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357 lines
24 KiB
C
357 lines
24 KiB
C
/* $Id$ */
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/** @file settings_type.h Types related to global configuration settings. */
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#ifndef SETTINGS_TYPE_H
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#define SETTINGS_TYPE_H
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#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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/** Settings related to the difficulty of the game */
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struct DifficultySettings {
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byte max_no_competitors; ///< the number of competitors (AIs)
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byte competitor_start_time; ///< how long to wait for the first competitors (AIs)
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byte number_towns; ///< the amount of towns
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byte number_industries; ///< the amount of industries
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uint32 max_loan; ///< the maximum initial loan
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byte initial_interest; ///< amount of interest (to pay over the loan)
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byte vehicle_costs; ///< amount of money spent on vehicle running cost
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byte competitor_speed; ///< the speed at which the AI builds
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byte competitor_intelligence; ///< the competior's (AI) intelligence
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byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
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byte subsidy_multiplier; ///< amount of subsidy
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byte construction_cost; ///< how expensive is building
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byte terrain_type; ///< the mountainousness of the landscape
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byte quantity_sea_lakes; ///< the amount of seas/lakes
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byte economy; ///< how volatile is the economy
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byte line_reverse_mode; ///< reversing at stations or not
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byte disasters; ///< are disasters enabled
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byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
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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. */
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struct GUISettings {
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bool vehicle_speed; ///< show vehicle speed
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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_train_warn; ///< if a train 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 train_income_warn; ///< if train is generating little income, show a warning
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bool status_long_date; ///< always show long date in status bar
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bool show_finances; ///< show finances at end of year
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bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
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bool new_nonstop; ///< ttdpatch compatible nonstop handling
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bool autoscroll; ///< scroll when moving mouse to the edge
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byte errmsg_duration; ///< duration of error message
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bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
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bool reverse_scroll; ///< right-Click-Scrolling scrolls in the opposite direction
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bool smooth_scroll; ///< smooth scroll viewports
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bool measure_tooltip; ///< show a permanent tooltip when dragging tools
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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
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uint8 loading_indicators; ///< show loading indicators
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uint8 default_rail_type; ///< the default rail type for the rail GUI
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uint8 toolbar_pos; ///< position of toolbars, 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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bool always_build_infrastructure; ///< always allow building of infrastructure, even when you do not have the vehicles for it
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byte autosave; ///< how often should we do autosaves?
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bool keep_all_autosave; ///< name the autosave in a different way
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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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byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
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bool population_in_label; ///< show the population of a town in his label?
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uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
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uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
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uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
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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
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bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
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Year colored_news_year; ///< when does newspaper become colored?
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bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
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bool bridge_pillars; ///< show bridge pillars for high bridges
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bool auto_euro; ///< automatically switch to euro in 2002
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byte drag_signals_density; ///< many signals density
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Year semaphore_build_before; ///< build semaphore signals automatically before this year
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bool autorenew; ///< should autorenew be enabled for new companies?
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int16 autorenew_months; ///< how many months from EOL of vehicles should autorenew trigger for new companies?
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int32 autorenew_money; ///< how much money before autorenewing for new companies?
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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.
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uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
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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.
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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
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uint16 network_chat_box_width; ///< width of the chat box in pixels
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uint8 network_chat_box_height; ///< height of the chat box in lines
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#endif
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};
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/** Settings related to currency/unit systems. */
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struct LocaleSettings {
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byte currency; ///< currency we currently use
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byte units; ///< unit system we show everything
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};
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/** All settings related to the network. */
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struct NetworkSettings {
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#ifdef ENABLE_NETWORK
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uint16 sync_freq; ///< how often do we check whether we are still in-sync
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uint8 frame_freq; ///< how often do we send commands to the clients
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uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to join
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bool pause_on_join; ///< pause the game when people join
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char server_bind_ip[NETWORK_HOSTNAME_LENGTH]; ///< IP address the server binds to
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uint16 server_port; ///< port the server listens on
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char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
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char server_password[NETWORK_PASSWORD_LENGTH]; ///< passowrd for joining this server
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char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< passowrd for rconsole (server side)
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bool server_advertise; ///< advertise the server to the masterserver
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uint8 lan_internet; ///< search on the LAN or internet for servers
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char client_name[NETWORK_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
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char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
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char network_id[NETWORK_UNIQUE_ID_LENGTH]; ///< semi-unique ID of the client
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bool autoclean_companies; ///< automatically remove companies that are not in use
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uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
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uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
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uint8 max_companies; ///< maximum amount of companies
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uint8 max_clients; ///< maximum amount of clients
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uint8 max_spectators; ///< maximum amount of spectators
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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
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bool reload_cfg; ///< reload the config file before restarting
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char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
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uint16 last_port; ///< port of the last joined server
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#else /* ENABLE_NETWORK */
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#endif
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};
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/** Settings related to the creation of games. */
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struct GameCreationSettings {
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uint32 generation_seed; ///< noise seed for world generation
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Year starting_year; ///< starting date
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uint8 map_x; ///< X size of map
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uint8 map_y; ///< Y size of map
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byte land_generator; ///< the landscape generator
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byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
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byte snow_line_height; ///< a number 0-15 that configured snow line height
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byte tgen_smoothness; ///< how rough is the terrain from 0-3
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byte tree_placer; ///< the tree placer algorithm
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byte heightmap_rotation; ///< rotation director for the heightmap
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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
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byte landscape; ///< the landscape we're currently in
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byte snow_line; ///< the snowline level in this game
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};
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/** Settings related to construction in-game */
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struct ConstructionSettings {
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bool build_on_slopes; ///< allow building on slopes
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bool autoslope; ///< allow terraforming under things
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bool longbridges; ///< allow 100 tile long bridges
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bool signal_side; ///< show signals on right side
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bool extra_dynamite; ///< extra dynamite
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bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
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uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
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};
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/** Settings related to the AI. */
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struct AISettings {
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bool ainew_active; ///< is the new AI active?
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bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
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bool ai_disable_veh_train; ///< disable types for AI
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bool ai_disable_veh_roadveh; ///< disable types for AI
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bool ai_disable_veh_aircraft; ///< disable types for AI
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bool ai_disable_veh_ship; ///< disable types for AI
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};
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/** Settings related to the old pathfinder. */
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struct OPFSettings {
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uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
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byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
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};
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/** Settings related to the new pathfinder. */
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struct NPFSettings {
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/**
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* The maximum amount of search nodes a single NPF run should take. This
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* 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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*/
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uint32 npf_max_search_nodes;
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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)
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uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
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uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
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uint32 npf_rail_station_penalty; ///< the penalty for station tiles
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uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
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uint32 npf_rail_curve_penalty; ///< the penalty for curves
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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
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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
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uint32 npf_water_curve_penalty; ///< the penalty for curves
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uint32 npf_road_curve_penalty; ///< the penalty for curves
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uint32 npf_crossing_penalty; ///< the penalty for level crossings
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uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
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};
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/** Settings related to the yet another pathfinder. */
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struct YAPFSettings {
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bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
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uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
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bool ship_use_yapf; ///< use YAPF for ships
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bool road_use_yapf; ///< use YAPF for road
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bool rail_use_yapf; ///< use YAPF for rail
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uint32 road_slope_penalty; ///< penalty for up-hill slope
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uint32 road_curve_penalty; ///< penalty for curves
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uint32 road_crossing_penalty; ///< penalty for level crossing
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uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
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bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
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uint32 rail_firstred_penalty; ///< penalty for first red signal
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uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
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uint32 rail_lastred_penalty; ///< penalty for last red signal
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uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
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uint32 rail_station_penalty; ///< penalty for non-target station tile
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uint32 rail_slope_penalty; ///< penalty for up-hill slope
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uint32 rail_curve45_penalty; ///< penalty for curve
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uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
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uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
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uint32 rail_crossing_penalty; ///< penalty for level crossing
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uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
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int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
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int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
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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
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uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
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uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
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uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
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};
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/** Settings related to all pathfinders. */
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struct PathfinderSettings {
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uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
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uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
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uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
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bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
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bool roadveh_queue; ///< buggy road vehicle queueing
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bool forbid_90_deg; ///< forbid trains to make 90 deg turns
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byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
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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.
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byte wait_for_pbs_path; ///< how long to wait for a path reservation.
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byte path_backoff_interval; ///< ticks between checks for a free path.
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OPFSettings opf; ///< pathfinder settings for the old pathfinder
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NPFSettings npf; ///< pathfinder settings for the new pathfinder
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YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
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};
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/** Settings related to orders. */
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struct OrderSettings {
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bool improved_load; ///< improved loading algorithm
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bool gradual_loading; ///< load vehicles gradually
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bool selectgoods; ///< only send the goods to station if a train has been there
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bool gotodepot; ///< allow goto depot in orders
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bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled
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bool timetabling; ///< whether to allow timetabling
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bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
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};
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/** Settings related to vehicles. */
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struct VehicleSettings {
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bool mammoth_trains; ///< allow very long trains
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bool realistic_acceleration; ///< realistic acceleration for trains
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bool wagon_speed_limits; ///< enable wagon speed limits
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bool disable_elrails; ///< when true, the elrails are disabled
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UnitID max_trains; ///< max trains in game per company
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UnitID max_roadveh; ///< max trucks in game per company
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UnitID max_aircraft; ///< max planes in game per company
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UnitID max_ships; ///< max ships in game per company
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bool servint_ispercent; ///< service intervals are in percents
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uint16 servint_trains; ///< service interval for trains
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uint16 servint_roadveh; ///< service interval for road vehicles
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uint16 servint_aircraft; ///< service interval for aircraft
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uint16 servint_ships; ///< service interval for ships
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uint8 plane_speed; ///< divisor for speed of aircraft
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uint8 freight_trains; ///< value to multiply the weight of cargo by
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bool dynamic_engines; ///< enable dynamic allocation of engine data
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bool never_expire_vehicles; ///< never expire vehicles
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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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};
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/** Settings related to the economy. */
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struct EconomySettings {
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bool inflation; ///< disable inflation
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bool bribe; ///< enable bribing the local authority
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bool smooth_economy; ///< smooth economy
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bool allow_shares; ///< allow the buying/selling of shares
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byte dist_local_authority; ///< distance for town local authority, default 20
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bool exclusive_rights; ///< allow buying exclusive rights
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bool give_money; ///< allow giving other companies money
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bool mod_road_rebuild; ///< roadworks remove unneccesary RoadBits
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bool multiple_industry_per_town; ///< allow many industries of the same type per town
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bool same_industry_close; ///< allow same type industries to be built close to each other
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uint8 town_growth_rate; ///< town growth rate
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uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
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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
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bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
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uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
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};
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/** Settings related to stations. */
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struct StationSettings {
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bool modified_catchment; ///< different-size catchment areas
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bool join_stations; ///< allow joining of train stations
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bool nonuniform_stations; ///< allow nonuniform train stations
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bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
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bool always_small_airport; ///< always allow small airports
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byte station_spread; ///< amount a station may spread
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};
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/** All settings together for the game. */
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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)
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ConstructionSettings construction; ///< construction of things in-game
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AISettings ai; ///< what may the AI do?
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PathfinderSettings pf; ///< settings for all pathfinders
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OrderSettings order; ///< settings related to orders
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VehicleSettings vehicle; ///< options for vehicles
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EconomySettings economy; ///< settings to change the economy
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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. */
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struct ClientSettings {
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GUISettings gui; ///< settings related to the GUI
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NetworkSettings network; ///< settings related to the network
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};
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/** The current settings for this game. */
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extern ClientSettings _settings_client;
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/** The current settings for this game. */
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extern GameSettings _settings_game;
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/** The settings values that are used for new games and/or modified in config file. */
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extern GameSettings _settings_newgame;
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#endif /* SETTINGS_TYPE_H */
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