/*
* This file is part of OpenTTD .
* OpenTTD is free software ; you can redistribute it and / or modify it under the terms of the GNU General Public License as published by the Free Software Foundation , version 2.
* OpenTTD is distributed in the hope that it will be useful , but WITHOUT ANY WARRANTY ; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
* See the GNU General Public License for more details . You should have received a copy of the GNU General Public License along with OpenTTD . If not , see < http : //www.gnu.org/licenses/>.
*/
/** @file settings_type.h Types related to global configuration settings. */
# ifndef SETTINGS_TYPE_H
# define SETTINGS_TYPE_H
# include "date_type.h"
# include "economy_type.h"
# include "town_type.h"
# include "transport_type.h"
# include "network/network_type.h"
# include "company_type.h"
# include "cargotype.h"
# include "linkgraph/linkgraph_type.h"
# include "zoom_type.h"
# include "openttd.h"
# include "rail_gui_type.h"
# include "station_type.h"
# include "signal_type.h"
/* Used to validate sizes of "max" value in settings. */
const size_t MAX_SLE_UINT8 = UINT8_MAX ;
const size_t MAX_SLE_UINT16 = UINT16_MAX ;
const size_t MAX_SLE_UINT32 = UINT32_MAX ;
const size_t MAX_SLE_UINT = UINT_MAX ;
const size_t MAX_SLE_INT8 = INT8_MAX ;
const size_t MAX_SLE_INT16 = INT16_MAX ;
const size_t MAX_SLE_INT32 = INT32_MAX ;
const size_t MAX_SLE_INT = INT_MAX ;
/** Settings profiles and highscore tables. */
enum SettingsProfile {
SP_BEGIN = 0 ,
SP_EASY = SP_BEGIN , ///< Easy difficulty.
SP_MEDIUM , ///< Medium difficulty.
SP_HARD , ///< Hard difficulty.
SP_END , ///< End of setting profiles.
SP_CUSTOM = SP_END , ///< No profile, special "custom" highscore.
SP_SAVED_HIGHSCORE_END , ///< End of saved highscore tables.
SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END , ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
SP_HIGHSCORE_END , ///< End of highscore tables.
} ;
/** Available industry map generation densities. */
enum IndustryDensity {
ID_FUND_ONLY , ///< The game does not build industries.
ID_MINIMAL , ///< Start with just the industries that must be present.
ID_VERY_LOW , ///< Very few industries at game start.
ID_LOW , ///< Few industries at game start.
ID_NORMAL , ///< Normal amount of industries at game start.
ID_HIGH , ///< Many industries at game start.
ID_CUSTOM , ///< Custom number of industries.
ID_END , ///< Number of industry density settings.
} ;
/** Possible values for "use_relay_service" setting. */
enum UseRelayService {
URS_NEVER = 0 ,
URS_ASK ,
URS_ALLOW ,
} ;
/** Possible values for "participate_survey" setting. */
enum ParticipateSurvey {
PS_ASK = 0 ,
PS_NO ,
PS_YES ,
} ;
/** Settings related to the difficulty of the game */
struct DifficultySettings {
byte competitor_start_time ; ///< Unused value, used to load old savegames.
byte competitor_intelligence ; ///< Unused value, used to load old savegames.
byte max_no_competitors ; ///< the number of competitors (AIs)
uint16 competitors_interval ; ///< the interval (in minutes) between adding competitors
byte number_towns ; ///< the amount of towns
byte industry_density ; ///< The industry density. @see IndustryDensity
uint32 max_loan ; ///< the maximum initial loan
byte initial_interest ; ///< amount of interest (to pay over the loan)
byte vehicle_costs ; ///< amount of money spent on vehicle running cost
uint8 vehicle_costs_in_depot ; ///< amount of money spent on vehicle running cost when in depot
uint8 vehicle_costs_when_stopped ; ///< amount of money spent on vehicle running cost when vehicle is stopped
byte competitor_speed ; ///< the speed at which the AI builds
byte vehicle_breakdowns ; ///< likelihood of vehicles breaking down
byte subsidy_multiplier ; ///< payment multiplier for subsidized deliveries
uint16 subsidy_duration ; ///< duration of subsidies
byte construction_cost ; ///< how expensive is building
byte terrain_type ; ///< the mountainousness of the landscape
byte quantity_sea_lakes ; ///< the amount of seas/lakes
bool economy ; ///< how volatile is the economy
bool line_reverse_mode ; ///< reversing at stations or not
bool disasters ; ///< are disasters enabled
byte town_council_tolerance ; ///< minimum required town ratings to be allowed to demolish stuff
bool money_cheat_in_multiplayer ; ///< is the money cheat permitted for non-admin multiplayer clients
bool rename_towns_in_multiplayer ; ///< is renaming towns permitted for non-admin multiplayer clients
bool override_town_settings_in_multiplayer ; ///< is overriding town settings permitted for non-admin multiplayer clients
} ;
/** Settings relating to viewport/smallmap scrolling. */
enum ViewportScrollMode {
VSM_VIEWPORT_RMB_FIXED , ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
VSM_MAP_RMB_FIXED , ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
VSM_MAP_RMB , ///< Map moves with mouse movement on holding right mouse button, cursor moves.
VSM_MAP_LMB , ///< Map moves with mouse movement on holding left mouse button, cursor moves.
VSM_END , ///< Number of scroll mode settings.
} ;
/** Settings related to time display. This may be loaded from the savegame and/or overriden by the client. */
struct TimeSettings {
bool time_in_minutes ; ///< whether to use the hh:mm conversion when printing dates
uint16 ticks_per_minute ; ///< how many ticks per minute
uint16 clock_offset ; ///< clock offset in minutes
} ;
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
struct GUISettings : public TimeSettings {
bool sg_full_load_any ; ///< new full load calculation, any cargo must be full read from pre v93 savegames
bool lost_vehicle_warn ; ///< if a vehicle can't find its destination, show a warning
bool restriction_wait_vehicle_warn ; ///< if a vehicle is waiting for an extended time due to a routing restriction, show a warning
uint8 order_review_system ; ///< perform order reviews on vehicles
uint8 no_depot_order_warn ; ///< if a non-air vehicle doesn't have at least one depot order, show a warning
bool vehicle_income_warn ; ///< if a vehicle isn't generating income, show a warning
bool show_finances ; ///< show finances at end of year
bool sg_new_nonstop ; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
bool new_nonstop ; ///< ttdpatch compatible nonstop handling
uint8 stop_location ; ///< what is the default stop location of trains?
uint8 auto_scrolling ; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
byte errmsg_duration ; ///< duration of error message
uint16 hover_delay_ms ; ///< time required to activate a hover event, in milliseconds
bool instant_tile_tooltip ; ///< don't require a right click to activate a hover event to show a tooltip for an in-game tile (e.g. industry).
uint8 town_name_tooltip_mode ; ///< when to display town names when hovering over roads and houses. (0 = never, 1 = only if town names are hidden, 2 = always)
bool industry_tooltip_show ; ///< whether to display tooltips, when hovering over industry tiles.
bool industry_tooltip_show_name ; ///< whether to display the name of the industry, when hovering over one of its tiles.
bool industry_tooltip_show_required ; ///< whether to display cargoes required by the industry, when hovering over one of its tiles.
bool industry_tooltip_show_stockpiled ; ///< whether to display cargoes stockpiled by the industry, when hovering over one of its tiles.
bool industry_tooltip_show_produced ; ///< whether to display cargoes produced by the industry, when hovering over one of its tiles.
uint8 depot_tooltip_mode ; ///< Display mode for depot viewport tooltips. (0 = never, 1 = just a total number of vehicles, 2 = total number of vehicles in the depot along with a breakdown of numbers)
uint8 waypoint_viewport_tooltip_name ; ///< Show the name of the waypoint or buoy in a viewport tooltip. (0 = never, 1 = only if waypoint names are hidden, 2 = always)
uint8 station_viewport_tooltip_name ; ///< Show the name of the station in a viewport tooltip. (0 = never, 1 = only if station names are hidden, 2 = always)
bool station_viewport_tooltip_cargo ; ///< Show a list of cargo details at the station in a viewport tooltip.
uint8 station_rating_tooltip_mode ; ///< Station rating tooltip mode
bool link_terraform_toolbar ; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
uint8 smallmap_land_colour ; ///< colour used for land and heightmap at the smallmap
uint8 scroll_mode ; ///< viewport scroll mode
bool smooth_scroll ; ///< smooth scroll viewports
bool measure_tooltip ; ///< show a permanent tooltip when dragging tools
byte liveries ; ///< options for displaying company liveries, 0=none, 1=self, 2=all
bool prefer_teamchat ; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
uint8 advanced_vehicle_list ; ///< use the "advanced" vehicle list
uint8 loading_indicators ; ///< show loading indicators
uint8 default_rail_type ; ///< the default rail type for the rail GUI
uint8 default_road_type ; ///< the default road/tram types for the road/tram GUI
uint8 toolbar_pos ; ///< position of toolbars, 0=left, 1=center, 2=right
uint8 statusbar_pos ; ///< position of statusbar, 0=left, 1=center, 2=right
uint8 window_snap_radius ; ///< windows snap at each other if closer than this
uint8 window_soft_limit ; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
ZoomLevel zoom_min ; ///< minimum zoom out level
ZoomLevel zoom_max ; ///< maximum zoom out level
ZoomLevel sprite_zoom_min ; ///< maximum zoom level at which higher-resolution alternative sprites will be used (if available) instead of scaling a lower resolution sprite
byte autosave ; ///< how often should we do autosaves?
uint16 autosave_custom_days ; ///< custom autosave interval in days
uint16 autosave_custom_minutes ; ///< custom autosave interval in real-time minutes
bool threaded_saves ; ///< should we do threaded saves?
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?"
bool autosave_on_network_disconnect ; ///< save an autosave when you get disconnected from a network game with an error?
uint8 date_format_in_default_names ; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves ; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
byte max_num_lt_autosaves ; ///< controls how many long-term autosavegames are made before the game starts to overwrite (names them 0 to max_num_lt_autosaves - 1)
uint8 savegame_overwrite_confirm ; ///< Mode for when to warn about overwriting an existing savegame
bool population_in_label ; ///< show the population of a town in its label?
bool city_in_label ; ///< show cities in label?
uint8 right_mouse_btn_emulation ; ///< should we emulate right mouse clicking?
uint8 scrollwheel_scrolling ; ///< scrolling using the scroll wheel?
uint8 scrollwheel_multiplier ; ///< how much 'wheel' per incoming event from the OS?
bool show_slopes_on_viewport_map ; ///< use slope orientation to render the ground
bool show_height_on_viewport_map ; ///< use height for shading when rendering the ground
uint32 default_viewport_map_mode ; ///< the mode to use by default when a viewport is in map mode, 0=owner, 1=industry, 2=vegetation
uint32 action_when_viewport_map_is_dblclicked ; ///< what to do when a doubleclick occurs on the viewport map
uint32 show_scrolling_viewport_on_map ; ///< when a no map viewport is scrolled, its location is marked on the other map viewports
bool show_bridges_on_map ; ///< bridges are rendered on a viewport in map mode
bool show_tunnels_on_map ; ///< tunnels are rendered on a viewport in map mode
bool use_owner_colour_for_tunnelbridge ; ///< bridges and tunnels are rendered with their owner's colour
bool timetable_arrival_departure ; ///< show arrivals and departures in vehicle timetables
uint8 max_departures ; ///< maximum number of departures to show per station
uint16 max_departure_time ; ///< maximum time in advance to show departures (days)
uint16 max_departure_time_minutes ; ///< maximum time in advance to show departures (minutes)
uint16 departure_calc_frequency ; ///< how often to calculate departures (in ticks)
bool departure_show_vehicle ; ///< whether to show vehicle names with departures
bool departure_show_group ; ///< whether to show group names with departures
bool departure_show_company ; ///< whether to show company names with departures
bool departure_show_vehicle_type ; ///< whether to show vehicle type icons with departures
bool departure_show_vehicle_color ; ///< whether to show vehicle type icons in silver instead of orange
bool departure_larger_font ; ///< whether to show the calling at list in a larger font
bool departure_destination_type ; ///< whether to show destination types for ports and airports
bool departure_show_both ; ///< whether to show departure and arrival times on the same line
bool departure_only_passengers ; ///< whether to only show passenger services
bool departure_smart_terminus ; ///< whether to only show passenger services
uint8 departure_conditionals ; ///< how to handle conditional orders
bool departure_show_all_stops ; ///< whether to show stops regardless of loading/unloading done at them
bool departure_merge_identical ; ///< whether to merge identical departures
bool right_mouse_wnd_close ; ///< close window with right click
bool pause_on_newgame ; ///< whether to start new games paused or not
SignalGUISettings signal_gui_mode ; ///< select which signal types are shown in the signal GUI
SignalCycleSettings cycle_signal_types ; ///< Which signal types to cycle with the build signal tool.
SignalType default_signal_type ; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
Year coloured_news_year ; ///< when does newspaper become coloured?
bool override_time_settings ; ///< Whether to override time display settings stored in savegame.
bool timetable_in_ticks ; ///< whether to show the timetable in ticks rather than days
bool timetable_leftover_ticks ; ///< whether to show leftover ticks after converting to minutes/days, in the timetable
bool timetable_start_text_entry ; ///< whether to enter timetable start times as text (hhmm format)
uint8 date_with_time ; ///< whether to show the month and year with the time
bool quick_goto ; ///< Allow quick access to 'goto button' in vehicle orders window
bool auto_euro ; ///< automatically switch to euro in 2002
byte drag_signals_density ; ///< many signals density
bool drag_signals_fixed_distance ; ///< keep fixed distance between signals when dragging
Year semaphore_build_before ; ///< build semaphore signals automatically before this year
byte news_message_timeout ; ///< how much longer than the news message "age" should we keep the message in the history
bool show_track_reservation ; ///< highlight reserved tracks.
byte station_numtracks ; ///< the number of platforms to default on for rail stations
byte station_platlength ; ///< the platform length, in tiles, for rail stations
bool station_dragdrop ; ///< whether drag and drop is enabled for stations
bool station_show_coverage ; ///< whether to highlight coverage area
bool persistent_buildingtools ; ///< keep the building tools active after usage
uint32 last_newgrf_count ; ///< the numbers of NewGRFs we found during the last scan
byte missing_strings_threshold ; ///< the number of missing strings before showing the warning
uint8 graph_line_thickness ; ///< the thickness of the lines in the various graph guis
bool show_train_length_in_details ; ///< show train length in vehicle details window top widget
bool show_train_weight_ratios_in_details ; ///< show train weight ratios in vehicle details window top widget
bool show_vehicle_group_in_details ; ///< show vehicle group in vehicle details window top widget
bool show_restricted_signal_default ; ///< Show restricted electric signals using the default sprite
bool show_all_signal_default ; ///< Show all signals using the default sprite
bool show_adv_tracerestrict_features ; ///< Show advanced trace restrict features in UI
bool show_progsig_ui ; ///< Show programmable pre-signals feature in UI
bool show_noentrysig_ui ; ///< Show no-entry signals feature in UI
bool show_veh_list_cargo_filter ; ///< Show cargo list filter in UI
uint8 osk_activation ; ///< Mouse gesture to trigger the OSK.
byte starting_colour ; ///< default color scheme for the company to start a new game with
bool show_newgrf_name ; ///< Show the name of the NewGRF in the build vehicle window
bool show_cargo_in_vehicle_lists ; ///< Show the cargoes the vehicles can carry in the list windows
bool show_wagon_intro_year ; ///< Show the introduction year for wagons in the build vehicle window
bool auto_remove_signals ; ///< automatically remove signals when in the way during rail construction
uint16 refresh_rate ; ///< How often we refresh the screen (time between draw-ticks).
uint16 fast_forward_speed_limit ; ///< Game speed to use when fast-forward is enabled.
uint8 show_vehicle_route_mode ; ///< How to show a vehicle's route when one of its windows is focused
bool show_vehicle_route ; ///< Show route lines when vehicles route overlay is being shown
bool show_vehicle_route_steps ; ///< Show route step markers when vehicles route overlay is being shown
uint8 dash_level_of_route_lines ; ///< the dash level passed to GfxDrawLine() (plain if 0)
bool show_vehicle_list_company_colour ; ///< show the company colour of vehicles which have an owner different to the owner of the vehicle list
bool enable_single_veh_shared_order_gui ; ///< enable showing a single vehicle in the shared order GUI window
bool show_adv_load_mode_features ; ///< enable advanced loading mode features in UI
bool disable_top_veh_list_mass_actions ; ///< disable mass actions buttons for non-group vehicle lists
bool adv_sig_bridge_tun_modes ; ///< Enable advanced modes for signals on bridges/tunnels.
bool sort_track_types_by_speed ; ///< Sorts track types by compatibility first, and speed next, instead of newGRF slot
bool show_depot_sell_gui ; ///< Show go to depot and sell in UI
bool open_vehicle_gui_clone_share ; ///< Open vehicle GUI when share-cloning vehicle from depot GUI
uint8 linkgraph_colours ; ///< linkgraph overlay colours
uint8 vehicle_names ; ///< Vehicle naming scheme
bool shade_trees_on_slopes ; ///< Shade trees on slopes
uint8 demolish_confirm_mode ; ///< Demolition confirmation mode
bool dual_pane_train_purchase_window ; ///< Dual pane train purchase window
bool dual_pane_train_purchase_window_dual_buttons ; ///< Dual pane train purchase window: dual buttons
bool allow_hiding_waypoint_labels ; ///< Allow hiding waypoint viewport labels
uint8 disable_water_animation ; ///< Disable water animation depending on zoom level
bool show_order_occupancy_by_default ; ///< Show order occupancy by default in vehicle order window
bool show_order_management_button ; ///< Show order management button in vehicle order window
bool show_group_hierarchy_name ; ///< Show the full hierarchy in group names
bool show_vehicle_group_hierarchy_name ; ///< Show the full group hierarchy in vehicle names
bool show_order_number_vehicle_view ; ///< Show order number in vehicle view window
uint16 console_backlog_timeout ; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
uint16 console_backlog_length ; ///< the minimum amount of items in the console backlog before items will be removed.
uint8 station_gui_group_order ; ///< the order of grouping cargo entries in the station gui
uint8 station_gui_sort_by ; ///< sort cargo entries in the station gui by station name or amount
uint8 station_gui_sort_order ; ///< the sort order of entries in the station gui - ascending or descending
uint16 network_chat_box_width_pct ; ///< width of the chat box in percent
uint8 network_chat_box_height ; ///< height of the chat box in lines
uint16 network_chat_timeout ; ///< timeout of chat messages in seconds
uint8 developer ; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
bool show_date_in_logs ; ///< whether to show dates in console logs
bool newgrf_developer_tools ; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
bool ai_developer_tools ; ///< activate AI/GS developer tools
bool scenario_developer ; ///< activate scenario developer: allow modifying NewGRFs in an existing game
uint8 settings_restriction_mode ; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
bool newgrf_show_old_versions ; ///< whether to show old versions in the NewGRF list
uint8 newgrf_default_palette ; ///< default palette to use for NewGRFs without action 14 palette information
bool console_show_unlisted ; ///< whether to show unlisted console commands
bool newgrf_disable_big_gui ; ///< whether to disable "big GUI" NewGRFs
bool scale_bevels ; ///< bevels are scaled with GUI scale.
bool bigger_main_toolbar ; ///< bigger main toolbar.
/**
* Returns true when the user has sufficient privileges to edit newgrfs on a running game
* @ return whether the user has sufficient privileges to edit newgrfs in an existing game
*/
bool UserIsAllowedToChangeNewGRFs ( ) const
{
return this - > scenario_developer | | this - > newgrf_developer_tools ;
}
} ;
/** Settings related to sound effects. */
struct SoundSettings {
bool news_ticker ; ///< Play a ticker sound when a news item is published.
bool news_full ; ///< Play sound effects associated to certain news types.
bool new_year ; ///< Play sound on new year, summarising the performance during the last year.
bool confirm ; ///< Play sound effect on successful constructions or other actions.
bool click_beep ; ///< Beep on a random selection of buttons.
bool disaster ; ///< Play disaster and accident sounds.
bool vehicle ; ///< Play vehicle sound effects.
bool ambient ; ///< Play ambient, industry and town sounds.
} ;
/** Settings related to music. */
struct MusicSettings {
byte playlist ; ///< The playlist (number) to play
byte music_vol ; ///< The requested music volume
byte effect_vol ; ///< The requested effects volume
byte custom_1 [ 33 ] ; ///< The order of the first custom playlist
byte custom_2 [ 33 ] ; ///< The order of the second custom playlist
bool playing ; ///< Whether music is playing
bool shuffle ; ///< Whether to shuffle the music
} ;
/** Settings related to currency/unit systems. */
struct LocaleSettings {
byte currency ; ///< currency we currently use
byte units_velocity ; ///< unit system for velocity of trains and road vehicles
byte units_velocity_nautical ; ///< unit system for velocity of ships and aircraft
byte units_power ; ///< unit system for power
byte units_weight ; ///< unit system for weight
byte units_volume ; ///< unit system for volume
byte units_force ; ///< unit system for force
byte units_height ; ///< unit system for height
std : : string digit_group_separator ; ///< thousand separator for non-currencies
std : : string digit_group_separator_currency ; ///< thousand separator for currencies
std : : string digit_decimal_separator ; ///< decimal separator
} ;
/** Settings related to news */
struct NewsSettings {
uint8 arrival_player ; ///< NewsDisplay of vehicles arriving at new stations of current player
uint8 arrival_other ; ///< NewsDisplay of vehicles arriving at new stations of other players
uint8 accident ; ///< NewsDisplay of accidents that occur
uint8 accident_other ; ///< NewsDisplay if a vehicle from another company is involved in an accident
uint8 company_info ; ///< NewsDisplay of general company information
uint8 open ; ///< NewsDisplay on new industry constructions
uint8 close ; ///< NewsDisplay about closing industries
uint8 economy ; ///< NewsDisplay on economical changes
uint8 production_player ; ///< NewsDisplay of production changes of industries affecting current player
uint8 production_other ; ///< NewsDisplay of production changes of industries affecting competitors
uint8 production_nobody ; ///< NewsDisplay of production changes of industries affecting no one
uint8 advice ; ///< NewsDisplay on advice affecting the player's vehicles
uint8 new_vehicles ; ///< NewsDisplay of new vehicles becoming available
uint8 acceptance ; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
uint8 subsidies ; ///< NewsDisplay of changes on subsidies
uint8 general ; ///< NewsDisplay of other topics
} ;
/** All settings related to the network. */
struct NetworkSettings {
uint16 sync_freq ; ///< how often do we check whether we are still in-sync
uint8 frame_freq ; ///< how often do we send commands to the clients
uint16 commands_per_frame ; ///< how many commands may be sent each frame_freq frames?
uint16 commands_per_frame_server ; ///< how many commands may be sent each frame_freq frames? (server-originating commands)
uint16 max_commands_in_queue ; ///< how many commands may there be in the incoming queue before dropping the connection?
uint16 bytes_per_frame ; ///< how many bytes may, over a long period, be received per frame?
uint16 bytes_per_frame_burst ; ///< how many bytes may, over a short period, be received?
uint16 max_init_time ; ///< maximum amount of time, in game ticks, a client may take to initiate joining
uint16 max_join_time ; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
uint16 max_download_time ; ///< maximum amount of time, in game ticks, a client may take to download the map
uint16 max_password_time ; ///< maximum amount of time, in game ticks, a client may take to enter the password
uint16 max_lag_time ; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
bool pause_on_join ; ///< pause the game when people join
uint16 server_port ; ///< port the server listens on
uint16 server_admin_port ; ///< port the server listens on for the admin network
bool server_admin_chat ; ///< allow private chat for the server to be distributed to the admin network
ServerGameType server_game_type ; ///< Server type: local / public / invite-only.
std : : string server_invite_code ; ///< Invite code to use when registering as server.
std : : string server_invite_code_secret ; ///< Secret to proof we got this invite code from the Game Coordinator.
std : : string server_name ; ///< name of the server
std : : string server_password ; ///< password for joining this server
std : : string rcon_password ; ///< password for rconsole (server side)
std : : string admin_password ; ///< password for the admin network
std : : string settings_password ; ///< password for game settings (server side)
std : : string client_name ; ///< name of the player (as client)
std : : string default_company_pass ; ///< default password for new companies in encrypted form
std : : string connect_to_ip ; ///< default for the "Add server" query
std : : string network_id ; ///< network ID for servers
std : : string company_password_storage_token ; ///< company password storage token
std : : string company_password_storage_secret ; ///< company password storage secret
uint8 max_auth_failures ; ///< maximum auth failures before client is kicked
bool autoclean_companies ; ///< automatically remove companies that are not in use
uint8 autoclean_unprotected ; ///< remove passwordless companies after this many months
uint8 autoclean_protected ; ///< remove the password from passworded companies after this many months
uint8 autoclean_novehicles ; ///< remove companies with no vehicles after this many months
uint8 max_companies ; ///< maximum amount of companies
uint8 max_clients ; ///< maximum amount of clients
Year restart_game_year ; ///< year the server restarts
uint8 min_active_clients ; ///< minimum amount of active clients to unpause the game
bool reload_cfg ; ///< reload the config file before restarting
std : : string last_joined ; ///< Last joined server
bool no_http_content_downloads ; ///< do not do content downloads over HTTP
UseRelayService use_relay_service ; ///< Use relay service?
ParticipateSurvey participate_survey ; ///< Participate in the automated survey
} ;
/** Settings related to the creation of games. */
struct GameCreationSettings {
uint32 generation_seed ; ///< noise seed for world generation
uint32 generation_unique_id ; ///< random id to differentiate savegames
Year starting_year ; ///< starting date
Year ending_year ; ///< scoring end date
uint8 map_x ; ///< X size of map
uint8 map_y ; ///< Y size of map
byte land_generator ; ///< the landscape generator
byte oil_refinery_limit ; ///< distance oil refineries allowed from map edge
byte snow_line_height ; ///< the configured snow line height (deduced from "snow_coverage")
byte snow_coverage ; ///< the amount of snow coverage on the map
byte rainforest_line_height ; ///< the configured rainforest line height
byte desert_coverage ; ///< the amount of desert coverage on the map
byte climate_threshold_mode ; ///< climate threshold mode
byte heightmap_height ; ///< highest mountain for heightmap (towards what it scales)
byte tgen_smoothness ; ///< how rough is the terrain from 0-3
byte tree_placer ; ///< the tree placer algorithm
byte heightmap_rotation ; ///< rotation director for the heightmap
byte se_flat_world_height ; ///< land height a flat world gets in SE
byte town_name ; ///< the town name generator used for town names
byte landscape ; ///< the landscape we're currently in
byte water_borders ; ///< bitset of the borders that are water
uint16 custom_town_number ; ///< manually entered number of towns
uint16 custom_industry_number ; ///< manually entered number of industries
byte variety ; ///< variety level applied to TGP
byte custom_terrain_type ; ///< manually entered height for TGP to aim for
byte custom_sea_level ; ///< manually entered percentage of water in the map
byte min_river_length ; ///< the minimum river length
byte river_route_random ; ///< the amount of randomicity for the route finding
byte amount_of_rivers ; ///< the amount of rivers
bool rivers_top_of_hill ; ///< do rivers require starting near the tops of hills?
uint8 river_tropics_width ; ///< the configured width of tropics around rivers
uint8 lake_tropics_width ; ///< the configured width of tropics around lakes
uint8 coast_tropics_width ; ///< the configured width of tropics around coasts
uint8 lake_size ; ///< how large can lakes get?
bool lakes_allowed_in_deserts ; ///< are lakes allowed in deserts?
uint8 amount_of_rocks ; ///< the amount of rocks
uint8 height_affects_rocks ; ///< the affect that map height has on rocks
uint8 build_public_roads ; ///< build public roads connecting towns
} ;
/** Settings related to construction in-game */
struct ConstructionSettings {
uint8 map_height_limit ; ///< the maximum allowed heightlevel
bool build_on_slopes ; ///< allow building on slopes
bool autoslope ; ///< allow terraforming under things
uint16 max_bridge_length ; ///< maximum length of bridges
byte max_bridge_height ; ///< maximum height of bridges
uint16 max_tunnel_length ; ///< maximum length of tunnels
byte train_signal_side ; ///< show signals on left / driving / right side
bool extra_dynamite ; ///< extra dynamite
bool road_stop_on_town_road ; ///< allow building of drive-through road stops on town owned roads
bool road_stop_on_competitor_road ; ///< allow building of drive-through road stops on roads owned by competitors
uint8 raw_industry_construction ; ///< type of (raw) industry construction (none, "normal", prospecting)
uint8 industry_platform ; ///< the amount of flat land around an industry
bool freeform_edges ; ///< allow terraforming the tiles at the map edges
uint8 extra_tree_placement ; ///< (dis)allow building extra trees in-game
uint8 trees_around_snow_line_range ; ///< range around snowline for mixed and arctic forest.
bool trees_around_snow_line_enabled ; ///< enable mixed and arctic forest around snowline, and no trees above snowline
uint8 trees_around_snow_line_dynamic_range ; ///< how much of the snow line dynamic range to use as the snowline for arctic tree placement
uint8 command_pause_level ; ///< level/amount of commands that can't be executed while paused
uint16 maximum_signal_evaluations ; ///< maximum number of programmable pre-signals which may be evaluated in one pass
bool enable_build_river ; ///< enable building rivers in-game
bool enable_remove_water ; ///< enable removing sea and rivers in-game
uint8 road_custom_bridge_heads ; ///< allow construction of road custom bridge heads
bool chunnel ; ///< allow construction of tunnels under water
uint8 rail_custom_bridge_heads ; ///< allow construction of rail custom bridge heads
bool allow_grf_objects_under_bridges ; ///< allow all NewGRF objects under bridges
bool allow_stations_under_bridges ; ///< allow NewGRF rail station/waypoint tiles that do not specify clearance under bridges
bool allow_road_stops_under_bridges ; ///< allow road/tram stops under bridges
bool allow_docks_under_bridges ; ///< allow docks under bridges
byte purchase_land_permitted ; ///< whether and how purchasing land is permitted
bool build_object_area_permitted ; ///< whether building objects by area is permitted
Year no_expire_objects_after ; ///< do not expire objects after this year
bool ignore_object_intro_dates ; ///< allow players to build objects before their introduction dates (does not include during map generation)
uint32 terraform_per_64k_frames ; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
uint16 terraform_frame_burst ; ///< how many tile heights may, over a short period, be terraformed?
uint32 clear_per_64k_frames ; ///< how many tiles may, over a long period, be cleared per 65536 frames?
uint16 clear_frame_burst ; ///< how many tiles may, over a short period, be cleared?
uint32 tree_per_64k_frames ; ///< how many trees may, over a long period, be planted per 65536 frames?
uint16 tree_frame_burst ; ///< how many trees may, over a short period, be planted?
uint32 purchase_land_per_64k_frames ; ///< how many tiles may, over a long period, be purchased per 65536 frames?
uint16 purchase_land_frame_burst ; ///< how many tiles may, over a short period, be purchased?
uint32 build_object_per_64k_frames ; ///< how many tiles may, over a long period, have objects built on them per 65536 frames?
uint16 build_object_frame_burst ; ///< how many tiles may, over a short period, have objects built on them?
uint8 tree_growth_rate ; ///< tree growth rate
byte old_simulated_wormhole_signals ; ///< moved to company settings: simulate signals in tunnel
} ;
/** Settings related to the AI. */
struct AISettings {
bool ai_in_multiplayer ; ///< so we allow AIs in multiplayer
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
} ;
/** Settings related to scripts. */
struct ScriptSettings {
uint8 settings_profile ; ///< difficulty profile to set initial settings of scripts, esp. random AIs
uint32 script_max_opcode_till_suspend ; ///< max opcode calls till scripts will suspend
uint32 script_max_memory_megabytes ; ///< limit on memory a single script instance may have allocated
} ;
/** Settings related to the new pathfinder. */
struct NPFSettings {
/**
* 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 .
*/
uint32 npf_max_search_nodes ;
uint32 maximum_go_to_depot_penalty ; ///< What is the maximum penalty that may be endured for going to a depot
uint32 npf_rail_firstred_penalty ; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
uint32 npf_rail_firstred_exit_penalty ; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
uint32 npf_rail_lastred_penalty ; ///< the penalty for when the last signal is red
uint32 npf_rail_station_penalty ; ///< the penalty for station tiles
uint32 npf_rail_slope_penalty ; ///< the penalty for sloping upwards
uint32 npf_rail_curve_penalty ; ///< the penalty for curves
uint32 npf_rail_depot_reverse_penalty ; ///< the penalty for reversing in depots
uint32 npf_rail_pbs_cross_penalty ; ///< the penalty for crossing a reserved rail track
uint32 npf_rail_pbs_signal_back_penalty ; ///< the penalty for passing a pbs signal from the backside
uint32 npf_buoy_penalty ; ///< the penalty for going over (through) a buoy
uint32 npf_water_curve_penalty ; ///< the penalty for curves
uint32 npf_road_curve_penalty ; ///< the penalty for curves
uint32 npf_crossing_penalty ; ///< the penalty for level crossings
uint32 npf_road_drive_through_penalty ; ///< the penalty for going through a drive-through road stop
uint32 npf_road_dt_occupied_penalty ; ///< the penalty multiplied by the fill percentage of a drive-through road stop
uint32 npf_road_bay_occupied_penalty ; ///< the penalty multiplied by the fill percentage of a road bay
} ;
/** Settings related to the yet another pathfinder. */
struct YAPFSettings {
bool disable_node_optimization ; ///< whether to use exit-dir instead of trackdir in node key
uint32 max_search_nodes ; ///< stop path-finding when this number of nodes visited
uint32 maximum_go_to_depot_penalty ; ///< What is the maximum penalty that may be endured for going to a depot
bool ship_use_yapf ; ///< use YAPF for ships
bool road_use_yapf ; ///< use YAPF for road
bool rail_use_yapf ; ///< use YAPF for rail
uint32 road_slope_penalty ; ///< penalty for up-hill slope
uint32 road_curve_penalty ; ///< penalty for curves
uint32 road_crossing_penalty ; ///< penalty for level crossing
uint32 road_stop_penalty ; ///< penalty for going through a drive-through road stop
uint32 road_stop_occupied_penalty ; ///< penalty multiplied by the fill percentage of a drive-through road stop
uint32 road_stop_bay_occupied_penalty ; ///< penalty multiplied by the fill percentage of a road bay
bool rail_firstred_twoway_eol ; ///< treat first red two-way signal as dead end
uint32 rail_firstred_penalty ; ///< penalty for first red signal
uint32 rail_firstred_exit_penalty ; ///< penalty for first red exit signal
uint32 rail_lastred_penalty ; ///< penalty for last red signal
uint32 rail_lastred_exit_penalty ; ///< penalty for last red exit signal
uint32 rail_station_penalty ; ///< penalty for non-target station tile
uint32 rail_slope_penalty ; ///< penalty for up-hill slope
uint32 rail_curve45_penalty ; ///< penalty for curve
uint32 rail_curve90_penalty ; ///< penalty for 90-deg curve
uint32 rail_depot_reverse_penalty ; ///< penalty for reversing in the depot
uint32 rail_crossing_penalty ; ///< penalty for level crossing
uint32 rail_look_ahead_max_signals ; ///< max. number of signals taken into consideration in look-ahead load balancer
int32 rail_look_ahead_signal_p0 ; ///< constant in polynomial penalty function
int32 rail_look_ahead_signal_p1 ; ///< constant in polynomial penalty function
int32 rail_look_ahead_signal_p2 ; ///< constant in polynomial penalty function
uint32 rail_pbs_cross_penalty ; ///< penalty for crossing a reserved tile
uint32 rail_pbs_station_penalty ; ///< penalty for crossing a reserved station tile
uint32 rail_pbs_signal_back_penalty ; ///< penalty for passing a pbs signal from the backside
uint32 rail_doubleslip_penalty ; ///< penalty for passing a double slip switch
uint32 rail_longer_platform_penalty ; ///< penalty for longer station platform than train
uint32 rail_longer_platform_per_tile_penalty ; ///< penalty for longer station platform than train (per tile)
uint32 rail_shorter_platform_penalty ; ///< penalty for shorter station platform than train
uint32 rail_shorter_platform_per_tile_penalty ; ///< penalty for shorter station platform than train (per tile)
uint32 ship_curve45_penalty ; ///< penalty for 45-deg curve for ships
uint32 ship_curve90_penalty ; ///< penalty for 90-deg curve for ships
} ;
/** Settings related to all pathfinders. */
struct PathfinderSettings {
uint8 pathfinder_for_trains ; ///< the pathfinder to use for trains
uint8 pathfinder_for_roadvehs ; ///< the pathfinder to use for roadvehicles
uint8 pathfinder_for_ships ; ///< the pathfinder to use for ships
bool new_pathfinding_all ; ///< use the newest pathfinding algorithm for all
bool roadveh_queue ; ///< buggy road vehicle queueing
bool forbid_90_deg ; ///< forbid trains to make 90 deg turns
bool back_of_one_way_pbs_waiting_point ; ///< whether the back of one-way PBS signals is a safe waiting point
uint8 reroute_rv_on_layout_change ; ///< whether to re-route road vehicles when the layout changes
bool reverse_at_signals ; ///< whether to reverse at signals at all
byte wait_oneway_signal ; ///< waitingtime in days before a oneway signal
byte wait_twoway_signal ; ///< waitingtime in days before a twoway signal
bool reserve_paths ; ///< always reserve paths regardless of signal type.
byte wait_for_pbs_path ; ///< how long to wait for a path reservation.
byte path_backoff_interval ; ///< ticks between checks for a free path.
NPFSettings npf ; ///< pathfinder settings for the new pathfinder
YAPFSettings yapf ; ///< pathfinder settings for the yet another pathfinder
} ;
/** Settings related to orders. */
struct OrderSettings {
bool improved_load ; ///< improved loading algorithm
bool gradual_loading ; ///< load vehicles gradually
bool selectgoods ; ///< only send the goods to station if a train has been there
bool no_servicing_if_no_breakdowns ; ///< don't send vehicles to depot when breakdowns are disabled
bool serviceathelipad ; ///< service helicopters at helipads automatically (no need to send to depot)
bool nonstop_only ; ///< allow non-stop orders only
uint8 old_occupancy_smoothness ; ///< moved to company settings: percentage smoothness of occupancy measurement changes
bool old_timetable_separation ; ///< moved to company settings: whether to perform automatic separation based on timetable
uint8 old_timetable_separation_rate ; ///< moved to company settings: percentage of timetable separation change to apply
} ;
/** Settings related to vehicles. */
struct VehicleSettings {
uint8 max_train_length ; ///< maximum length for trains
uint8 smoke_amount ; ///< amount of smoke/sparks locomotives produce
uint8 train_acceleration_model ; ///< realistic acceleration for trains
uint8 train_braking_model ; ///< braking model for trains
uint8 realistic_braking_aspect_limited ; ///< realistic braking lookahead is aspect limited
bool limit_train_acceleration ; ///< when using realistic braking, also limit train acceleration
uint8 roadveh_acceleration_model ; ///< realistic acceleration for road vehicles
uint8 train_slope_steepness ; ///< Steepness of hills for trains when using realistic acceleration
uint8 roadveh_slope_steepness ; ///< Steepness of hills for road vehicles when using realistic acceleration
bool wagon_speed_limits ; ///< enable wagon speed limits
bool train_speed_adaptation ; ///< Faster trains slow down when behind slower trains
bool slow_road_vehicles_in_curves ; ///< Road vehicles slow down in curves.
bool disable_elrails ; ///< when true, the elrails are disabled
UnitID max_trains ; ///< max trains in game per company
UnitID max_roadveh ; ///< max trucks in game per company
UnitID max_aircraft ; ///< max planes in game per company
UnitID max_ships ; ///< max ships in game per company
uint8 plane_speed ; ///< divisor for speed of aircraft
uint8 freight_trains ; ///< value to multiply the weight of cargo by
bool dynamic_engines ; ///< enable dynamic allocation of engine data
bool never_expire_vehicles ; ///< never expire vehicles
Year no_expire_vehicles_after ; ///< do not expire vehicles after this year
Year no_introduce_vehicles_after ; ///< do not introduce vehicles after this year
byte extend_vehicle_life ; ///< extend vehicle life by this many years
byte road_side ; ///< the side of the road vehicles drive on
uint8 plane_crashes ; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
bool adjacent_crossings ; ///< enable closing of adjacent level crossings
bool safer_crossings ; ///< enable safer level crossings
bool improved_breakdowns ; ///< different types, chances and severities of breakdowns
bool pay_for_repair ; ///< pay for repairing vehicle
uint8 repair_cost ; ///< cost of repairing vehicle
bool ship_collision_avoidance ; ///< ships try to avoid colliding with each other
bool no_train_crash_other_company ; ///< trains cannot crash with trains from other companies
bool roadveh_articulated_overtaking ; ///< enable articulated road vehicles overtaking other vehicles
bool roadveh_cant_quantum_tunnel ; ///< enable or disable vehicles quantum tunelling through over vehicles when blocked
bool drive_through_train_depot ; ///< enable drive-through train depot emulation
uint16 through_load_speed_limit ; ///< maximum speed for through load
uint16 rail_depot_speed_limit ; ///< maximum speed entering/existing rail depots
} ;
/** Settings related to the economy. */
struct EconomySettings {
bool inflation ; ///< disable inflation
bool inflation_fixed_dates ; ///< whether inflation is applied between fixed dates
bool bribe ; ///< enable bribing the local authority
EconomyType type ; ///< economy type (original/smooth/frozen)
bool allow_shares ; ///< allow the buying/selling of shares
uint8 min_years_for_shares ; ///< minimum age of a company for it to trade shares
uint8 feeder_payment_share ; ///< percentage of leg payment to virtually pay in feeder systems
byte dist_local_authority ; ///< distance for town local authority, default 20
bool exclusive_rights ; ///< allow buying exclusive rights
bool fund_buildings ; ///< allow funding new buildings
bool fund_roads ; ///< allow funding local road reconstruction
bool give_money ; ///< allow giving other companies money
bool mod_road_rebuild ; ///< roadworks remove unnecessary RoadBits
bool multiple_industry_per_town ; ///< allow many industries of the same type per town
int8 town_growth_rate ; ///< town growth rate
uint8 town_growth_cargo_transported ; ///< percentage of town growth rate which depends on proportion of transported cargo in the last month
bool town_zone_calc_mode ; ///< calc mode for town zones
uint16 town_zone_0_mult ; ///< multiplier for the size of town zone 0
uint16 town_zone_1_mult ; ///< multiplier for the size of town zone 1
uint16 town_zone_2_mult ; ///< multiplier for the size of town zone 2
uint16 town_zone_3_mult ; ///< multiplier for the size of town zone 3
uint16 town_zone_4_mult ; ///< multiplier for the size of town zone 4
uint16 city_zone_0_mult ; ///< multiplier for the size of city zone 0
uint16 city_zone_1_mult ; ///< multiplier for the size of city zone 1
uint16 city_zone_2_mult ; ///< multiplier for the size of city zone 2
uint16 city_zone_3_mult ; ///< multiplier for the size of city zone 3
uint16 city_zone_4_mult ; ///< multiplier for the size of city zone 4
uint8 larger_towns ; ///< the number of cities to build. These start off larger and grow twice as fast
uint8 initial_city_size ; ///< multiplier for the initial size of the cities compared to towns
TownLayout town_layout ; ///< select town layout, @see TownLayout
TownCargoGenMode town_cargogen_mode ; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
bool allow_town_roads ; ///< towns are allowed to build roads (always allowed when generating world / in SE)
uint16 town_min_distance ; ///< minimum distance between towns
uint8 max_town_heightlevel ; ///< maximum height level for towns
uint16 min_town_land_area ; ///< minimum contiguous lang area for towns.
uint16 min_city_land_area ; ///< minimum contiguous lang area for cities.
TownFounding found_town ; ///< town founding.
bool station_noise_level ; ///< build new airports when the town noise level is still within accepted limits
uint16 town_noise_population [ 3 ] ; ///< population to base decision on noise evaluation (@see town_council_tolerance)
bool infrastructure_sharing [ 4 ] ; ///< enable infrastructure sharing for rail/road/water/air
uint sharing_fee [ 4 ] ; ///< fees for infrastructure sharing for rail/road/water/air
bool sharing_payment_in_debt ; ///< allow fee payment for companies with more loan than money (switch off to prevent MP exploits)
bool allow_town_level_crossings ; ///< towns are allowed to build level crossings
TownTunnelMode town_build_tunnels ; ///< if/when towns are allowed to build road tunnels
uint8 town_max_road_slope ; ///< maximum number of consecutive sloped road tiles which towns are allowed to build
bool allow_town_bridges ; ///< towns are allowed to build bridges
int8 old_town_cargo_factor ; ///< old power-of-two multiplier for town (passenger, mail) generation. May be negative.
int16 town_cargo_scale_factor ; ///< scaled power-of-two multiplier for town (passenger, mail) generation. May be negative.
int16 industry_cargo_scale_factor ; ///< scaled power-of-two multiplier for primary industry generation. May be negative.
bool infrastructure_maintenance ; ///< enable monthly maintenance fee for owner infrastructure
uint8 day_length_factor ; ///< factor which the length of day is multiplied
uint16 random_road_reconstruction ; ///< chance out of 1000 per tile loop for towns to start random road re-construction
bool disable_inflation_newgrf_flag ; ///< Disable NewGRF inflation flag
CargoPaymentAlgorithm payment_algorithm ; ///< Cargo payment algorithm
TickRateMode tick_rate ; ///< Tick rate mode
} ;
struct LinkGraphSettings {
uint16 recalc_time ; ///< time (in days) for recalculating each link graph component.
uint16 recalc_interval ; ///< time (in days) between subsequent checks for link graphs to be calculated.
DistributionType distribution_pax ; ///< distribution type for passengers
DistributionType distribution_mail ; ///< distribution type for mail
DistributionType distribution_armoured ; ///< distribution type for armoured cargo class
DistributionType distribution_default ; ///< distribution type for all other goods
DistributionType distribution_per_cargo [ NUM_CARGO ] ; ///< per cargo distribution types
uint8 accuracy ; ///< accuracy when calculating things on the link graph. low accuracy => low running time
uint8 demand_size ; ///< influence of supply ("station size") on the demand function
uint8 demand_distance ; ///< influence of distance between stations on the demand function
uint8 short_path_saturation ; ///< percentage up to which short paths are saturated before saturating most capacious paths
uint16 aircraft_link_scale ; ///< scale effective distance of aircraft links
inline DistributionType GetDistributionType ( CargoID cargo ) const {
if ( this - > distribution_per_cargo [ cargo ] ! = DT_PER_CARGO_DEFAULT ) return this - > distribution_per_cargo [ cargo ] ;
if ( IsCargoInClass ( cargo , CC_PASSENGERS ) ) return this - > distribution_pax ;
if ( IsCargoInClass ( cargo , CC_MAIL ) ) return this - > distribution_mail ;
if ( IsCargoInClass ( cargo , CC_ARMOURED ) ) return this - > distribution_armoured ;
return this - > distribution_default ;
}
} ;
/** Settings related to stations. */
struct StationSettings {
bool modified_catchment ; ///< different-size catchment areas
bool serve_neutral_industries ; ///< company stations can serve industries with attached neutral stations
bool adjacent_stations ; ///< allow stations to be built directly adjacent to other stations
bool distant_join_stations ; ///< allow to join non-adjacent stations
bool never_expire_airports ; ///< never expire airports
byte station_spread ; ///< amount a station may spread
byte catchment_increase ; ///< amount by which station catchment is increased
bool cargo_class_rating_wait_time ; ///< station rating tolerance to time since last cargo pickup depends on cargo class
bool station_size_rating_cargo_amount ; ///< station rating tolerance to waiting cargo amount depends on station size
StationDelivery station_delivery_mode ; ///< method to use for distributing cargo from stations to accepting industries
} ;
/** Default settings for vehicles. */
struct VehicleDefaultSettings {
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 auto_timetable_by_default ; ///< use automatic timetables by default
bool auto_separation_by_default ; ///< use automatic timetable separation by default
} ;
/** Settings that can be set per company. */
struct CompanySettings {
bool engine_renew ; ///< is autorenew enabled
int16 engine_renew_months ; ///< months before/after the maximum vehicle age a vehicle should be renewed
uint32 engine_renew_money ; ///< minimum amount of money before autorenew is used
bool renew_keep_length ; ///< sell some wagons if after autoreplace the train is longer than before
VehicleDefaultSettings vehicle ; ///< default settings for vehicles
uint8 order_occupancy_smoothness ; ///< percentage smoothness of occupancy measurement changes
uint8 auto_timetable_separation_rate ; ///< percentage of auto timetable separation change to apply
bool infra_others_buy_in_depot [ 4 ] ; ///< other companies can buy/autorenew in this companies depots (where infra sharing enabled)
uint16 timetable_autofill_rounding ; ///< round up timetable times to be a multiple of this number of ticks
bool advance_order_on_clone ; ///< when cloning a vehicle or copying/sharing an order list, advance the current order to a suitable point
bool copy_clone_add_to_group ; ///< whether to add cloned vehicles to the source vehicle's group, when cloning a vehicle without sharing orders
bool remain_if_next_order_same_station ; ///< if the next order is for the same station, start loading/unloading again instead of leaving.
byte old_simulated_wormhole_signals ; ///< no longer needs a setting: tunnel/bridge signal simulation spacing
} ;
/** Debug settings. */
struct DebugSettings {
uint32 chicken_bits ; ///< chicken bits
uint32 newgrf_optimiser_flags ; ///< NewGRF optimiser flags
} ;
/** Scenario editor settings. */
struct ScenarioSettings {
bool multiple_buildings ; ///< allow manually adding more than one church/stadium
bool house_ignore_dates ; ///< allow manually adding houses regardless of date restrictions
uint8 house_ignore_zones ; ///< allow manually adding houses regardless of zone restrictions
bool house_ignore_grf ; ///< allow manually adding houses regardless of GRF restrictions
} ;
/** Settings related to currency/unit systems. */
struct ClientLocaleSettings {
bool sync_locale_network_server ; ///< sync locale settings with network server
} ;
/** All settings together for the game. */
struct GameSettings {
DifficultySettings difficulty ; ///< settings related to the difficulty
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?
ScriptSettings script ; ///< settings for scripts
class AIConfig * ai_config [ MAX_COMPANIES ] ; ///< settings per company
class GameConfig * game_config ; ///< settings for gamescript
PathfinderSettings pf ; ///< settings for all pathfinders
OrderSettings order ; ///< settings related to orders
VehicleSettings vehicle ; ///< options for vehicles
EconomySettings economy ; ///< settings to change the economy
LinkGraphSettings linkgraph ; ///< settings for link graph calculations
StationSettings station ; ///< settings related to station management
LocaleSettings locale ; ///< settings related to used currency/unit system in the current game
DebugSettings debug ; ///< debug settings
TimeSettings game_time ; ///< time display settings.
} ;
/** All settings that are only important for the local client. */
struct ClientSettings {
GUISettings gui ; ///< settings related to the GUI
ClientLocaleSettings client_locale ; ///< settings related to used currency/unit system in the client
NetworkSettings network ; ///< settings related to the network
CompanySettings company ; ///< default values for per-company settings
SoundSettings sound ; ///< sound effect settings
MusicSettings music ; ///< settings related to music/sound
NewsSettings news_display ; ///< news display settings.
ScenarioSettings scenario ; ///< scenario editor settings
} ;
/** 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 GameSettings _settings_newgame ;
/** The effective settings that are used for time display. */
extern TimeSettings _settings_time ;
/** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
extern VehicleDefaultSettings _old_vds ;
/**
* Get the settings - object applicable for the current situation : the newgame settings
* when we ' re in the main menu and otherwise the settings of the current game .
*/
static inline GameSettings & GetGameSettings ( )
{
return ( _game_mode = = GM_MENU ) ? _settings_newgame : _settings_game ;
}
# endif /* SETTINGS_TYPE_H */