/* * 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 . */ /** @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" /* Used to validate sizes of "max" value in settings. */ const size_t MAX_SLE_UINT8 = UINT8_MAX; const size_t MAX_SLE_UINT16 = UINT16_MAX; const size_t MAX_SLE_UINT32 = UINT32_MAX; const size_t MAX_SLE_UINT = UINT_MAX; const size_t MAX_SLE_INT8 = INT8_MAX; const size_t MAX_SLE_INT16 = INT16_MAX; const size_t MAX_SLE_INT32 = INT32_MAX; const size_t MAX_SLE_INT = INT_MAX; /** Settings profiles and highscore tables. */ enum SettingsProfile { SP_BEGIN = 0, SP_EASY = SP_BEGIN, ///< Easy difficulty. SP_MEDIUM, ///< Medium difficulty. SP_HARD, ///< Hard difficulty. SP_END, ///< End of setting profiles. SP_CUSTOM = SP_END, ///< No profile, special "custom" highscore. SP_SAVED_HIGHSCORE_END, ///< End of saved highscore tables. SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END, ///< Special "multiplayer" highscore. Not saved, always specific to the current game. SP_HIGHSCORE_END, ///< End of highscore tables. }; /** Available industry map generation densities. */ enum IndustryDensity { ID_FUND_ONLY, ///< The game does not build industries. ID_MINIMAL, ///< Start with just the industries that must be present. ID_VERY_LOW, ///< Very few industries at game start. ID_LOW, ///< Few industries at game start. ID_NORMAL, ///< Normal amount of industries at game start. ID_HIGH, ///< Many industries at game start. ID_CUSTOM, ///< Custom number of industries. ID_END, ///< Number of industry density settings. }; /** Possible values for "use_relay_service" setting. */ enum UseRelayService { URS_NEVER = 0, URS_ASK, URS_ALLOW, }; /** Possible values for "participate_survey" setting. */ enum ParticipateSurvey { PS_ASK = 0, PS_NO, PS_YES, }; /** 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 \, 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 std::chrono::minutes 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? bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days 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. byte starting_colour; ///< default color scheme for the company to start a new game with bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window bool show_cargo_in_vehicle_lists; ///< Show the cargoes the vehicles can carry in the list windows bool 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 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) }; /** 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 }; 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. */ static inline GameSettings &GetGameSettings() { return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game; } #endif /* SETTINGS_TYPE_H */