings_game.station.modified_catchment is false
MAX_CATCHMENT = 10, ///< Airports have a catchment up to this number.
};

@ -82,7 +82,7 @@ struct StatusBarWindow : Window {
this->DrawWidgets();
SetDParam(0, _date);
DrawStringCentered(70, 1, (_pause_game || _settings.gui.status_long_date) ? STR_00AF : STR_00AE, TC_FROMSTRING);
DrawStringCentered(70, 1, (_pause_game || _settings_client.gui.status_long_date) ? STR_00AF : STR_00AE, TC_FROMSTRING);
if (p != NULL) {
/* Draw player money */

@ -546,7 +546,7 @@ static const Units units[] = {
*/
uint ConvertSpeedToDisplaySpeed(uint speed)
{
return (speed * units[_settings.gui.units].s_m) >> units[_settings.gui.units].s_s;
return (speed * units[_settings_client.gui.units].s_m) >> units[_settings_client.gui.units].s_s;
}
/**
@ -556,7 +556,7 @@ uint ConvertSpeedToDisplaySpeed(uint speed)
*/
uint ConvertDisplaySpeedToSpeed(uint speed)
{
return ((speed << units[_settings.gui.units].s_s) + units[_settings.gui.units].s_m / 2) / units[_settings.gui.units].s_m;
return ((speed << units[_settings_client.gui.units].s_s) + units[_settings_client.gui.units].s_m / 2) / units[_settings_client.gui.units].s_m;
}
static char* FormatString(char* buff, const char* str, const int64* argv, uint casei, const char* last)
@ -602,9 +602,9 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c
case SCC_VELOCITY: {// {VELOCITY}
int64 args[1];
assert(_settings.gui.units < lengthof(units));
assert(_settings_client.gui.units < lengthof(units));
args[0] = ConvertSpeedToDisplaySpeed(GetInt32(&argv));
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].velocity), args, modifier >> 24, last);
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].velocity), args, modifier >> 24, last);
modifier = 0;
break;
}
@ -625,18 +625,18 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c
switch (cargo_str) {
case STR_TONS: {
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].w_m >> units[_settings.gui.units].w_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_weight), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].w_m >> units[_settings_client.gui.units].w_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].l_weight), args, modifier >> 24, last);
modifier = 0;
break;
}
case STR_LITERS: {
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].v_m >> units[_settings.gui.units].v_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_volume), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].v_m >> units[_settings_client.gui.units].v_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].l_volume), args, modifier >> 24, last);
modifier = 0;
break;
}
@ -718,9 +718,9 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c
case SCC_VOLUME: { // {VOLUME}
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].v_m >> units[_settings.gui.units].v_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_volume), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].v_m >> units[_settings_client.gui.units].v_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].l_volume), args, modifier >> 24, last);
modifier = 0;
break;
}
@ -763,45 +763,45 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c
case SCC_POWER: { // {POWER}
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].p_m >> units[_settings.gui.units].p_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].power), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].p_m >> units[_settings_client.gui.units].p_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].power), args, modifier >> 24, last);
modifier = 0;
break;
}
case SCC_VOLUME_SHORT: { // {VOLUME_S}
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].v_m >> units[_settings.gui.units].v_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].s_volume), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].v_m >> units[_settings_client.gui.units].v_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].s_volume), args, modifier >> 24, last);
modifier = 0;
break;
}
case SCC_WEIGHT: { // {WEIGHT}
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].w_m >> units[_settings.gui.units].w_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_weight), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].w_m >> units[_settings_client.gui.units].w_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].l_weight), args, modifier >> 24, last);
modifier = 0;
break;
}
case SCC_WEIGHT_SHORT: { // {WEIGHT_S}
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].w_m >> units[_settings.gui.units].w_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].s_weight), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].w_m >> units[_settings_client.gui.units].w_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].s_weight), args, modifier >> 24, last);
modifier = 0;
break;
}
case SCC_FORCE: { // {FORCE}
int64 args[1];
assert(_settings.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings.gui.units].f_m >> units[_settings.gui.units].f_s;
buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].force), args, modifier >> 24, last);
assert(_settings_client.gui.units < lengthof(units));
args[0] = GetInt32(&argv) * units[_settings_client.gui.units].f_m >> units[_settings_client.gui.units].f_s;
buff = FormatString(buff, GetStringPtr(units[_settings_client.gui.units].force), args, modifier >> 24, last);
modifier = 0;
break;
}
@ -1137,7 +1137,7 @@ static char *GenAndCoName(char *buff, uint32 arg, const char* last)
const char* const* base;
uint num;
if (_settings.game_creation.landscape == LT_TOYLAND) {
if (_settings_game.game_creation.landscape == LT_TOYLAND) {
base = _silly_surname_list;
num = lengthof(_silly_surname_list);
} else {
@ -1167,7 +1167,7 @@ static char *GenPresidentName(char *buff, uint32 x, const char* last)
buff = strecpy(buff, initial, last);
}
if (_settings.game_creation.landscape == LT_TOYLAND) {
if (_settings_game.game_creation.landscape == LT_TOYLAND) {
base = _silly_surname_list;
num = lengthof(_silly_surname_list);
} else {

@ -550,7 +550,7 @@ static void EditorTerraformClick_RockyArea(Window *w)
static void EditorTerraformClick_DesertLightHouse(Window *w)
{
HandlePlacePushButton(w, ETTW_PLACE_DESERT_LIGHTHOUSE, SPR_CURSOR_LIGHTHOUSE, VHM_RECT, (_settings.game_creation.landscape == LT_TROPIC) ? PlaceProc_DesertArea : PlaceProc_LightHouse);
HandlePlacePushButton(w, ETTW_PLACE_DESERT_LIGHTHOUSE, SPR_CURSOR_LIGHTHOUSE, VHM_RECT, (_settings_game.game_creation.landscape == LT_TROPIC) ? PlaceProc_DesertArea : PlaceProc_LightHouse);
}
static void EditorTerraformClick_Transmitter(Window *w)
@ -615,7 +615,7 @@ static void ResetLandscapeConfirmationCallback(Window *w, bool confirmed)
struct ScenarioEditorLandscapeGenerationWindow : Window {
ScenarioEditorLandscapeGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->widget[ETTW_PLACE_DESERT_LIGHTHOUSE].tooltips = (_settings.game_creation.landscape == LT_TROPIC) ? STR_028F_DEFINE_DESERT_AREA : STR_028D_PLACE_LIGHTHOUSE;
this->widget[ETTW_PLACE_DESERT_LIGHTHOUSE].tooltips = (_settings_game.game_creation.landscape == LT_TROPIC) ? STR_028F_DEFINE_DESERT_AREA : STR_028D_PLACE_LIGHTHOUSE;
this->FindWindowPlacementAndResize(desc);
}

@ -392,7 +392,7 @@ void DrawTextEffects(DrawPixelInfo *dpi)
dpi->top <= te->bottom &&
dpi->left + dpi->width > te->x &&
dpi->top + dpi->height > te->y) {
if (te->mode == TE_RISING || (_settings.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
if (te->mode == TE_RISING || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
AddStringToDraw(te->x, te->y, te->string_id, te->params_1, te->params_2);
}
}
@ -407,7 +407,7 @@ void DrawTextEffects(DrawPixelInfo *dpi)
dpi->top <= te->bottom * 2 - te->y &&
dpi->left + dpi->width > te->x &&
dpi->top + dpi->height > te->y) {
if (te->mode == TE_RISING || (_settings.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
if (te->mode == TE_RISING || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
AddStringToDraw(te->x, te->y, (StringID)(te->string_id - 1), te->params_1, te->params_2);
}
}

@ -211,10 +211,10 @@ static const amplitude_t _amplitudes_by_smoothness_and_frequency[4][12] = {
{1500, 1000, 1200, 1000, 500, 32, 20, 0, 0, 0, 0, 0},
};
/** Desired water percentage (100% == 1024) - indexed by _settings.difficulty.quantity_sea_lakes */
/** Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes */
static const amplitude_t _water_percent[4] = {20, 80, 250, 400};
/** Desired maximum height - indexed by _settings.difficulty.terrain_type */
/** Desired maximum height - indexed by _settings_game.difficulty.terrain_type */
static const int8 _max_height[4] = {
6, ///< Very flat
9, ///< Flat
@ -342,7 +342,7 @@ static void HeightMapGenerate()
do {
log_frequency = iteration_round - log_frequency_min;
if (log_frequency >= 0) {
amplitude = _amplitudes_by_smoothness_and_frequency[_settings.game_creation.tgen_smoothness][log_frequency];
amplitude = _amplitudes_by_smoothness_and_frequency[_settings_game.game_creation.tgen_smoothness][log_frequency];
} else {
amplitude = 0;
}
@ -402,7 +402,7 @@ static void HeightMapSineTransform(height_t h_min, height_t h_max)
/* Transform height into 0..1 space */
fheight = (double)(*h - h_min) / (double)(h_max - h_min);
/* Apply sine transform depending on landscape type */
switch(_settings.game_creation.landscape) {
switch(_settings_game.game_creation.landscape) {
case LT_TOYLAND:
case LT_TEMPERATE:
/* Move and scale 0..1 into -1..+1 */
@ -531,7 +531,7 @@ static double perlin_coast_noise_2D(const double x, const double y, const double
*/
static void HeightMapCoastLines()
{
int smallest_size = min(_settings.game_creation.map_x, _settings.game_creation.map_y);
int smallest_size = min(_settings_game.game_creation.map_x, _settings_game.game_creation.map_y);
const int margin = 4;
uint y, x;
double max_x;
@ -661,9 +661,9 @@ static void HeightMapSmoothSlopes(height_t dh_max)
* - height histogram redistribution by sine wave transform */
static void HeightMapNormalize()
{
const amplitude_t water_percent = _water_percent[_settings.difficulty.quantity_sea_lakes];
const height_t h_max_new = I2H(_max_height[_settings.difficulty.terrain_type]);
const height_t roughness = 7 + 3 * _settings.game_creation.tgen_smoothness;
const amplitude_t water_percent = _water_percent[_settings_game.difficulty.quantity_sea_lakes];
const height_t h_max_new = I2H(_max_height[_settings_game.difficulty.terrain_type]);
const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;
HeightMapAdjustWaterLevel(water_percent, h_max_new);
@ -692,7 +692,7 @@ static inline int perlin_landXY(uint x, uint y)
*/
static double int_noise(const long x, const long y, const int prime)
{
long n = x + y * prime + _settings.game_creation.generation_seed;
long n = x + y * prime + _settings_game.game_creation.generation_seed;
n = (n << 13) ^ n;

@ -54,7 +54,7 @@ static void ChangeTimetable(Vehicle *v, VehicleOrderID order_number, uint16 time
*/
CommandCost CmdChangeTimetable(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!_settings.order.timetabling) return CMD_ERROR;
if (!_settings_game.order.timetabling) return CMD_ERROR;
VehicleID veh = GB(p1, 0, 16);
if (!IsValidVehicleID(veh)) return CMD_ERROR;
@ -90,7 +90,7 @@ CommandCost CmdChangeTimetable(TileIndex tile, uint32 flags, uint32 p1, uint32 p
*/
CommandCost CmdSetVehicleOnTime(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!_settings.order.timetabling) return CMD_ERROR;
if (!_settings_game.order.timetabling) return CMD_ERROR;
VehicleID veh = GB(p1, 0, 16);
if (!IsValidVehicleID(veh)) return CMD_ERROR;
@ -116,7 +116,7 @@ CommandCost CmdSetVehicleOnTime(TileIndex tile, uint32 flags, uint32 p1, uint32
*/
CommandCost CmdAutofillTimetable(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!_settings.order.timetabling) return CMD_ERROR;
if (!_settings_game.order.timetabling) return CMD_ERROR;
VehicleID veh = GB(p1, 0, 16);
if (!IsValidVehicleID(veh)) return CMD_ERROR;
@ -157,7 +157,7 @@ void UpdateVehicleTimetable(Vehicle *v, bool travelling)
v->current_order_time = 0;
if (!_settings.order.timetabling) return;
if (!_settings_game.order.timetabling) return;
/* Make sure the timetable only starts when the vehicle reaches the first
* order, not when travelling from the depot to the first station. */

@ -38,7 +38,7 @@ enum TimetableViewWindowWidgets {
void SetTimetableParams(int param1, int param2, uint32 time)
{
if (_settings.gui.timetable_in_ticks) {
if (_settings_client.gui.timetable_in_ticks) {
SetDParam(param1, STR_TIMETABLE_TICKS);
SetDParam(param2, time);
} else {
@ -172,7 +172,7 @@ struct TimetableWindow : Window {
}
y += 10;
if (v->lateness_counter == 0 || (!_settings.gui.timetable_in_ticks && v->lateness_counter / DAY_TICKS == 0)) {
if (v->lateness_counter == 0 || (!_settings_client.gui.timetable_in_ticks && v->lateness_counter / DAY_TICKS == 0)) {
DrawString(2, y, STR_TIMETABLE_STATUS_ON_TIME, TC_BLACK);
} else {
SetTimetableParams(0, 1, abs(v->lateness_counter));
@ -222,7 +222,7 @@ struct TimetableWindow : Window {
if (order != NULL) {
uint time = (selected % 2 == 1) ? order->travel_time : order->wait_time;
if (!_settings.gui.timetable_in_ticks) time /= DAY_TICKS;
if (!_settings_client.gui.timetable_in_ticks) time /= DAY_TICKS;
if (time != 0) {
SetDParam(0, time);
@ -259,7 +259,7 @@ struct TimetableWindow : Window {
uint32 p1 = PackTimetableArgs(v, this->sel_index);
uint64 time = StrEmpty(str) ? 0 : strtoul(str, NULL, 10);
if (!_settings.gui.timetable_in_ticks) time *= DAY_TICKS;
if (!_settings_client.gui.timetable_in_ticks) time *= DAY_TICKS;
uint32 p2 = minu(time, MAX_UVALUE(uint16));

@ -197,7 +197,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
inline uint16 MaxTownNoise() const {
if (this->population == 0) return 0; // no population? no noise
return ((this->population / _settings.economy.town_noise_population[_settings.difficulty.town_council_tolerance]) + 3);
return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
}
};
@ -207,7 +207,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
*/
inline TownLayout Town::GetActiveLayout() const
{
return (_settings.economy.town_layout == TL_RANDOM) ? this->layout : _settings.economy.town_layout;
return (_settings_game.economy.town_layout == TL_RANDOM) ? this->layout : _settings_game.economy.town_layout;
}
struct HouseSpec {

@ -320,7 +320,7 @@ void UpdateTownVirtCoord(Town *t)
SetDParam(0, t->index);
SetDParam(1, t->population);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
_settings.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
_settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
MarkTownSignDirty(t);
}
@ -592,7 +592,7 @@ static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
if (callback != CALLBACK_FAILED) {
if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
if (_settings.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
/* The 'S' bit indicates food instead of goods */
ac[CT_FOOD] = GB(callback, 8, 4);
} else {
@ -1251,7 +1251,7 @@ static bool GrowTown(Town *t)
/* Let the town be a ghost town
* The player wanted it in such a way. Thus there he has it. ;)
* Never reached in editor mode. */
if (_settings.economy.town_layout == TL_NO_ROADS && _generating_world) {
if (_settings_game.economy.town_layout == TL_NO_ROADS && _generating_world) {
return false;
}
@ -1363,9 +1363,9 @@ static bool CreateTownName(uint32 *townnameparts)
* the other towns may take considerable amount of time (10000 is
* too much). */
int tries = 1000;
bool grf = (_settings.game_creation.town_name >= _nb_orig_names);
uint32 grfid = grf ? GetGRFTownNameId(_settings.game_creation.town_name - _nb_orig_names) : 0;
uint16 townnametype = grf ? GetGRFTownNameType(_settings.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings.game_creation.town_name;
bool grf = (_settings_game.game_creation.town_name >= _nb_orig_names);
uint32 grfid = grf ? GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names) : 0;
uint16 townnametype = grf ? GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
assert(townnameparts != NULL);
@ -1449,14 +1449,14 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
t->exclusive_counter = 0;
t->statues = 0;
if (_settings.game_creation.town_name < _nb_orig_names) {
if (_settings_game.game_creation.town_name < _nb_orig_names) {
/* Original town name */
t->townnamegrfid = 0;
t->townnametype = SPECSTR_TOWNNAME_START + _settings.game_creation.town_name;
t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
} else {
/* Newgrf town name */
t->townnamegrfid = GetGRFTownNameId(_settings.game_creation.town_name - _nb_orig_names);
t->townnametype = GetGRFTownNameType(_settings.game_creation.town_name - _nb_orig_names);
t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
}
t->townnameparts = townnameparts;
@ -1481,7 +1481,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
break;
case TSM_CITY:
x *= _settings.economy.initial_city_size;
x *= _settings_game.economy.initial_city_size;
t->larger_town = true;
break;
}
@ -1581,8 +1581,8 @@ static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, no
bool GenerateTowns()
{
uint num = 0;
uint n = ScaleByMapSize(_num_initial_towns[_settings.difficulty.number_towns] + (Random() & 7));
uint num_cities = _settings.economy.larger_towns == 0 ? 0 : n / _settings.economy.larger_towns;
uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7));
uint num_cities = _settings_game.economy.larger_towns == 0 ? 0 : n / _settings_game.economy.larger_towns;
SetGeneratingWorldProgress(GWP_TOWN, n);
@ -1590,7 +1590,7 @@ bool GenerateTowns()
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* try 20 times to create a random-sized town for the first loop. */
TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
if (CreateRandomTown(20, mode, _settings.economy.initial_city_size) != NULL) num++;
if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size) != NULL) num++;
if (num_cities > 0) num_cities--;
} while (--n);
@ -1875,8 +1875,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
HouseZonesBits rad = GetTownRadiusGroup(t, tile);
/* Above snow? */
int land = _settings.game_creation.landscape;
if (land == LT_ARCTIC && z >= _settings.game_creation.snow_line) land = -1;
int land = _settings_game.game_creation.landscape;
if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
uint bitmask = (1 << rad) + (1 << (land + 12));
@ -2215,7 +2215,7 @@ static void TownActionFundBuildings(Town *t)
static void TownActionBuyRights(Town *t)
{
/* Check if it's allowed to by the rights */
if (!_settings.economy.exclusive_rights) return;
if (!_settings_game.economy.exclusive_rights) return;
t->exclusive_counter = 12;
t->exclusivity = _current_player;
@ -2329,7 +2329,7 @@ static void UpdateTownGrowRate(Town *t)
}
ClrBit(t->flags12, TOWN_IS_FUNDED);
if (_settings.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
* number of times towns are processed before a new building is built. */
@ -2348,17 +2348,17 @@ static void UpdateTownGrowRate(Town *t)
if (n == 0 && !Chance16(1, 12)) return;
}
if (_settings.game_creation.landscape == LT_ARCTIC) {
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
return;
} else if (_settings.game_creation.landscape == LT_TROPIC) {
} else if (_settings_game.game_creation.landscape == LT_TROPIC) {
if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
return;
}
/* Use the normal growth rate values if new buildings have been funded in
* this town and the growth rate is set to none. */
uint growth_multiplier = _settings.economy.town_growth_rate != 0 ? _settings.economy.town_growth_rate - 1 : 1;
uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
m >>= growth_multiplier;
if (t->larger_town) m /= 2;
@ -2401,7 +2401,7 @@ bool CheckIfAuthorityAllows(TileIndex tile)
{
if (!IsValidPlayer(_current_player)) return true;
Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t == NULL) return true;
if (t->ratings[_current_player] > RATING_VERYPOOR) return true;
@ -2520,7 +2520,7 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type)
* owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
int modemod = _default_rating_settings[_settings.difficulty.town_council_tolerance][type];
int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
SetDParam(0, t->index);

@ -79,7 +79,7 @@ uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t)
TownActions buttons = TACT_NONE;
/* Spectators and unwanted have no options */
if (pid != PLAYER_SPECTATOR && !(_settings.economy.bribe && t->unwanted[pid])) {
if (pid != PLAYER_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[pid])) {
/* Things worth more than this are not shown */
Money avail = GetPlayer(pid)->player_money + _price.station_value * 200;
@ -91,11 +91,11 @@ uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t)
const TownActions cur = (TownActions)(1 << i);
/* Is the player not able to bribe ? */
if (cur == TACT_BRIBE && (!_settings.economy.bribe || t->ratings[pid] >= RATING_BRIBE_MAXIMUM))
if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[pid] >= RATING_BRIBE_MAXIMUM))
continue;
/* Is the player not able to buy exclusive rights ? */
if (cur == TACT_BUY_RIGHTS && !_settings.economy.exclusive_rights)
if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
continue;
/* Is the player not able to build a statue ? */
@ -316,7 +316,7 @@ public:
}
/* Space required for showing noise level information */
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
ResizeWindowForWidget(this, TVW_INFOPANEL, 0, 10);
}
@ -346,7 +346,7 @@ public:
this->DrawViewport();
/* only show the town noise, if the noise option is activated. */
if (_settings.economy.station_noise_level) {
if (_settings_game.economy.station_noise_level) {
SetDParam(0, this->town->noise_reached);
SetDParam(1, this->town->MaxTownNoise());
DrawString(2, 137, STR_NOISE_IN_TOWN, 0);
@ -388,7 +388,7 @@ public:
/* Called when setting station noise have changed, in order to resize the window */
this->SetDirty(); // refresh display for current size. This will allow to avoid glitches when downgrading
if (_settings.economy.station_noise_level) { // adjust depending
if (_settings_game.economy.station_noise_level) { // adjust depending
if (this->height == 150) { // window is smaller, needs to be bigger
ResizeWindowForWidget(this, TVW_INFOPANEL, 0, 10);
}

@ -92,7 +92,7 @@ static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
byte FreightWagonMult(CargoID cargo)
{
if (!GetCargo(cargo)->is_freight) return 1;
return _settings.vehicle.freight_trains;
return _settings_game.vehicle.freight_trains;
}
@ -278,7 +278,7 @@ void TrainConsistChanged(Vehicle *v)
}
/* max speed is the minimum of the speed limits of all vehicles in the consist */
if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
uint16 speed = GetVehicleProperty(u, 0x09, rvi_u->max_speed);
if (speed != 0) max_speed = min(speed, max_speed);
}
@ -726,7 +726,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
Vehicle *v = vl[0];
UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings.vehicle.max_trains)
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
@ -765,7 +765,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
v->u.rail.railtype = rvi->railtype;
_new_vehicle_id = v->index;
v->service_interval = _settings.vehicle.servint_trains;
v->service_interval = _settings_game.vehicle.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
@ -1001,7 +1001,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p
if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
{
int max_len = _settings.vehicle.mammoth_trains ? 100 : 10;
int max_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
/* check if all vehicles in the source train are stopped inside a depot. */
int src_len = CheckTrainStoppedInDepot(src_head);
@ -1044,7 +1044,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p
/* moving a loco to a new line?, then we need to assign a unitnumber. */
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
UnitID unit_num = GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings.vehicle.max_trains)
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) src->unitnumber = unit_num;
@ -1544,7 +1544,7 @@ static inline void SetLastSpeed(Vehicle *v, int spd)
int old = v->u.rail.last_speed;
if (spd != old) {
v->u.rail.last_speed = spd;
if (_settings.gui.vehicle_speed || (old == 0) != (spd == 0)) {
if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
@ -1883,7 +1883,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, ui
if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
if (_settings.vehicle.realistic_acceleration && v->cur_speed != 0) {
if (_settings_game.vehicle.realistic_acceleration && v->cur_speed != 0) {
ToggleBit(v->u.rail.flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
@ -2058,7 +2058,7 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
return tfdd;
}
switch (_settings.pf.pathfinder_for_trains) {
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_YAPF: { /* YAPF */
bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
tfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
@ -2369,7 +2369,7 @@ static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir
/* quick return in case only one possible track is available */
if (KillFirstBit(tracks) == TRACK_BIT_NONE) return FindFirstTrack(tracks);
switch (_settings.pf.pathfinder_for_trains) {
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_YAPF: { /* YAPF */
Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, &path_not_found);
if (trackdir != INVALID_TRACKDIR) {
@ -2446,7 +2446,7 @@ static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir
/* it is first time the problem occurred, set the "path not found" flag */
SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
/* and notify user about the event */
if (_settings.gui.lost_train_warn && v->owner == _local_player) {
if (_settings_client.gui.lost_train_warn && v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_LOST,
@ -2474,7 +2474,7 @@ static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir
static bool CheckReverseTrain(Vehicle *v)
{
if (_settings.difficulty.line_reverse_mode != 0 ||
if (_settings_game.difficulty.line_reverse_mode != 0 ||
v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
!(v->direction & 1)) {
return false;
@ -2487,7 +2487,7 @@ static bool CheckReverseTrain(Vehicle *v)
assert(v->u.rail.track);
switch (_settings.pf.pathfinder_for_trains) {
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_YAPF: /* YAPF */
reverse_best = YapfCheckReverseTrain(v);
break;
@ -2607,13 +2607,13 @@ static int UpdateTrainSpeed(Vehicle *v)
uint accel;
if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING)) {
if (_settings.vehicle.realistic_acceleration) {
if (_settings_game.vehicle.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
} else {
accel = v->acceleration * -2;
}
} else {
if (_settings.vehicle.realistic_acceleration) {
if (_settings_game.vehicle.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_ACCEL);
} else {
accel = v->acceleration;
@ -2754,7 +2754,7 @@ static const RailtypeSlowdownParams _railtype_slowdown[] = {
/** Modify the speed of the vehicle due to a turn */
static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
{
if (_settings.vehicle.realistic_acceleration) return;
if (_settings_game.vehicle.realistic_acceleration) return;
DirDiff diff = DirDifference(v->direction, new_dir);
if (diff == DIRDIFF_SAME) return;
@ -2766,7 +2766,7 @@ static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
/** Modify the speed of the vehicle due to a change in altitude */
static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
if (old_z == v->z_pos || _settings.vehicle.realistic_acceleration) return;
if (old_z == v->z_pos || _settings_game.vehicle.realistic_acceleration) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
@ -2971,7 +2971,7 @@ static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image)
TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings.pf.pathfinder_for_trains != VPF_NTP && _settings.pf.forbid_90_deg && prev == NULL) {
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
@ -2999,12 +2999,12 @@ static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image)
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 100;
if (++v->load_unload_time_rem < _settings.pf.wait_oneway_signal * 20) return;
if (++v->load_unload_time_rem < _settings_game.pf.wait_oneway_signal * 20) return;
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 10;
if (++v->load_unload_time_rem < _settings.pf.wait_twoway_signal * 73) {
if (++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) {
TileIndex o_tile = gp.new_tile + TileOffsByDiagDir(enterdir);
Direction rdir = ReverseDir(dir);
@ -3246,7 +3246,7 @@ static void HandleBrokenTrain(Vehicle *v)
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings.game_creation.landscape != LT_TOYLAND) ?
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
}
@ -3406,7 +3406,7 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
/* mask unreachable track bits if we are forbidden to do 90deg turns */
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings.pf.pathfinder_for_trains != VPF_NTP && _settings.pf.forbid_90_deg) {
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
}
@ -3539,7 +3539,7 @@ static void CheckIfTrainNeedsService(Vehicle *v)
{
static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
if (_settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
if (_settings_game.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
@ -3614,7 +3614,7 @@ void TrainsYearlyLoop()
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
/* show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
if (_settings.gui.train_income_warn && v->owner == _local_player && v->age >= 730 && v->GetDisplayProfitThisYear() < 0) {
if (_settings_client.gui.train_income_warn && v->owner == _local_player && v->age >= 730 && v->GetDisplayProfitThisYear() < 0) {
SetDParam(1, v->GetDisplayProfitThisYear());
SetDParam(0, v->unitnumber);
AddNewsItem(

@ -124,7 +124,7 @@ static void TrainDetailsCargoTab(const Vehicle *v, int x, int y)
SetDParam(0, v->cargo_type);
SetDParam(1, v->cargo.Count());
SetDParam(2, v->cargo.Source());
SetDParam(3, _settings.vehicle.freight_trains);
SetDParam(3, _settings_game.vehicle.freight_trains);
str = FreightWagonMult(v->cargo_type) > 1 ? STR_FROM_MULT : STR_8813_FROM;
}
DrawString(x, y, str, TC_FROMSTRING);
@ -150,7 +150,7 @@ static void TrainDetailsCapacityTab(const Vehicle *v, int x, int y)
if (v->cargo_cap != 0) {
SetDParam(0, v->cargo_type);
SetDParam(1, v->cargo_cap);
SetDParam(2, _settings.vehicle.freight_trains);
SetDParam(2, _settings_game.vehicle.freight_trains);
DrawString(x, y, FreightWagonMult(v->cargo_type) > 1 ? STR_CAPACITY_MULT : STR_013F_CAPACITY, TC_FROMSTRING);
}
}
@ -249,7 +249,7 @@ void DrawTrainDetails(const Vehicle *v, int x, int y, int vscroll_pos, uint16 vs
SetDParam(1, act_cargo[i]); // {CARGO} #2
SetDParam(2, i); // {SHORTCARGO} #1
SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
SetDParam(4, _settings.vehicle.freight_trains);
SetDParam(4, _settings_game.vehicle.freight_trains);
DrawString(x, y + 2, FreightWagonMult(i) > 1 ? STR_TOTAL_CAPACITY_MULT : STR_TOTAL_CAPACITY, TC_FROMSTRING);
}
}

@ -112,7 +112,7 @@ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint
*/
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
{
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_TEMPERATE:
return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE);
@ -249,7 +249,7 @@ void PlaceTreesRandomly()
if (CanPlantTreesOnTile(tile, true)) {
PlaceTree(tile, r);
if (_settings.game_creation.tree_placer != TP_IMPROVED) continue;
if (_settings_game.game_creation.tree_placer != TP_IMPROVED) continue;
/* Place a number of trees based on the tile height.
* This gives a cool effect of multiple trees close together.
@ -259,7 +259,7 @@ void PlaceTreesRandomly()
j = GetTileZ(tile) / TILE_HEIGHT * 2;
while (j--) {
/* Above snowline more trees! */
if (_settings.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) {
PlaceTreeAtSameHeight(tile, ht);
PlaceTreeAtSameHeight(tile, ht);
};
@ -270,7 +270,7 @@ void PlaceTreesRandomly()
} while (--i);
/* place extra trees at rainforest area */
if (_settings.game_creation.landscape == LT_TROPIC) {
if (_settings_game.game_creation.landscape == LT_TROPIC) {
i = ScaleByMapSize(15000);
do {
@ -296,18 +296,18 @@ void GenerateTrees()
{
uint i, total;
if (_settings.game_creation.tree_placer == TP_NONE) return;
if (_settings_game.game_creation.tree_placer == TP_NONE) return;
if (_settings.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
if (_settings_game.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees();
switch (_settings.game_creation.tree_placer) {
case TP_ORIGINAL: i = _settings.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
case TP_IMPROVED: i = _settings.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
switch (_settings_game.game_creation.tree_placer) {
case TP_ORIGINAL: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 15 : 6; break;
case TP_IMPROVED: i = _settings_game.game_creation.landscape == LT_ARCTIC ? 4 : 2; break;
default: NOT_REACHED(); return;
}
total = ScaleByMapSize(1000);
if (_settings.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
if (_settings_game.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000);
total *= i;
SetGeneratingWorldProgress(GWP_TREE, total);
@ -332,7 +332,7 @@ CommandCost CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (p2 >= MapSize()) return CMD_ERROR;
/* Check the tree type. It can be random or some valid value within the current climate */
if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_settings.game_creation.landscape] >= _tree_count_by_landscape[_settings.game_creation.landscape]) return CMD_ERROR;
if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_settings_game.game_creation.landscape] >= _tree_count_by_landscape[_settings_game.game_creation.landscape]) return CMD_ERROR;
// make sure sx,sy are smaller than ex,ey
ex = TileX(tile);
@ -390,7 +390,7 @@ CommandCost CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
}
if (_game_mode != GM_EDITOR && IsValidPlayer(_current_player)) {
Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM);
}
@ -533,7 +533,7 @@ static CommandCost ClearTile_Trees(TileIndex tile, byte flags)
uint num;
if (IsValidPlayer(_current_player)) {
Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t != NULL) ChangeTownRating(t, RATING_TREE_DOWN_STEP, RATING_TREE_MINIMUM);
}
@ -626,7 +626,7 @@ static void TileLoop_Trees(TileIndex tile)
if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
TileLoop_Water(tile);
} else {
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_TROPIC: TileLoopTreesDesert(tile); break;
case LT_ARCTIC: TileLoopTreesAlps(tile); break;
}
@ -652,7 +652,7 @@ static void TileLoop_Trees(TileIndex tile)
switch (GetTreeGrowth(tile)) {
case 3: /* regular sized tree */
if (_settings.game_creation.landscape == LT_TROPIC &&
if (_settings_game.game_creation.landscape == LT_TROPIC &&
GetTreeType(tile) != TREE_CACTUS &&
GetTropicZone(tile) == TROPICZONE_DESERT) {
AddTreeGrowth(tile, 1);
@ -704,7 +704,7 @@ static void TileLoop_Trees(TileIndex tile)
case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
default: // snow or desert
MakeClear(tile, _settings.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
MakeClear(tile, _settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
break;
}
}
@ -725,7 +725,7 @@ void OnTick_Trees()
TreeType tree;
/* place a tree at a random rainforest spot */
if (_settings.game_creation.landscape == LT_TROPIC &&
if (_settings_game.game_creation.landscape == LT_TROPIC &&
(r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) &&
CanPlantTreesOnTile(tile, false) &&
(tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {

@ -74,8 +74,8 @@ public:
this->DrawWidgets();
int i = this->base = _tree_base_by_landscape[_settings.game_creation.landscape];
int count = this->count = _tree_count_by_landscape[_settings.game_creation.landscape];
int i = this->base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
int count = this->count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
int x = 18;
int y = 54;

@ -169,7 +169,7 @@ bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len)
if (b->avail_year > _cur_year) return false;
max = b->max_length;
if (max >= 16 && _settings.construction.longbridges) max = 100;
if (max >= 16 && _settings_game.construction.longbridges) max = 100;
return b->min_length <= bridge_len && bridge_len <= max;
}
@ -311,7 +311,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
} else {
/* Build a new bridge. */
bool allow_on_slopes = (!_is_old_ai_player && _settings.construction.build_on_slopes);
bool allow_on_slopes = (!_is_old_ai_player && _settings_game.construction.build_on_slopes);
/* Try and clear the start landscape */
ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
@ -576,7 +576,7 @@ static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
/* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
/* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */
if (IsTileOwner(tile, OWNER_TOWN) && (_settings.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
if (IsTileOwner(tile, OWNER_TOWN) && (_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
return false;
}
@ -1123,7 +1123,7 @@ void DrawBridgeMiddle(const TileInfo* ti)
DrawGroundSpriteAt(image, pal, x, y, z);
}
} else if (_settings.gui.bridge_pillars) {
} else if (_settings_client.gui.bridge_pillars) {
/* draw pillars below for high bridges */
DrawBridgePillars(psid, ti, axis, type, x, y, z);
}
@ -1200,7 +1200,7 @@ static void AnimateTile_TunnelBridge(TileIndex tile)
static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
switch (_settings.game_creation.landscape) {
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
@ -1388,7 +1388,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
if (_settings.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) {
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) {
DiagDirection direction = GetTunnelBridgeDirection(tile);
Axis axis = DiagDirToAxis(direction);
CommandCost res;

@ -375,11 +375,11 @@ static bool IsRadioTowerNearby(TileIndex tile)
void GenerateUnmovables()
{
if (_settings.game_creation.landscape == LT_TOYLAND) return;
if (_settings_game.game_creation.landscape == LT_TOYLAND) return;
/* add radio tower */
int radiotowser_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map
int lighthouses_to_build = _settings.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7);
int lighthouses_to_build = _settings_game.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7);
SetGeneratingWorldProgress(GWP_UNMOVABLE, radiotowser_to_build + lighthouses_to_build);
for (uint i = ScaleByMapSize(1000); i != 0; i--) {
@ -395,7 +395,7 @@ void GenerateUnmovables()
}
}
if (_settings.game_creation.landscape == LT_TROPIC) return;
if (_settings_game.game_creation.landscape == LT_TROPIC) return;
/* add lighthouses */
uint maxx = MapMaxX();

@ -128,20 +128,20 @@ bool Vehicle::NeedsServicing() const
{
if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
if (_settings.order.no_servicing_if_no_breakdowns && _settings.difficulty.vehicle_breakdowns == 0) {
if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) {
/* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
* Note: If servicing is enabled, we postpone replacement till next service. */
return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id);
}
return _settings.vehicle.servint_ispercent ?
return _settings_game.vehicle.servint_ispercent ?
(this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
(this->date_of_last_service + this->service_interval < _date);
}
bool Vehicle::NeedsAutomaticServicing() const
{
if (_settings.order.gotodepot && VehicleHasDepotOrders(this)) return false;
if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false;
if (this->current_order.IsType(OT_LOADING)) return false;
if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
return NeedsServicing();
@ -914,7 +914,7 @@ void CheckVehicleBreakdown(Vehicle *v)
if ((rel_old >> 8) != (rel >> 8)) InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED ||
_settings.difficulty.vehicle_breakdowns < 1 ||
_settings_game.difficulty.vehicle_breakdowns < 1 ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
return;
}
@ -931,7 +931,7 @@ void CheckVehicleBreakdown(Vehicle *v)
if (v->type == VEH_SHIP) rel += 0x6666;
/* reduced breakdowns? */
if (_settings.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
/* check if to break down */
if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
@ -1696,10 +1696,10 @@ UnitID GetFreeUnitNumber(VehicleType type)
static UnitID gmax = 0;
switch (type) {
case VEH_TRAIN: max = _settings.vehicle.max_trains; break;
case VEH_ROAD: max = _settings.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings.vehicle.max_aircraft; break;
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
@ -1749,14 +1749,14 @@ bool CanBuildVehicleInfrastructure(VehicleType type)
assert(IsPlayerBuildableVehicleType(type));
if (!IsValidPlayer(_current_player)) return false;
if (_settings.gui.always_build_infrastructure) return true;
if (_settings_client.gui.always_build_infrastructure) return true;
UnitID max;
switch (type) {
case VEH_TRAIN: max = _settings.vehicle.max_trains; break;
case VEH_ROAD: max = _settings.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings.vehicle.max_aircraft; break;
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
@ -1788,7 +1788,7 @@ const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID pa
/* The default livery is always available for use, but its in_use flag determines
* whether any _other_ liveries are in use. */
if (p->livery[LS_DEFAULT].in_use && (_settings.gui.liveries == 2 || (_settings.gui.liveries == 1 && player == _local_player))) {
if (p->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && player == _local_player))) {
/* Determine the livery scheme to use */
switch (GetEngine(engine_type)->type) {
default: NOT_REACHED();
@ -2355,7 +2355,7 @@ void Vehicle::HandleLoading(bool mode)
/* Not the first call for this tick, or still loading */
if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) ||
(_settings.order.timetabling && this->current_order_time < wait_time)) return;
(_settings_game.order.timetabling && this->current_order_time < wait_time)) return;
this->PlayLeaveStationSound();

@ -1218,12 +1218,12 @@ static void ShowVehicleListWindowLocal(PlayerID player, uint16 VLW_flag, Vehicle
void ShowVehicleListWindow(PlayerID player, VehicleType vehicle_type)
{
/* If _settings.gui.advanced_vehicle_list > 1, display the Advanced list
* if _settings.gui.advanced_vehicle_list == 1, display Advanced list only for local player
/* If _settings_client.gui.advanced_vehicle_list > 1, display the Advanced list
* if _settings_client.gui.advanced_vehicle_list == 1, display Advanced list only for local player
* if _ctrl_pressed, do the opposite action (Advanced list x Normal list)
*/
if ((_settings.gui.advanced_vehicle_list > (uint)(player != _local_player)) != _ctrl_pressed) {
if ((_settings_client.gui.advanced_vehicle_list > (uint)(player != _local_player)) != _ctrl_pressed) {
ShowPlayerGroup(player, vehicle_type);
} else {
ShowVehicleListWindowLocal(player, VLW_STANDARD, vehicle_type, 0);
@ -1409,10 +1409,10 @@ struct VehicleDetailsWindow : Window {
{
switch (vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN: return _settings.vehicle.servint_trains != 0; break;
case VEH_ROAD: return _settings.vehicle.servint_roadveh != 0; break;
case VEH_SHIP: return _settings.vehicle.servint_ships != 0; break;
case VEH_AIRCRAFT: return _settings.vehicle.servint_aircraft != 0; break;
case VEH_TRAIN: return _settings_game.vehicle.servint_trains != 0; break;
case VEH_ROAD: return _settings_game.vehicle.servint_roadveh != 0; break;
case VEH_SHIP: return _settings_game.vehicle.servint_ships != 0; break;
case VEH_AIRCRAFT: return _settings_game.vehicle.servint_aircraft != 0; break;
}
return false; // kill a compiler warning
}
@ -1484,7 +1484,7 @@ struct VehicleDetailsWindow : Window {
SetDParam(1, v->u.rail.cached_power);
SetDParam(0, v->u.rail.cached_weight);
SetDParam(3, v->u.rail.cached_max_te / 1000);
DrawString(2, 25, (_settings.vehicle.realistic_acceleration && v->u.rail.railtype != RAILTYPE_MAGLEV) ?
DrawString(2, 25, (_settings_game.vehicle.realistic_acceleration && v->u.rail.railtype != RAILTYPE_MAGLEV) ?
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED, TC_FROMSTRING);
break;
@ -1512,7 +1512,7 @@ struct VehicleDetailsWindow : Window {
/* Draw service interval text */
SetDParam(0, v->service_interval);
SetDParam(1, v->date_of_last_service);
DrawString(13, this->height - (v->type != VEH_TRAIN ? 11 : 23), _settings.vehicle.servint_ispercent ? STR_SERVICING_INTERVAL_PERCENT : STR_883C_SERVICING_INTERVAL_DAYS, TC_FROMSTRING);
DrawString(13, this->height - (v->type != VEH_TRAIN ? 11 : 23), _settings_game.vehicle.servint_ispercent ? STR_SERVICING_INTERVAL_PERCENT : STR_883C_SERVICING_INTERVAL_DAYS, TC_FROMSTRING);
switch (v->type) {
case VEH_TRAIN:
@ -1951,7 +1951,7 @@ struct VehicleViewWindow : Window {
}
} else {
SetDParam(0, v->GetDisplaySpeed());
str = STR_TRAIN_STOPPING + _settings.gui.vehicle_speed;
str = STR_TRAIN_STOPPING + _settings_client.gui.vehicle_speed;
}
} else { // no train
str = STR_8861_STOPPED;
@ -1961,7 +1961,7 @@ struct VehicleViewWindow : Window {
case OT_GOTO_STATION: {
SetDParam(0, v->current_order.GetDestination());
SetDParam(1, v->GetDisplaySpeed());
str = STR_HEADING_FOR_STATION + _settings.gui.vehicle_speed;
str = STR_HEADING_FOR_STATION + _settings_client.gui.vehicle_speed;
} break;
case OT_GOTO_DEPOT: {
@ -1975,9 +1975,9 @@ struct VehicleViewWindow : Window {
SetDParam(1, v->GetDisplaySpeed());
}
if ((v->current_order.GetDepotActionType() & ODATFB_HALT) && !(v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS)) {
str = _heading_for_depot_strings[v->type] + _settings.gui.vehicle_speed;
str = _heading_for_depot_strings[v->type] + _settings_client.gui.vehicle_speed;
} else {
str = _heading_for_depot_service_strings[v->type] + _settings.gui.vehicle_speed;
str = _heading_for_depot_service_strings[v->type] + _settings_client.gui.vehicle_speed;
}
} break;
@ -1988,7 +1988,7 @@ struct VehicleViewWindow : Window {
case OT_GOTO_WAYPOINT: {
assert(v->type == VEH_TRAIN);
SetDParam(0, v->current_order.GetDestination());
str = STR_HEADING_FOR_WAYPOINT + _settings.gui.vehicle_speed;
str = STR_HEADING_FOR_WAYPOINT + _settings_client.gui.vehicle_speed;
SetDParam(1, v->GetDisplaySpeed());
break;
}
@ -2002,7 +2002,7 @@ struct VehicleViewWindow : Window {
default:
if (v->num_orders == 0) {
str = STR_NO_ORDERS + _settings.gui.vehicle_speed;
str = STR_NO_ORDERS + _settings_client.gui.vehicle_speed;
SetDParam(0, v->GetDisplaySpeed());
} else {
str = STR_EMPTY;

@ -288,9 +288,9 @@ static uint32 QZ_MapKey(unsigned short sym)
}
if (_current_mods & NSShiftKeyMask) key |= WKC_SHIFT;
if (_current_mods & NSControlKeyMask) key |= (_settings.gui.right_mouse_btn_emulation != RMBE_CONTROL ? WKC_CTRL : WKC_META);
if (_current_mods & NSControlKeyMask) key |= (_settings_client.gui.right_mouse_btn_emulation != RMBE_CONTROL ? WKC_CTRL : WKC_META);
if (_current_mods & NSAlternateKeyMask) key |= WKC_ALT;
if (_current_mods & NSCommandKeyMask) key |= (_settings.gui.right_mouse_btn_emulation != RMBE_CONTROL ? WKC_META : WKC_CTRL);
if (_current_mods & NSCommandKeyMask) key |= (_settings_client.gui.right_mouse_btn_emulation != RMBE_CONTROL ? WKC_META : WKC_CTRL);
return key << 16;
}
@ -459,8 +459,8 @@ static bool QZ_PollEvent()
case NSLeftMouseDown:
{
uint32 keymask = 0;
if (_settings.gui.right_mouse_btn_emulation == RMBE_COMMAND) keymask |= NSCommandKeyMask;
if (_settings.gui.right_mouse_btn_emulation == RMBE_CONTROL) keymask |= NSControlKeyMask;
if (_settings_client.gui.right_mouse_btn_emulation == RMBE_COMMAND) keymask |= NSCommandKeyMask;
if (_settings_client.gui.right_mouse_btn_emulation == RMBE_CONTROL) keymask |= NSControlKeyMask;
pt = _cocoa_subdriver->GetMouseLocation(event);
@ -602,8 +602,8 @@ static bool QZ_PollEvent()
} /* else: deltaY was 0.0 and we don't want to do anything */
/* Set the scroll count for scrollwheel scrolling */
_cursor.h_wheel -= (int)([ event deltaX ]* 5 * _settings.gui.scrollwheel_multiplier);
_cursor.v_wheel -= (int)([ event deltaY ]* 5 * _settings.gui.scrollwheel_multiplier);
_cursor.h_wheel -= (int)([ event deltaX ]* 5 * _settings_client.gui.scrollwheel_multiplier);
_cursor.v_wheel -= (int)([ event deltaY ]* 5 * _settings_client.gui.scrollwheel_multiplier);
break;
default:
@ -671,7 +671,7 @@ void QZ_GameLoop()
bool old_ctrl_pressed = _ctrl_pressed;
_ctrl_pressed = !!(_current_mods & ( _settings.gui.right_mouse_btn_emulation != RMBE_CONTROL ? NSControlKeyMask : NSCommandKeyMask));
_ctrl_pressed = !!(_current_mods & ( _settings_client.gui.right_mouse_btn_emulation != RMBE_CONTROL ? NSControlKeyMask : NSCommandKeyMask));
_shift_pressed = !!(_current_mods & NSShiftKeyMask);
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();

@ -1020,7 +1020,7 @@ static void ViewportAddTownNames(DrawPixelInfo *dpi)
right > t->sign.left &&
left < t->sign.left + t->sign.width_1) {
AddStringToDraw(t->sign.left + 1, t->sign.top + 1,
_settings.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL,
_settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL,
t->index, t->population);
}
}
@ -1036,7 +1036,7 @@ static void ViewportAddTownNames(DrawPixelInfo *dpi)
right > t->sign.left &&
left < t->sign.left + t->sign.width_1 * 2) {
AddStringToDraw(t->sign.left + 1, t->sign.top + 1,
_settings.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL,
_settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL,
t->index, t->population);
}
}
@ -1591,7 +1591,7 @@ void UpdateViewportPosition(Window *w)
int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
if (delta_x != 0 || delta_y != 0) {
if (_settings.gui.smooth_scroll) {
if (_settings_client.gui.smooth_scroll) {
int max_scroll = ScaleByMapSize1D(512);
/* Not at our desired positon yet... */
w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
@ -2510,7 +2510,7 @@ static void CalcRaildirsDrawstyle(TileHighlightData *thd, int x, int y, int meth
}
}
if (_settings.gui.measure_tooltip) {
if (_settings_client.gui.measure_tooltip) {
TileIndex t0 = TileVirtXY(thd->selstart.x, thd->selstart.y);
TileIndex t1 = TileVirtXY(x, y);
uint distance = DistanceManhattan(t0, t1) + 1;
@ -2590,7 +2590,7 @@ void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
style = HT_DIR_X;
calc_heightdiff_single_direction:;
if (_settings.gui.measure_tooltip) {
if (_settings_client.gui.measure_tooltip) {
TileIndex t0 = TileVirtXY(sx, sy);
TileIndex t1 = TileVirtXY(x, y);
uint distance = DistanceManhattan(t0, t1) + 1;
@ -2618,7 +2618,7 @@ calc_heightdiff_single_direction:;
y = sy + Clamp(y - sy, -limit, limit);
} /* Fallthrough */
case VPM_X_AND_Y: { /* drag an X by Y area */
if (_settings.gui.measure_tooltip) {
if (_settings_client.gui.measure_tooltip) {
static const StringID measure_strings_area[] = {
STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
};

@ -771,7 +771,7 @@ static Vehicle *FindFloodableVehicleOnTile(TileIndex tile)
}
/* if non-uniform stations are disabled, flood some train in this train station (if there is any) */
if (!_settings.station.nonuniform_stations && IsTileType(tile, MP_STATION) && GetStationType(tile) == STATION_RAIL) {
if (!_settings_game.station.nonuniform_stations && IsTileType(tile, MP_STATION) && GetStationType(tile) == STATION_RAIL) {
const Station *st = GetStationByTile(tile);
BEGIN_TILE_LOOP(t, st->trainst_w, st->trainst_h, st->train_tile)

@ -210,7 +210,7 @@ CommandCost CmdBuildTrainWaypoint(TileIndex tile, uint32 flags, uint32 p1, uint3
tileh = GetTileSlope(tile, NULL);
if (tileh != SLOPE_FLAT &&
(!_settings.construction.build_on_slopes || IsSteepSlope(tileh) || !(tileh & (0x3 << axis)) || !(tileh & ~(0x3 << axis)))) {
(!_settings_game.construction.build_on_slopes || IsSteepSlope(tileh) || !(tileh & (0x3 << axis)) || !(tileh & ~(0x3 << axis)))) {
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
}

@ -1219,11 +1219,11 @@ static bool HandleWindowDragging()
int nx = x;
int ny = y;
if (_settings.gui.window_snap_radius != 0) {
if (_settings_client.gui.window_snap_radius != 0) {
Window* const *vz;
int hsnap = _settings.gui.window_snap_radius;
int vsnap = _settings.gui.window_snap_radius;
int hsnap = _settings_client.gui.window_snap_radius;
int vsnap = _settings_client.gui.window_snap_radius;
int delta;
FOR_ALL_WINDOWS(vz) {
@ -1469,7 +1469,7 @@ static bool HandleScrollbarScrolling()
static bool HandleViewportScroll()
{
bool scrollwheel_scrolling = _settings.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (!_scrolling_viewport) return true;
@ -1489,7 +1489,7 @@ static bool HandleViewportScroll()
}
Point delta;
if (_settings.gui.reverse_scroll) {
if (_settings_client.gui.reverse_scroll) {
delta.x = -_cursor.delta.x;
delta.y = -_cursor.delta.y;
} else {
@ -1669,7 +1669,7 @@ static void HandleAutoscroll()
return;
}
if (_settings.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
if (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
@ -1771,7 +1771,7 @@ void MouseLoop(MouseClick click, int mousewheel)
if (!HandleMouseOver()) return;
if (!HandleKeyScrolling()) return;
bool scrollwheel_scrolling = _settings.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return;
int x = _cursor.pos.x;
@ -1786,7 +1786,7 @@ void MouseLoop(MouseClick click, int mousewheel)
if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;
if (mousewheel != 0) {
if (_settings.gui.scrollwheel_scrolling == 0) {
if (_settings_client.gui.scrollwheel_scrolling == 0) {
/* Send mousewheel event to window */
w->OnMouseWheel(mousewheel);
}
@ -2117,7 +2117,7 @@ int PositionMainToolbar(Window *w)
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
}
switch (_settings.gui.toolbar_pos) {
switch (_settings_client.gui.toolbar_pos) {
case 1: w->left = (_screen.width - w->width) / 2; break;
case 2: w->left = _screen.width - w->width; break;
default: w->left = 0;

@ -53,7 +53,7 @@ public:
protected:
Node* m_pBestDestNode; ///< pointer to the destination node found at last round
Node* m_pBestIntermediateNode; ///< here should be node closest to the destination if path not found
const YAPFSettings *m_settings; ///< current settings (_settings.yapf)
const YAPFSettings *m_settings; ///< current settings (_settings_game.yapf)
int m_max_search_nodes; ///< maximum number of nodes we are allowed to visit before we give up
const Vehicle* m_veh; ///< vehicle that we are trying to drive
@ -74,7 +74,7 @@ public:
FORCEINLINE CYapfBaseT()
: m_pBestDestNode(NULL)
, m_pBestIntermediateNode(NULL)
, m_settings(&_settings.pf.yapf)
, m_settings(&_settings_game.pf.yapf)
, m_max_search_nodes(PfGetSettings().max_search_nodes)
, m_veh(NULL)
, m_stats_cost_calcs(0)

@ -254,7 +254,7 @@ Trackdir YapfChooseRailTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir,
PfnChooseRailTrack pfnChooseRailTrack = &CYapfRail1::stChooseRailTrack;
// check if non-default YAPF type needed
if (_settings.pf.forbid_90_deg) {
if (_settings_game.pf.forbid_90_deg) {
pfnChooseRailTrack = &CYapfRail2::stChooseRailTrack; // Trackdir, forbid 90-deg
}
@ -311,7 +311,7 @@ bool YapfCheckReverseTrain(Vehicle* v)
PfnCheckReverseTrain pfnCheckReverseTrain = CYapfRail1::stCheckReverseTrain;
// check if non-default YAPF type needed
if (_settings.pf.forbid_90_deg) {
if (_settings_game.pf.forbid_90_deg) {
pfnCheckReverseTrain = &CYapfRail2::stCheckReverseTrain; // Trackdir, forbid 90-deg
}
@ -341,7 +341,7 @@ bool YapfFindNearestRailDepotTwoWay(Vehicle *v, int max_distance, int reverse_pe
PfnFindNearestDepotTwoWay pfnFindNearestDepotTwoWay = &CYapfAnyDepotRail1::stFindNearestDepotTwoWay;
// check if non-default YAPF type needed
if (_settings.pf.forbid_90_deg) {
if (_settings_game.pf.forbid_90_deg) {
pfnFindNearestDepotTwoWay = &CYapfAnyDepotRail2::stFindNearestDepotTwoWay; // Trackdir, forbid 90-deg
}

@ -407,7 +407,7 @@ Trackdir YapfChooseRoadTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir)
PfnChooseRoadTrack pfnChooseRoadTrack = &CYapfRoad2::stChooseRoadTrack; // default: ExitDir, allow 90-deg
// check if non-default YAPF type should be used
if (_settings.pf.yapf.disable_node_optimization)
if (_settings_game.pf.yapf.disable_node_optimization)
pfnChooseRoadTrack = &CYapfRoad1::stChooseRoadTrack; // Trackdir, allow 90-deg
Trackdir td_ret = pfnChooseRoadTrack(v, tile, enterdir);
@ -421,7 +421,7 @@ uint YapfRoadVehDistanceToTile(const Vehicle* v, TileIndex tile)
PfnDistanceToTile pfnDistanceToTile = &CYapfRoad2::stDistanceToTile; // default: ExitDir, allow 90-deg
// check if non-default YAPF type should be used
if (_settings.pf.yapf.disable_node_optimization)
if (_settings_game.pf.yapf.disable_node_optimization)
pfnDistanceToTile = &CYapfRoad1::stDistanceToTile; // Trackdir, allow 90-deg
// measure distance in YAPF units
@ -450,7 +450,7 @@ Depot* YapfFindNearestRoadDepot(const Vehicle *v)
PfnFindNearestDepot pfnFindNearestDepot = &CYapfRoadAnyDepot2::stFindNearestDepot;
// check if non-default YAPF type should be used
if (_settings.pf.yapf.disable_node_optimization)
if (_settings_game.pf.yapf.disable_node_optimization)
pfnFindNearestDepot = &CYapfRoadAnyDepot1::stFindNearestDepot; // Trackdir, allow 90-deg
Depot* ret = pfnFindNearestDepot(v, tile, trackdir);

@ -154,9 +154,9 @@ Trackdir YapfChooseShipTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir,
PfnChooseShipTrack pfnChooseShipTrack = CYapfShip2::ChooseShipTrack; // default: ExitDir, allow 90-deg
// check if non-default YAPF type needed
if (_settings.pf.forbid_90_deg)
if (_settings_game.pf.forbid_90_deg)
pfnChooseShipTrack = &CYapfShip3::ChooseShipTrack; // Trackdir, forbid 90-deg
else if (_settings.pf.yapf.disable_node_optimization)
else if (_settings_game.pf.yapf.disable_node_optimization)
pfnChooseShipTrack = &CYapfShip1::ChooseShipTrack; // Trackdir, allow 90-deg
Trackdir td_ret = pfnChooseShipTrack(v, tile, enterdir, tracks);

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