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/* $Id$ */
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/*
* 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/>.
*/
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/** @file settings_type.h Types related to global configuration settings. */
# ifndef SETTINGS_TYPE_H
# define SETTINGS_TYPE_H
# include "date_type.h"
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# include "town_type.h"
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# include "transport_type.h"
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# include "network/core/config.h"
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# include "company_type.h"
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# include "openttd.h"
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/** 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_END , ///< Number of industry density settings.
} ;
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/** Settings related to the difficulty of the game */
struct DifficultySettings {
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byte max_no_competitors ; ///< the number of competitors (AIs)
byte number_towns ; ///< the amount of towns
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byte industry_density ; ///< The industry density. @see IndustryDensity
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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
byte competitor_speed ; ///< the speed at which the AI builds
byte vehicle_breakdowns ; ///< likelihood of vehicles breaking down
byte subsidy_multiplier ; ///< amount of subsidy
byte construction_cost ; ///< how expensive is building
byte terrain_type ; ///< the mountainousness of the landscape
byte quantity_sea_lakes ; ///< the amount of seas/lakes
byte economy ; ///< how volatile is the economy
byte line_reverse_mode ; ///< reversing at stations or not
byte disasters ; ///< are disasters enabled
byte town_council_tolerance ; ///< minimum required town ratings to be allowed to demolish stuff
byte diff_level ; ///< the difficulty level
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} ;
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/** 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
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bool lost_vehicle_warn ; ///< if a vehicle can't find its destination, show a warning
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uint8 order_review_system ; ///< perform order reviews on vehicles
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bool vehicle_income_warn ; ///< if a vehicle isn't generating income, show a warning
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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
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uint8 stop_location ; ///< what is the default stop location of trains?
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bool autoscroll ; ///< scroll when moving mouse to the edge
byte errmsg_duration ; ///< duration of error message
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byte hover_delay ; ///< time required to activate a hover event, in seconds
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bool link_terraform_toolbar ; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
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uint8 smallmap_land_colour ; ///< colour used for land and heightmap at the smallmap
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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
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bool prefer_teamchat ; ///< choose the chat message target with <ENTER>, true=all clients, false=your team
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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
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uint8 statusbar_pos ; ///< position of statusbar, 0=left, 1=center, 2=right
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uint8 window_snap_radius ; ///< windows snap at each other if closer than this
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uint8 window_soft_limit ; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
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bool disable_unsuitable_building ; ///< disable infrastructure building when no suitable vehicles are available
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byte autosave ; ///< how often should we do autosaves?
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bool threaded_saves ; ///< should we do threaded saves?
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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?"
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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)
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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?
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bool timetable_arrival_departure ; ///< show arrivals and departures in vehicle timetables
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bool left_mouse_btn_scrolling ; ///< left mouse button scroll
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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
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Year coloured_news_year ; ///< when does newspaper become coloured?
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bool timetable_in_ticks ; ///< whether to show the timetable in ticks rather than days
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bool quick_goto ; ///< Allow quick access to 'goto button' in vehicle orders window
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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
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byte news_message_timeout ; ///< how much longer than the news message "age" should we keep the message in the history
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bool show_track_reservation ; ///< highlight reserved tracks.
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uint8 default_signal_type ; ///< the signal type to build by default.
uint8 cycle_signal_types ; ///< what signal types to cycle with the build signal tool.
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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
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bool persistent_buildingtools ; ///< keep the building tools active after usage
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bool expenses_layout ; ///< layout of expenses window
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uint32 last_newgrf_count ; ///< the numbers of NewGRFs we found during the last scan
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byte missing_strings_threshold ; ///< the number of missing strings before showing the warning
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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.
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# ifdef ENABLE_NETWORK
uint16 network_chat_box_width ; ///< width of the chat box in pixels
uint8 network_chat_box_height ; ///< height of the chat box in lines
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uint16 network_chat_timeout ; ///< timeout of chat messages in seconds
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# endif
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uint8 developer ; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
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bool show_date_in_logs ; ///< whether to show dates in console logs
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bool newgrf_developer_tools ; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
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bool ai_developer_tools ; ///< activate AI developer tools
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bool scenario_developer ; ///< activate scenario developer: allow modifying NewGRFs in an existing game
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bool newgrf_show_old_versions ; ///< whether to show old versions in the NewGRF list
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uint8 newgrf_default_palette ; ///< default palette to use for NewGRFs without action 14 palette information
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/**
* 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 ;
}
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} ;
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/** 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
} ;
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/** Settings related to currency/unit systems. */
struct LocaleSettings {
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byte currency ; ///< currency we currently use
byte units ; ///< unit system we show everything
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char * digit_group_separator ; ///< thousand separator for non-currencies
char * digit_group_separator_currency ; ///< thousand separator for currencies
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char * digit_decimal_separator ; ///< decimal separator
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} ;
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/** All settings related to the network. */
struct NetworkSettings {
# ifdef ENABLE_NETWORK
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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
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uint16 commands_per_frame ; ///< how many commands may be sent each frame_freq frames?
uint16 max_commands_in_queue ; ///< how many commands may there be in the incoming queue before dropping the connection?
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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?
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uint16 max_join_time ; ///< maximum amount of time, in game ticks, a client may take to join
bool pause_on_join ; ///< pause the game when people join
uint16 server_port ; ///< port the server listens on
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uint16 server_admin_port ; ///< port the server listens on for the admin network
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bool server_admin_chat ; ///< allow private chat for the server to be distributed to the admin network
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char server_name [ NETWORK_NAME_LENGTH ] ; ///< name of the server
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char server_password [ NETWORK_PASSWORD_LENGTH ] ; ///< password for joining this server
char rcon_password [ NETWORK_PASSWORD_LENGTH ] ; ///< password for rconsole (server side)
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char admin_password [ NETWORK_PASSWORD_LENGTH ] ; ///< password for the admin network
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bool server_advertise ; ///< advertise the server to the masterserver
uint8 lan_internet ; ///< search on the LAN or internet for servers
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char client_name [ NETWORK_CLIENT_NAME_LENGTH ] ; ///< name of the player (as client)
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char default_company_pass [ NETWORK_PASSWORD_LENGTH ] ; ///< default password for new companies in encrypted form
char connect_to_ip [ NETWORK_HOSTNAME_LENGTH ] ; ///< default for the "Add server" query
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char network_id [ NETWORK_SERVER_ID_LENGTH ] ; ///< network ID for servers
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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
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uint8 autoclean_novehicles ; ///< remove companies with no vehicles after this many months
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uint8 max_companies ; ///< maximum amount of companies
uint8 max_clients ; ///< maximum amount of clients
uint8 max_spectators ; ///< maximum amount of spectators
Year restart_game_year ; ///< year the server restarts
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uint8 min_active_clients ; ///< minimum amount of active clients to unpause the game
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uint8 server_lang ; ///< language of the server
bool reload_cfg ; ///< reload the config file before restarting
char last_host [ NETWORK_HOSTNAME_LENGTH ] ; ///< IP address of the last joined server
uint16 last_port ; ///< port of the last joined server
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bool no_http_content_downloads ; ///< do not do content downloads over HTTP
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# else /* ENABLE_NETWORK */
# endif
} ;
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/** 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
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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
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byte water_borders ; ///< bitset of the borders that are water
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uint16 custom_town_number ; ///< manually entered number of towns
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byte variety ; ///< variety level applied to TGP
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byte custom_sea_level ; ///< manually entered percentage of water in the map
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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
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} ;
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/** Settings related to construction in-game */
struct ConstructionSettings {
bool build_on_slopes ; ///< allow building on slopes
bool autoslope ; ///< allow terraforming under things
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uint16 max_bridge_length ; ///< maximum length of bridges
uint16 max_tunnel_length ; ///< maximum length of tunnels
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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
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bool road_stop_on_competitor_road ; ///< allow building of drive-through road stops on roads owned by competitors
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uint8 raw_industry_construction ; ///< type of (raw) industry construction (none, "normal", prospecting)
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uint8 industry_platform ; ///< the amount of flat land around an industry
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bool freeform_edges ; ///< allow terraforming the tiles at the map edges
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uint8 extra_tree_placement ; ///< (dis)allow building extra trees in-game
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uint8 command_pause_level ; ///< level/amount of commands that can't be executed while paused
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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?
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} ;
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/** 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
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uint32 ai_max_opcode_till_suspend ; ///< max opcode calls till AI will suspend
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} ;
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/** 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
} ;
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/** Settings related to the new pathfinder. */
struct NPFSettings {
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/**
* 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
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* of not being perfect anymore .
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*/
uint32 npf_max_search_nodes ;
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uint32 maximum_go_to_depot_penalty ; ///< What is the maximum penalty that may be endured for going to a depot
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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
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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
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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
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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
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} ;
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/** 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
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uint32 maximum_go_to_depot_penalty ; ///< What is the maximum penalty that may be endured for going to a depot
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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
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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
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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
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uint32 rail_pbs_cross_penalty ; ///< penalty for crossing a reserved tile
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uint32 rail_pbs_station_penalty ; ///< penalty for crossing a reserved station tile
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uint32 rail_pbs_signal_back_penalty ; ///< penalty for passing a pbs signal from the backside
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uint32 rail_doubleslip_penalty ; ///< penalty for passing a double slip switch
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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)
} ;
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/** 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
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bool roadveh_queue ; ///< buggy road vehicle queueing
bool forbid_90_deg ; ///< forbid trains to make 90 deg turns
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bool reverse_at_signals ; ///< whether to reverse at signals at all
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byte wait_oneway_signal ; ///< waitingtime in days before a oneway signal
byte wait_twoway_signal ; ///< waitingtime in days before a twoway signal
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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.
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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
} ;
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/** 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 ; ///< dont send vehicles to depot when breakdowns are disabled
bool serviceathelipad ; ///< service helicopters at helipads automatically (no need to send to depot)
} ;
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/** Settings related to vehicles. */
struct VehicleSettings {
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uint8 max_train_length ; ///< maximum length for trains
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uint8 smoke_amount ; ///< amount of smoke/sparks locomotives produce
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uint8 train_acceleration_model ; ///< realistic acceleration for trains
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uint8 roadveh_acceleration_model ; ///< realistic acceleration for road vehicles
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uint8 train_slope_steepness ; ///< Steepness of hills for trains when using realistic acceleration
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uint8 roadveh_slope_steepness ; ///< Steepness of hills for road vehicles when using realistic acceleration
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bool wagon_speed_limits ; ///< enable wagon speed limits
bool disable_elrails ; ///< when true, the elrails are disabled
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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
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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
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byte road_side ; ///< the side of the road vehicles drive on
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uint8 plane_crashes ; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
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} ;
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/** 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
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uint8 feeder_payment_share ; ///< percentage of leg payment to virtually pay in feeder systems
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byte dist_local_authority ; ///< distance for town local authority, default 20
bool exclusive_rights ; ///< allow buying exclusive rights
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bool fund_roads ; ///< allow funding local road reconstruction
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bool give_money ; ///< allow giving other companies money
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bool mod_road_rebuild ; ///< roadworks remove unneccesary RoadBits
bool multiple_industry_per_town ; ///< allow many industries of the same type per town
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
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TownLayoutByte town_layout ; ///< select town layout, @see TownLayout
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bool allow_town_roads ; ///< towns are allowed to build roads (always allowed when generating world / in SE)
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TownFoundingByte found_town ; ///< town founding, @see TownFounding
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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)
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bool allow_town_level_crossings ; ///< towns are allowed to build level crossings
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} ;
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/** Settings related to stations. */
struct StationSettings {
bool modified_catchment ; ///< different-size catchment areas
bool adjacent_stations ; ///< allow stations to be built directly adjacent to other stations
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bool distant_join_stations ; ///< allow to join non-adjacent stations
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bool never_expire_airports ; ///< never expire airports
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byte station_spread ; ///< amount a station may spread
} ;
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/** 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
} ;
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/** 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
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VehicleDefaultSettings vehicle ; ///< default settings for vehicles
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} ;
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/** All settings together for the game. */
struct GameSettings {
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DifficultySettings difficulty ; ///< settings related to the difficulty
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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?
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class AIConfig * ai_config [ MAX_COMPANIES ] ; ///< settings per company
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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
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LocaleSettings locale ; ///< settings related to used currency/unit system in the current game
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} ;
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/** All settings that are only important for the local client. */
struct ClientSettings {
GUISettings gui ; ///< settings related to the GUI
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NetworkSettings network ; ///< settings related to the network
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CompanySettings company ; ///< default values for per-company settings
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MusicSettings music ; ///< settings related to music/sound
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} ;
/** The current settings for this game. */
extern ClientSettings _settings_client ;
/** The current settings for this game. */
extern GameSettings _settings_game ;
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/** The settings values that are used for new games and/or modified in config file. */
extern GameSettings _settings_newgame ;
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/** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
extern VehicleDefaultSettings _old_vds ;
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/**
* 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 ;
}
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# endif /* SETTINGS_TYPE_H */