|
|
|
/* $Id$ */
|
|
|
|
|
|
|
|
/** @file settings_type.h Types related to global configuration settings. */
|
|
|
|
|
|
|
|
#ifndef SETTINGS_TYPE_H
|
|
|
|
#define SETTINGS_TYPE_H
|
|
|
|
|
|
|
|
#include "date_type.h"
|
|
|
|
#include "town_type.h"
|
|
|
|
#include "transport_type.h"
|
|
|
|
|
|
|
|
enum {
|
|
|
|
GAME_DIFFICULTY_AI_NUMBER,
|
|
|
|
GAME_DIFFICULTY_AI_STARTTIME,
|
|
|
|
GAME_DIFFICULTY_TOWN_NUMBER,
|
|
|
|
GAME_DIFFICULTY_INDUSTRIE_NUMBER,
|
|
|
|
GAME_DIFFICULTY_MAX_LOAN,
|
|
|
|
GAME_DIFFICULTY_INITIAL_INTEREST,
|
|
|
|
GAME_DIFFICULTY_VEHICLE_COST,
|
|
|
|
GAME_DIFFICULTY_AI_SPEED,
|
|
|
|
GAME_DIFFICULTY_AI_INTELLIGENCE, ///< no longer in use
|
|
|
|
GAME_DIFFICULTY_VEHICLES_BREAKDOWN,
|
|
|
|
GAME_DIFFICULTY_SUBSIDY_MULTIPLIER,
|
|
|
|
GAME_DIFFICULTY_CONSTRUCTION_COST,
|
|
|
|
GAME_DIFFICULTY_TYPE_TERRAIN,
|
|
|
|
GAME_DIFFICULTY_SEALAKE_NUMBER,
|
|
|
|
GAME_DIFFICULTY_ECONOMY,
|
|
|
|
GAME_DIFFICULTY_LINE_REVERSEMODE,
|
|
|
|
GAME_DIFFICULTY_DISASTERS,
|
|
|
|
GAME_DIFFICULTY_TOWNCOUNCIL_TOLERANCE, ///< minimum required town ratings to be allowed to demolish stuff
|
|
|
|
GAME_DIFFICULTY_NUM,
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Specific type for Game Difficulty to ease changing the type */
|
|
|
|
typedef uint16 GDType;
|
|
|
|
/** Settings related to the difficulty of the game */
|
|
|
|
struct DifficultySettings {
|
|
|
|
GDType max_no_competitors; ///< the number of competitors (AIs)
|
|
|
|
GDType competitor_start_time; ///< how long to wait for the first competitors (AIs)
|
|
|
|
GDType number_towns; ///< the amount of towns
|
|
|
|
GDType number_industries; ///< the amount of industries
|
|
|
|
GDType max_loan; ///< the maximum initial loan
|
|
|
|
GDType initial_interest; ///< amount of interest (to pay over the loan)
|
|
|
|
GDType vehicle_costs; ///< amount of money spent on vehicle running cost
|
|
|
|
GDType competitor_speed; ///< the speed at which the AI builds
|
|
|
|
GDType competitor_intelligence; ///< the competior's (AI) intelligence
|
|
|
|
GDType vehicle_breakdowns; ///< likelihood of vehicles breaking down
|
|
|
|
GDType subsidy_multiplier; ///< amount of subsidy
|
|
|
|
GDType construction_cost; ///< how expensive is building
|
|
|
|
GDType terrain_type; ///< the mountainousness of the landscape
|
|
|
|
GDType quantity_sea_lakes; ///< the amount of seas/lakes
|
|
|
|
GDType economy; ///< how volatile is the economy
|
|
|
|
GDType line_reverse_mode; ///< reversing at stations or not
|
|
|
|
GDType disasters; ///< are disasters enabled
|
|
|
|
GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
|
|
|
|
GDType diff_level; ///< the difficulty level
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
|
|
|
|
struct GUISettings {
|
|
|
|
bool vehicle_speed; ///< show vehicle speed
|
|
|
|
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
|
|
|
|
bool lost_train_warn; ///< if a train can't find its destination, show a warning
|
|
|
|
uint8 order_review_system; ///< perform order reviews on vehicles
|
|
|
|
bool train_income_warn; ///< if train is generating little income, show a warning
|
|
|
|
bool status_long_date; ///< always show long date in status bar
|
|
|
|
bool 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
|
|
|
|
bool autoscroll; ///< scroll when moving mouse to the edge
|
|
|
|
byte errmsg_duration; ///< duration of error message
|
|
|
|
bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
|
|
|
|
bool reverse_scroll; ///< right-Click-Scrolling scrolls in the opposite direction
|
|
|
|
bool 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 players, 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 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
|
|
|
|
uint8 window_snap_radius; ///< windows snap at each other if closer than this
|
|
|
|
bool always_build_infrastructure; ///< always allow building of infrastructure, even when you do not have the vehicles for it
|
|
|
|
byte autosave; ///< how often should we do autosaves?
|
|
|
|
bool keep_all_autosave; ///< name the autosave in a different way
|
|
|
|
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
|
|
|
|
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
|
|
|
|
bool population_in_label; ///< show the population of a town in his 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 pause_on_newgame; ///< whether to start new games paused or not
|
|
|
|
bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
|
|
|
|
Year ending_year; ///< end of the game (just show highscore)
|
|
|
|
Year colored_news_year; ///< when does newspaper become colored?
|
|
|
|
bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
|
|
|
|
bool bridge_pillars; ///< show bridge pillars for high bridges
|
|
|
|
bool auto_euro; ///< automatically switch to euro in 2002
|
|
|
|
byte drag_signals_density; ///< many signals density
|
|
|
|
Year semaphore_build_before; ///< build semaphore signals automatically before this year
|
|
|
|
bool autorenew; ///< should autorenew be enabled for new companies?
|
|
|
|
int16 autorenew_months; ///< how many months from EOL of vehicles should autorenew trigger for new companies?
|
|
|
|
int32 autorenew_money; ///< how much money before autorenewing for new companies?
|
|
|
|
byte currency; ///< currency we currently use
|
|
|
|
byte units; ///< unit system we show everything
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Settings related to the creation of games. */
|
|
|
|
struct GameCreationSettings {
|
|
|
|
uint32 generation_seed; ///< noise seed for world generation
|
|
|
|
Year starting_year; ///< starting 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; ///< a number 0-15 that configured snow line height
|
|
|
|
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 snow_line; ///< the snowline level in this game
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Settings related to construction in-game */
|
|
|
|
struct ConstructionSettings {
|
|
|
|
bool build_on_slopes; ///< allow building on slopes
|
|
|
|
bool autoslope; ///< allow terraforming under things
|
|
|
|
bool longbridges; ///< allow 100 tile long bridges
|
|
|
|
bool signal_side; ///< show signals on right side
|
|
|
|
bool extra_dynamite; ///< extra dynamite
|
|
|
|
bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
|
|
|
|
uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Settings related to the AI. */
|
|
|
|
struct AISettings {
|
|
|
|
bool ainew_active; ///< is the new AI active?
|
|
|
|
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 the old pathfinder. */
|
|
|
|
struct OPFSettings {
|
|
|
|
uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
|
|
|
|
byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
|
|
|
|
};
|
|
|
|
|
|
|
|
/** 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 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_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
|
|
|
|
};
|
|
|
|
|
|
|
|
/** 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
|
|
|
|
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
|
|
|
|
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_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)
|
|
|
|
};
|
|
|
|
|
|
|
|
/** 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
|
|
|
|
|
|
|
|
byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
|
|
|
|
byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
|
|
|
|
|
|
|
|
OPFSettings opf; ///< pathfinder settings for the old pathfinder
|
|
|
|
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 gotodepot; ///< allow goto depot in orders
|
|
|
|
bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled
|
|
|
|
bool timetabling; ///< whether to allow timetabling
|
|
|
|
bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Settings related to vehicles. */
|
|
|
|
struct VehicleSettings {
|
|
|
|
bool mammoth_trains; ///< allow very long trains
|
|
|
|
bool realistic_acceleration; ///< realistic acceleration for trains
|
|
|
|
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 player
|
|
|
|
UnitID max_roadveh; ///< max trucks in game per player
|
|
|
|
UnitID max_aircraft; ///< max planes in game per player
|
|
|
|
UnitID max_ships; ///< max ships in game per player
|
|
|
|
bool servint_ispercent; ///< service intervals are in percents
|
|
|
|
uint16 servint_trains; ///< service interval for trains
|
|
|
|
uint16 servint_roadveh; ///< service interval for road vehicles
|
|
|
|
uint16 servint_aircraft; ///< service interval for aircraft
|
|
|
|
uint16 servint_ships; ///< service interval for ships
|
|
|
|
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
|
|
|
|
byte extend_vehicle_life; ///< extend vehicle life by this many years
|
|
|
|
byte road_side; ///< the side of the road vehicles drive on
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Settings related to the economy. */
|
|
|
|
struct EconomySettings {
|
|
|
|
bool inflation; ///< disable inflation
|
|
|
|
bool bribe; ///< enable bribing the local authority
|
|
|
|
bool smooth_economy; ///< smooth economy
|
|
|
|
bool allow_shares; ///< allow the buying/selling of shares
|
|
|
|
byte dist_local_authority; ///< distance for town local authority, default 20
|
|
|
|
bool exclusive_rights; ///< allow buying exclusive rights
|
|
|
|
bool give_money; ///< allow giving other players money
|
|
|
|
bool mod_road_rebuild; ///< roadworks remove unneccesary RoadBits
|
|
|
|
bool multiple_industry_per_town; ///< allow many industries of the same type per town
|
|
|
|
bool same_industry_close; ///< allow same type industries to be built close to each other
|
|
|
|
uint8 town_growth_rate; ///< town growth rate
|
|
|
|
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
|
|
|
|
TownLayoutByte town_layout; ///< select town layout
|
|
|
|
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)
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Settings related to stations. */
|
|
|
|
struct StationSettings {
|
|
|
|
bool modified_catchment; ///< different-size catchment areas
|
|
|
|
bool join_stations; ///< allow joining of train stations
|
|
|
|
bool nonuniform_stations; ///< allow nonuniform train stations
|
|
|
|
bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
|
|
|
|
bool always_small_airport; ///< always allow small airports
|
|
|
|
byte station_spread; ///< amount a station may spread
|
|
|
|
};
|
|
|
|
|
|
|
|
/** All settings together. */
|
|
|
|
struct Settings {
|
|
|
|
DifficultySettings difficulty; ///< settings related to the difficulty
|
|
|
|
GUISettings gui; ///< settings related to the GUI
|
|
|
|
GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
|
|
|
|
ConstructionSettings construction; ///< construction of things in-game
|
|
|
|
AISettings ai; ///< what may the AI do?
|
|
|
|
PathfinderSettings pf; ///< settings for all pathfinders
|
|
|
|
OrderSettings order; ///< settings related to orders
|
|
|
|
VehicleSettings vehicle; ///< options for vehicles
|
|
|
|
EconomySettings economy; ///< settings to change the economy
|
|
|
|
StationSettings station; ///< settings related to station management
|
|
|
|
};
|
|
|
|
|
|
|
|
/** The current settings. */
|
|
|
|
extern Settings _settings;
|
|
|
|
|
|
|
|
/** The settings values that are used for new games and/or modified in config file */
|
|
|
|
extern Settings _settings_newgame;
|
|
|
|
|
|
|
|
#endif /* SETTINGS_TYPE_H */
|