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(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.

This commit is contained in:
rubidium
2006-08-22 14:38:37 +00:00
parent 5f4dbbd522
commit 480af9c917
97 changed files with 5385 additions and 5386 deletions

View File

@@ -82,131 +82,131 @@ VARDEF byte _saved_scrollpos_zoom;
// ********* END OF SAVE REGION
typedef struct Patches {
bool modified_catchment; //different-size catchment areas
bool vehicle_speed; // show vehicle speed
bool build_on_slopes; // allow building on slopes
bool mammoth_trains; // allow very long trains
bool join_stations; // allow joining of train stations
bool full_load_any; // new full load calculation, any cargo must be full
bool improved_load; // improved loading algorithm
byte station_spread; // amount a station may spread
bool inflation; // disable inflation
bool selectgoods; // only send the goods to station if a train has been there
bool longbridges; // allow 100 tile long bridges
bool gotodepot; // allow goto depot in orders
bool build_rawmaterial_ind; // allow building raw material industries
bool multiple_industry_per_town; // allow many industries of the same type per town
bool same_industry_close; // allow same type industries to be built close to each other
uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown
bool modified_catchment; // different-size catchment areas
bool vehicle_speed; // show vehicle speed
bool build_on_slopes; // allow building on slopes
bool mammoth_trains; // allow very long trains
bool join_stations; // allow joining of train stations
bool full_load_any; // new full load calculation, any cargo must be full
bool improved_load; // improved loading algorithm
byte station_spread; // amount a station may spread
bool inflation; // disable inflation
bool selectgoods; // only send the goods to station if a train has been there
bool longbridges; // allow 100 tile long bridges
bool gotodepot; // allow goto depot in orders
bool build_rawmaterial_ind; // allow building raw material industries
bool multiple_industry_per_town; // allow many industries of the same type per town
bool same_industry_close; // allow same type industries to be built close to each other
uint16 lost_train_days; // if a train doesn't switch order in this amount of days, a train is lost warning is shown
uint8 order_review_system;
bool train_income_warn; // if train is generating little income, show a warning
bool status_long_date; // always show long date in status bar
bool signal_side; // show signals on right side
bool show_finances; // show finances at end of year
bool new_nonstop; // ttdpatch compatible nonstop handling
bool roadveh_queue; // buggy road vehicle queueing
bool autoscroll; // scroll when moving mouse to the edge.
byte errmsg_duration; // duration of error message
byte land_generator; // the landscape generator
byte oil_refinery_limit; // distance oil refineries allowed from map edge
byte snow_line_height; // a number 0-15 that configured snow line height
byte tgen_smoothness; // how rough is the terrain from 0-3
uint32 generation_seed; // noise seed for world generation
byte tree_placer; // the tree placer algorithm
byte heightmap_rotation;// rotation director for the heightmap
uint16 progress_update_interval;// interval between two updates of the progress in hundreds of milliseconds
byte se_flat_world_height; // land height a flat world gets in SE
bool bribe; // enable bribing the local authority
bool nonuniform_stations;// allow nonuniform train stations
bool always_small_airport; // always allow small airports
bool realistic_acceleration; // realistic acceleration for trains
bool wagon_speed_limits; // enable wagon speed limits
bool forbid_90_deg; // forbid trains to make 90 deg turns
bool invisible_trees; // don't show trees when buildings are transparent
bool train_income_warn; // if train is generating little income, show a warning
bool status_long_date; // always show long date in status bar
bool signal_side; // show signals on right side
bool show_finances; // show finances at end of year
bool new_nonstop; // ttdpatch compatible nonstop handling
bool roadveh_queue; // buggy road vehicle queueing
bool autoscroll; // scroll when moving mouse to the edge.
byte errmsg_duration; // duration of error message
byte land_generator; // the landscape generator
byte oil_refinery_limit; // distance oil refineries allowed from map edge
byte snow_line_height; // a number 0-15 that configured snow line height
byte tgen_smoothness; // how rough is the terrain from 0-3
uint32 generation_seed; // noise seed for world generation
byte tree_placer; // the tree placer algorithm
byte heightmap_rotation; // rotation director for the heightmap
uint16 progress_update_interval; // interval between two updates of the progress in hundreds of milliseconds
byte se_flat_world_height; // land height a flat world gets in SE
bool bribe; // enable bribing the local authority
bool nonuniform_stations; // allow nonuniform train stations
bool always_small_airport; // always allow small airports
bool realistic_acceleration; // realistic acceleration for trains
bool wagon_speed_limits; // enable wagon speed limits
bool forbid_90_deg; // forbid trains to make 90 deg turns
bool invisible_trees; // don't show trees when buildings are transparent
bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled
bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars
bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction
bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars
bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction
uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
uint8 window_snap_radius; // Windows snap at each other if closer than this
uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
uint8 window_snap_radius; // Windows snap at each other if closer than this
UnitID max_trains; //max trains in game per player (these are 16bit because the unitnumber field can't hold more)
UnitID max_roadveh; //max trucks in game per player
UnitID max_aircraft; //max planes in game per player
UnitID max_ships; //max ships in game per player
UnitID max_trains; // max trains in game per player (these are 16bit because the unitnumber field can't hold more)
UnitID max_roadveh; // max trucks in game per player
UnitID max_aircraft; // max planes in game per player
UnitID max_ships; // max ships in game per player
bool servint_ispercent; // service intervals are in percents
uint16 servint_trains; // service interval for trains
uint16 servint_roadveh; // service interval for road vehicles
uint16 servint_aircraft;// service interval for aircraft
uint16 servint_ships; // service interval for ships
bool servint_ispercent; // service intervals are in percents
uint16 servint_trains; // service interval for trains
uint16 servint_roadveh; // service interval for road vehicles
uint16 servint_aircraft; // service interval for aircraft
uint16 servint_ships; // service interval for ships
bool autorenew;
int16 autorenew_months;
int32 autorenew_money;
byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder
uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder
byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder
uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder
bool bridge_pillars; // show bridge pillars for high bridges
bool bridge_pillars; // show bridge pillars for high bridges
bool ai_disable_veh_train; // disable types for AI
bool ai_disable_veh_roadveh; // disable types for AI
bool ai_disable_veh_aircraft; // disable types for AI
bool ai_disable_veh_ship; // disable types for AI
Year starting_year; // starting date
Year ending_year; // end of the game (just show highscore)
Year colored_news_year; // when does newspaper become colored?
bool ai_disable_veh_train; // disable types for AI
bool ai_disable_veh_roadveh; // disable types for AI
bool ai_disable_veh_aircraft; // disable types for AI
bool ai_disable_veh_ship; // disable types for AI
Year starting_year; // starting date
Year ending_year; // end of the game (just show highscore)
Year colored_news_year; // when does newspaper become colored?
bool keep_all_autosave; // name the autosave in a different way.
bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?"
byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
bool extra_dynamite; // extra dynamite
bool keep_all_autosave; // name the autosave in a different way.
bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?"
byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
bool extra_dynamite; // extra dynamite
bool never_expire_vehicles; // never expire vehicles
byte extend_vehicle_life; // extend vehicle life by this many years
bool never_expire_vehicles; // never expire vehicles
byte extend_vehicle_life; // extend vehicle life by this many years
bool auto_euro; // automatically switch to euro in 2002
bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot)
bool smooth_economy; // smooth economy
bool allow_shares; // allow the buying/selling of shares
byte dist_local_authority; // distance for town local authority, default 20
bool auto_euro; // automatically switch to euro in 2002
bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot)
bool smooth_economy; // smooth economy
bool allow_shares; // allow the buying/selling of shares
byte dist_local_authority; // distance for town local authority, default 20
byte wait_oneway_signal; //waitingtime in days before a oneway signal
byte wait_twoway_signal; //waitingtime in days before a twoway signal
byte wait_oneway_signal; // waitingtime in days before a oneway signal
byte wait_twoway_signal; // waitingtime in days before a twoway signal
uint8 map_x; // Size of map
uint8 map_x; // Size of map
uint8 map_y;
byte drag_signals_density; // many signals density
bool ainew_active; // Is the new AI active?
bool ai_in_multiplayer; // Do we allow AIs in multiplayer
byte drag_signals_density; // many signals density
bool ainew_active; // Is the new AI active?
bool ai_in_multiplayer; // Do we allow AIs in multiplayer
/*
* New Path Finding
*/
* New Path Finding
*/
bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
/**
* The maximum amount of search nodes a single NPF run should take. This
* limit should make sure performance stays at acceptable levels at the cost
* of not being perfect anymore. This will probably be fixed in a more
* sophisticated way sometime soon
*/
* The maximum amount of search nodes a single NPF run should take. This
* limit should make sure performance stays at acceptable levels at the cost
* of not being perfect anymore. This will probably be fixed in a more
* sophisticated way sometime soon
*/
uint32 npf_max_search_nodes;
uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */
uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */
uint32 npf_rail_firstred_exit_penalty; /* The penalty for when the first signal is red (and it is an exit or combo signal) */
uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */
uint32 npf_rail_station_penalty; /* The penalty for station tiles */
uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */
uint32 npf_rail_curve_penalty; /* The penalty for curves */
uint32 npf_rail_lastred_penalty; /* The penalty for when the last signal is red */
uint32 npf_rail_station_penalty; /* The penalty for station tiles */
uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */
uint32 npf_rail_curve_penalty; /* The penalty for curves */
uint32 npf_rail_depot_reverse_penalty; /* The penalty for reversing in depots */
uint32 npf_buoy_penalty; /* The penalty for going over (through) a buoy */
uint32 npf_water_curve_penalty; /* The penalty for curves */
uint32 npf_road_curve_penalty; /* The penalty for curves */
uint32 npf_crossing_penalty; /* The penalty for level crossings */
uint32 npf_buoy_penalty; /* The penalty for going over (through) a buoy */
uint32 npf_water_curve_penalty; /* The penalty for curves */
uint32 npf_road_curve_penalty; /* The penalty for curves */
uint32 npf_crossing_penalty; /* The penalty for level crossings */
bool population_in_label; // Show the population of a town in his label?
@@ -229,16 +229,16 @@ typedef struct Cheat {
// Only add new entries at the end of the struct!
typedef struct Cheats {
Cheat magic_bulldozer; // dynamite industries, unmovables
Cheat switch_player; // change to another player
Cheat money; // get rich
Cheat crossing_tunnels; // allow tunnels that cross each other
Cheat build_in_pause; // build while in pause mode
Cheat no_jetcrash; // no jet will crash on small airports anymore
Cheat magic_bulldozer; // dynamite industries, unmovables
Cheat switch_player; // change to another player
Cheat money; // get rich
Cheat crossing_tunnels; // allow tunnels that cross each other
Cheat build_in_pause; // build while in pause mode
Cheat no_jetcrash; // no jet will crash on small airports anymore
Cheat switch_climate;
Cheat change_date; //changes date ingame
Cheat setup_prod; //setup raw-material production in game
Cheat elrail; //allow electric engines to be powered on conventional rail
Cheat change_date; // changes date ingame
Cheat setup_prod; // setup raw-material production in game
Cheat elrail; // allow electric engines to be powered on conventional rail
} Cheats;
VARDEF Cheats _cheats;
@@ -281,10 +281,10 @@ VARDEF int32 _additional_cash_required;
VARDEF uint32 _decode_parameters[20];
VARDEF uint32 _pressed_key; // Low 8 bits = ASCII, High 16 bits = keycode
VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
VARDEF uint32 _pressed_key; // Low 8 bits = ASCII, High 16 bits = keycode
VARDEF bool _ctrl_pressed; // Is Ctrl pressed?
VARDEF bool _shift_pressed; // Is Alt pressed?
VARDEF byte _dirkeys; // 1=left, 2=up, 4=right, 8=down
VARDEF byte _dirkeys; // 1 = left, 2 = up, 4 = right, 8 = down
VARDEF bool _fullscreen;
VARDEF bool _fast_forward;