/*
* 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 "timer/timer_game_calendar.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.h"
# include "signal_type.h"
# include "timetable.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 the "timekeeping_units" setting. */
enum TimekeepingUnits : uint8_t {
TKU_CALENDAR = 0 ,
TKU_WALLCLOCK ,
} ;
/** Possible values for "use_relay_service" setting. */
enum UseRelayService : uint8_t {
URS_NEVER = 0 ,
URS_ASK ,
URS_ALLOW ,
} ;
/** Possible values for "participate_survey" setting. */
enum ParticipateSurvey : uint8_t {
PS_ASK = 0 ,
PS_NO ,
PS_YES ,
} ;
/** Right-click to close window actions. */
enum RightClickClose : uint8_t {
RCC_NO = 0 ,
RCC_YES ,
RCC_YES_EXCEPT_STICKY ,
} ;
/** 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_t 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_t 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
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_t 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
} ;
/** 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 the GUI and other stuff that is not saved in the savegame. */
struct GUISettings {
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
uint8_t order_review_system ; ///< perform order reviews on vehicles
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_t stop_location ; ///< what is the default stop location of trains?
uint8_t auto_scrolling ; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
byte errmsg_duration ; ///< duration of error message
uint16_t hover_delay_ms ; ///< time required to activate a hover event, in milliseconds
bool link_terraform_toolbar ; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
uint8_t smallmap_land_colour ; ///< colour used for land and heightmap at the smallmap
uint8_t linkgraph_colours ; ///< linkgraph overlay colours
uint8_t 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_t advanced_vehicle_list ; ///< use the "advanced" vehicle list
uint8_t loading_indicators ; ///< show loading indicators
uint8_t default_rail_type ; ///< the default rail type for the rail GUI
uint8_t toolbar_pos ; ///< position of toolbars, 0=left, 1=center, 2=right
uint8_t statusbar_pos ; ///< position of statusbar, 0=left, 1=center, 2=right
uint8_t window_snap_radius ; ///< windows snap at each other if closer than this
uint8_t 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
uint32_t autosave_interval ; ///< how often should we do autosaves?
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_t 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)
bool population_in_label ; ///< show the population of a town in its label?
uint8_t right_mouse_btn_emulation ; ///< should we emulate right mouse clicking?
uint8_t scrollwheel_scrolling ; ///< scrolling using the scroll wheel?
uint8_t scrollwheel_multiplier ; ///< how much 'wheel' per incoming event from the OS?
bool timetable_arrival_departure ; ///< show arrivals and departures in vehicle timetables
RightClickClose right_click_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.
TimerGameCalendar : : Year coloured_news_year ; ///< when does newspaper become coloured?
TimetableMode timetable_mode ; ///< Time units for timetables: days, seconds, or ticks
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
TimerGameCalendar : : 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
bool expenses_layout ; ///< layout of expenses window
uint32_t 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_t graph_line_thickness ; ///< the thickness of the lines in the various graph guis
uint8_t osk_activation ; ///< Mouse gesture to trigger the OSK.
Colours starting_colour ; ///< default color scheme for the company to start a new game with
Colours starting_colour_secondary ; ///< default secondary 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 auto_remove_signals ; ///< automatically remove signals when in the way during rail construction
uint16_t refresh_rate ; ///< How often we refresh the screen (time between draw-ticks).
uint16_t fast_forward_speed_limit ; ///< Game speed to use when fast-forward is enabled.
uint16_t 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_t console_backlog_length ; ///< the minimum amount of items in the console backlog before items will be removed.
uint8_t station_gui_group_order ; ///< the order of grouping cargo entries in the station gui
uint8_t station_gui_sort_by ; ///< sort cargo entries in the station gui by station name or amount
uint8_t station_gui_sort_order ; ///< the sort order of entries in the station gui - ascending or descending
uint16_t network_chat_box_width_pct ; ///< width of the chat box in percent
uint8_t network_chat_box_height ; ///< height of the chat box in lines
uint16_t network_chat_timeout ; ///< timeout of chat messages in seconds
uint8_t 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_t 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_t newgrf_default_palette ; ///< default palette to use for NewGRFs without action 14 palette information
bool scale_bevels ; ///< bevels are scaled with GUI scale.
/**
* 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_t arrival_player ; ///< NewsDisplay of vehicles arriving at new stations of current player
uint8_t arrival_other ; ///< NewsDisplay of vehicles arriving at new stations of other players
uint8_t accident ; ///< NewsDisplay of accidents that occur
uint8_t accident_other ; ///< NewsDisplay if a vehicle from another company is involved in an accident
uint8_t company_info ; ///< NewsDisplay of general company information
uint8_t open ; ///< NewsDisplay on new industry constructions
uint8_t close ; ///< NewsDisplay about closing industries
uint8_t economy ; ///< NewsDisplay on economical changes
uint8_t production_player ; ///< NewsDisplay of production changes of industries affecting current player
uint8_t production_other ; ///< NewsDisplay of production changes of industries affecting competitors
uint8_t production_nobody ; ///< NewsDisplay of production changes of industries affecting no one
uint8_t advice ; ///< NewsDisplay on advice affecting the player's vehicles
uint8_t new_vehicles ; ///< NewsDisplay of new vehicles becoming available
uint8_t acceptance ; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
uint8_t subsidies ; ///< NewsDisplay of changes on subsidies
uint8_t general ; ///< NewsDisplay of other topics
} ;
/** All settings related to the network. */
struct NetworkSettings {
uint16_t sync_freq ; ///< how often do we check whether we are still in-sync
uint8_t frame_freq ; ///< how often do we send commands to the clients
uint16_t commands_per_frame ; ///< how many commands may be sent each frame_freq frames?
uint16_t commands_per_frame_server ; ///< how many commands may be sent each frame_freq frames? (server-originating commands)
uint16_t max_commands_in_queue ; ///< how many commands may there be in the incoming queue before dropping the connection?
uint16_t bytes_per_frame ; ///< how many bytes may, over a long period, be received per frame?
uint16_t bytes_per_frame_burst ; ///< how many bytes may, over a short period, be received?
uint16_t max_init_time ; ///< maximum amount of time, in game ticks, a client may take to initiate joining
uint16_t max_join_time ; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
uint16_t max_download_time ; ///< maximum amount of time, in game ticks, a client may take to download the map
uint16_t max_password_time ; ///< maximum amount of time, in game ticks, a client may take to enter the password
uint16_t 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_t server_port ; ///< port the server listens on
uint16_t 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 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
bool autoclean_companies ; ///< automatically remove companies that are not in use
uint8_t autoclean_unprotected ; ///< remove passwordless companies after this many months
uint8_t autoclean_protected ; ///< remove the password from passworded companies after this many months
uint8_t autoclean_novehicles ; ///< remove companies with no vehicles after this many months
uint8_t max_companies ; ///< maximum amount of companies
uint8_t max_clients ; ///< maximum amount of clients
TimerGameCalendar : : Year restart_game_year ; ///< year the server restarts
uint8_t 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_t generation_seed ; ///< noise seed for world generation
TimerGameCalendar : : Year starting_year ; ///< starting date
TimerGameCalendar : : Year ending_year ; ///< scoring end date
uint8_t map_x ; ///< X size of map
uint8_t 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 desert_coverage ; ///< the amount of desert coverage on the map
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_t custom_town_number ; ///< manually entered number of towns
uint16_t 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
} ;
/** Settings related to construction in-game */
struct ConstructionSettings {
uint8_t map_height_limit ; ///< the maximum allowed heightlevel
bool build_on_slopes ; ///< allow building on slopes
bool autoslope ; ///< allow terraforming under things
uint16_t max_bridge_length ; ///< maximum length of bridges
byte max_bridge_height ; ///< maximum height of bridges
uint16_t 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
bool crossing_with_competitor ; ///< allow building of level crossings with competitor roads or rails
uint8_t raw_industry_construction ; ///< type of (raw) industry construction (none, "normal", prospecting)
uint8_t industry_platform ; ///< the amount of flat land around an industry
bool freeform_edges ; ///< allow terraforming the tiles at the map edges
uint8_t extra_tree_placement ; ///< (dis)allow building extra trees in-game
uint8_t command_pause_level ; ///< level/amount of commands that can't be executed while paused
uint32_t terraform_per_64k_frames ; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
uint16_t terraform_frame_burst ; ///< how many tile heights may, over a short period, be terraformed?
uint32_t clear_per_64k_frames ; ///< how many tiles may, over a long period, be cleared per 65536 frames?
uint16_t clear_frame_burst ; ///< how many tiles may, over a short period, be cleared?
uint32_t tree_per_64k_frames ; ///< how many trees may, over a long period, be planted per 65536 frames?
uint16_t tree_frame_burst ; ///< how many trees may, over a short period, be planted?
uint32_t build_object_per_64k_frames ; ///< how many tiles may, over a long period, be purchased or have objects built on them per 65536 frames?
uint16_t build_object_frame_burst ; ///< how many tiles may, over a short period, be purchased or have objects built on them?
} ;
/** 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_t settings_profile ; ///< difficulty profile to set initial settings of scripts, esp. random AIs
uint32_t script_max_opcode_till_suspend ; ///< max opcode calls till scripts will suspend
uint32_t 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_t npf_max_search_nodes ;
uint32_t maximum_go_to_depot_penalty ; ///< What is the maximum penalty that may be endured for going to a depot
uint32_t npf_rail_firstred_penalty ; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
uint32_t npf_rail_firstred_exit_penalty ; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
uint32_t npf_rail_lastred_penalty ; ///< the penalty for when the last signal is red
uint32_t npf_rail_station_penalty ; ///< the penalty for station tiles
uint32_t npf_rail_slope_penalty ; ///< the penalty for sloping upwards
uint32_t npf_rail_curve_penalty ; ///< the penalty for curves
uint32_t npf_rail_depot_reverse_penalty ; ///< the penalty for reversing in depots
uint32_t npf_rail_pbs_cross_penalty ; ///< the penalty for crossing a reserved rail track
uint32_t npf_rail_pbs_signal_back_penalty ; ///< the penalty for passing a pbs signal from the backside
uint32_t npf_buoy_penalty ; ///< the penalty for going over (through) a buoy
uint32_t npf_water_curve_penalty ; ///< the penalty for curves
uint32_t npf_road_curve_penalty ; ///< the penalty for curves
uint32_t npf_crossing_penalty ; ///< the penalty for level crossings
uint32_t npf_road_drive_through_penalty ; ///< the penalty for going through a drive-through road stop
uint32_t npf_road_dt_occupied_penalty ; ///< the penalty multiplied by the fill percentage of a drive-through road stop
uint32_t 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_t max_search_nodes ; ///< stop path-finding when this number of nodes visited
uint32_t 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_t road_slope_penalty ; ///< penalty for up-hill slope
uint32_t road_curve_penalty ; ///< penalty for curves
uint32_t road_crossing_penalty ; ///< penalty for level crossing
uint32_t road_stop_penalty ; ///< penalty for going through a drive-through road stop
uint32_t road_stop_occupied_penalty ; ///< penalty multiplied by the fill percentage of a drive-through road stop
uint32_t 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_t rail_firstred_penalty ; ///< penalty for first red signal
uint32_t rail_firstred_exit_penalty ; ///< penalty for first red exit signal
uint32_t rail_lastred_penalty ; ///< penalty for last red signal
uint32_t rail_lastred_exit_penalty ; ///< penalty for last red exit signal
uint32_t rail_station_penalty ; ///< penalty for non-target station tile
uint32_t rail_slope_penalty ; ///< penalty for up-hill slope
uint32_t rail_curve45_penalty ; ///< penalty for curve
uint32_t rail_curve90_penalty ; ///< penalty for 90-deg curve
uint32_t rail_depot_reverse_penalty ; ///< penalty for reversing in the depot
uint32_t rail_crossing_penalty ; ///< penalty for level crossing
uint32_t rail_look_ahead_max_signals ; ///< max. number of signals taken into consideration in look-ahead load balancer
int32_t rail_look_ahead_signal_p0 ; ///< constant in polynomial penalty function
int32_t rail_look_ahead_signal_p1 ; ///< constant in polynomial penalty function
int32_t rail_look_ahead_signal_p2 ; ///< constant in polynomial penalty function
uint32_t rail_pbs_cross_penalty ; ///< penalty for crossing a reserved tile
uint32_t rail_pbs_station_penalty ; ///< penalty for crossing a reserved station tile
uint32_t rail_pbs_signal_back_penalty ; ///< penalty for passing a pbs signal from the backside
uint32_t rail_doubleslip_penalty ; ///< penalty for passing a double slip switch
uint32_t rail_longer_platform_penalty ; ///< penalty for longer station platform than train
uint32_t rail_longer_platform_per_tile_penalty ; ///< penalty for longer station platform than train (per tile)
uint32_t rail_shorter_platform_penalty ; ///< penalty for shorter station platform than train
uint32_t rail_shorter_platform_per_tile_penalty ; ///< penalty for shorter station platform than train (per tile)
uint32_t ship_curve45_penalty ; ///< penalty for 45-deg curve for ships
uint32_t ship_curve90_penalty ; ///< penalty for 90-deg curve for ships
} ;
/** Settings related to all pathfinders. */
struct PathfinderSettings {
uint8_t pathfinder_for_trains ; ///< the pathfinder to use for trains
uint8_t pathfinder_for_roadvehs ; ///< the pathfinder to use for roadvehicles
uint8_t 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 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 station_length_loading_penalty ; ///< make trains longer than the station load more slowly
} ;
/** Settings related to vehicles. */
struct VehicleSettings {
uint8_t max_train_length ; ///< maximum length for trains
uint8_t smoke_amount ; ///< amount of smoke/sparks locomotives produce
uint8_t train_acceleration_model ; ///< realistic acceleration for trains
uint8_t roadveh_acceleration_model ; ///< realistic acceleration for road vehicles
uint8_t train_slope_steepness ; ///< Steepness of hills for trains when using realistic acceleration
uint8_t roadveh_slope_steepness ; ///< Steepness of hills for road vehicles when using realistic acceleration
bool wagon_speed_limits ; ///< enable wagon speed limits
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_t plane_speed ; ///< divisor for speed of aircraft
uint8_t 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
byte extend_vehicle_life ; ///< extend vehicle life by this many years
byte road_side ; ///< the side of the road vehicles drive on
uint8_t plane_crashes ; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
} ;
/** Settings related to the economy. */
struct EconomySettings {
bool inflation ; ///< disable inflation
bool bribe ; ///< enable bribing the local authority
EconomyType type ; ///< economy type (original/smooth/frozen)
uint8_t 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
uint8_t town_growth_rate ; ///< town growth rate
uint8_t larger_towns ; ///< the number of cities to build. These start off larger and grow twice as fast
uint8_t 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)
TownFounding found_town ; ///< town founding.
bool station_noise_level ; ///< build new airports when the town noise level is still within accepted limits
uint16_t town_noise_population [ 4 ] ; ///< population to base decision on noise evaluation (@see town_council_tolerance)
bool allow_town_level_crossings ; ///< towns are allowed to build level crossings
bool infrastructure_maintenance ; ///< enable monthly maintenance fee for owner infrastructure
TimekeepingUnits timekeeping_units ; ///< time units to use for the game economy, either calendar or wallclock
} ;
struct LinkGraphSettings {
uint16_t recalc_time ; ///< time (in days) for recalculating each link graph component.
uint16_t 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
uint8_t accuracy ; ///< accuracy when calculating things on the link graph. low accuracy => low running time
uint8_t demand_size ; ///< influence of supply ("station size") on the demand function
uint8_t demand_distance ; ///< influence of distance between stations on the demand function
uint8_t short_path_saturation ; ///< percentage up to which short paths are saturated before saturating most capacious paths
inline DistributionType GetDistributionType ( CargoID cargo ) const
{
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
} ;
/** Default settings for vehicles. */
struct VehicleDefaultSettings {
bool servint_ispercent ; ///< service intervals are in percents
uint16_t servint_trains ; ///< service interval for trains
uint16_t servint_roadveh ; ///< service interval for road vehicles
uint16_t servint_aircraft ; ///< service interval for aircraft
uint16_t servint_ships ; ///< service interval for ships
} ;
/** Settings that can be set per company. */
struct CompanySettings {
bool engine_renew ; ///< is autorenew enabled
int16_t engine_renew_months ; ///< months before/after the maximum vehicle age a vehicle should be renewed
uint32_t 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
} ;
/** 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
} ;
/** All settings that are only important for the local client. */
struct ClientSettings {
GUISettings gui ; ///< settings related to the GUI
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.
} ;
/** 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 ;
/** 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 .
*/
inline GameSettings & GetGameSettings ( )
{
return ( _game_mode = = GM_MENU ) ? _settings_newgame : _settings_game ;
}
# endif /* SETTINGS_TYPE_H */