2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file settings_type.h Types related to global configuration settings. */
10 #ifndef SETTINGS_TYPE_H
11 #define SETTINGS_TYPE_H
13 #include "timer/timer_game_calendar.h"
14 #include "economy_type.h"
15 #include "town_type.h"
16 #include "transport_type.h"
17 #include "network/network_type.h"
18 #include "company_type.h"
19 #include "cargotype.h"
20 #include "linkgraph/linkgraph_type.h"
21 #include "zoom_type.h"
24 #include "signal_type.h"
25 #include "timetable.h"
27 /* Used to validate sizes of "max" value in settings. */
28 const size_t MAX_SLE_UINT8
= UINT8_MAX
;
29 const size_t MAX_SLE_UINT16
= UINT16_MAX
;
30 const size_t MAX_SLE_UINT32
= UINT32_MAX
;
31 const size_t MAX_SLE_UINT
= UINT_MAX
;
32 const size_t MAX_SLE_INT8
= INT8_MAX
;
33 const size_t MAX_SLE_INT16
= INT16_MAX
;
34 const size_t MAX_SLE_INT32
= INT32_MAX
;
35 const size_t MAX_SLE_INT
= INT_MAX
;
37 /** Settings profiles and highscore tables. */
38 enum SettingsProfile
{
40 SP_EASY
= SP_BEGIN
, ///< Easy difficulty.
41 SP_MEDIUM
, ///< Medium difficulty.
42 SP_HARD
, ///< Hard difficulty.
44 SP_END
, ///< End of setting profiles.
46 SP_CUSTOM
= SP_END
, ///< No profile, special "custom" highscore.
47 SP_SAVED_HIGHSCORE_END
, ///< End of saved highscore tables.
49 SP_MULTIPLAYER
= SP_SAVED_HIGHSCORE_END
, ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
50 SP_HIGHSCORE_END
, ///< End of highscore tables.
53 /** Available industry map generation densities. */
54 enum IndustryDensity
{
55 ID_FUND_ONLY
, ///< The game does not build industries.
56 ID_MINIMAL
, ///< Start with just the industries that must be present.
57 ID_VERY_LOW
, ///< Very few industries at game start.
58 ID_LOW
, ///< Few industries at game start.
59 ID_NORMAL
, ///< Normal amount of industries at game start.
60 ID_HIGH
, ///< Many industries at game start.
62 ID_CUSTOM
, ///< Custom number of industries.
64 ID_END
, ///< Number of industry density settings.
67 /** Possible values for the "timekeeping_units" setting. */
68 enum TimekeepingUnits
: uint8_t {
73 /** Possible values for "use_relay_service" setting. */
74 enum UseRelayService
: uint8_t {
80 /** Possible values for "participate_survey" setting. */
81 enum ParticipateSurvey
: uint8_t {
87 /** Right-click to close window actions. */
88 enum RightClickClose
: uint8_t {
91 RCC_YES_EXCEPT_STICKY
,
94 /** Settings related to the difficulty of the game */
95 struct DifficultySettings
{
96 uint8_t competitor_start_time
; ///< Unused value, used to load old savegames.
97 uint8_t competitor_intelligence
; ///< Unused value, used to load old savegames.
99 uint8_t max_no_competitors
; ///< the number of competitors (AIs)
100 uint16_t competitors_interval
; ///< the interval (in minutes) between adding competitors
101 uint8_t number_towns
; ///< the amount of towns
102 uint8_t industry_density
; ///< The industry density. @see IndustryDensity
103 uint32_t max_loan
; ///< the maximum initial loan
104 uint8_t initial_interest
; ///< amount of interest (to pay over the loan)
105 uint8_t vehicle_costs
; ///< amount of money spent on vehicle running cost
106 uint8_t competitor_speed
; ///< the speed at which the AI builds
107 uint8_t vehicle_breakdowns
; ///< likelihood of vehicles breaking down
108 uint8_t subsidy_multiplier
; ///< payment multiplier for subsidized deliveries
109 uint16_t subsidy_duration
; ///< duration of subsidies
110 uint8_t construction_cost
; ///< how expensive is building
111 uint8_t terrain_type
; ///< the mountainousness of the landscape
112 uint8_t quantity_sea_lakes
; ///< the amount of seas/lakes
113 bool economy
; ///< how volatile is the economy
114 bool line_reverse_mode
; ///< reversing at stations or not
115 bool disasters
; ///< are disasters enabled
116 uint8_t town_council_tolerance
; ///< minimum required town ratings to be allowed to demolish stuff
117 bool infinite_money
; ///< whether spending money despite negative balance is allowed
120 /** Settings relating to viewport/smallmap scrolling. */
121 enum ViewportScrollMode
{
122 VSM_VIEWPORT_RMB_FIXED
, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
123 VSM_MAP_RMB_FIXED
, ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
124 VSM_MAP_RMB
, ///< Map moves with mouse movement on holding right mouse button, cursor moves.
125 VSM_MAP_LMB
, ///< Map moves with mouse movement on holding left mouse button, cursor moves.
126 VSM_END
, ///< Number of scroll mode settings.
129 /** Settings related to scroll wheel behavior. */
130 enum ScrollWheelScrollingSetting
{
131 SWS_ZOOM_MAP
= 0, ///< Scroll wheel zooms the map.
132 SWS_SCROLL_MAP
= 1, ///< Scroll wheel scrolls the map.
133 SWS_OFF
= 2 ///< Scroll wheel has no effect.
136 /** Settings related to the GUI and other stuff that is not saved in the savegame. */
138 bool sg_full_load_any
; ///< new full load calculation, any cargo must be full read from pre v93 savegames
139 bool lost_vehicle_warn
; ///< if a vehicle can't find its destination, show a warning
140 uint8_t order_review_system
; ///< perform order reviews on vehicles
141 bool vehicle_income_warn
; ///< if a vehicle isn't generating income, show a warning
142 bool old_vehicle_warn
; ///< if a vehicle is getting old, show a warning
143 bool show_finances
; ///< show finances at end of year
144 bool sg_new_nonstop
; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
145 bool new_nonstop
; ///< ttdpatch compatible nonstop handling
146 uint8_t stop_location
; ///< what is the default stop location of trains?
147 uint8_t auto_scrolling
; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
148 uint8_t errmsg_duration
; ///< duration of error message
149 uint16_t hover_delay_ms
; ///< time required to activate a hover event, in milliseconds
150 bool link_terraform_toolbar
; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
151 uint8_t smallmap_land_colour
; ///< colour used for land and heightmap at the smallmap
152 uint8_t linkgraph_colours
; ///< linkgraph overlay colours
153 uint8_t scroll_mode
; ///< viewport scroll mode
154 bool smooth_scroll
; ///< smooth scroll viewports
155 bool measure_tooltip
; ///< show a permanent tooltip when dragging tools
156 uint8_t liveries
; ///< options for displaying company liveries, 0=none, 1=self, 2=all
157 bool prefer_teamchat
; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
158 uint8_t advanced_vehicle_list
; ///< use the "advanced" vehicle list
159 uint8_t loading_indicators
; ///< show loading indicators
160 uint8_t default_rail_type
; ///< the default rail type for the rail GUI
161 uint8_t toolbar_pos
; ///< position of toolbars, 0=left, 1=center, 2=right
162 uint8_t statusbar_pos
; ///< position of statusbar, 0=left, 1=center, 2=right
163 uint8_t window_snap_radius
; ///< windows snap at each other if closer than this
164 uint8_t window_soft_limit
; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
165 ZoomLevel zoom_min
; ///< minimum zoom out level
166 ZoomLevel zoom_max
; ///< maximum zoom out level
167 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
168 uint32_t autosave_interval
; ///< how often should we do autosaves?
169 bool threaded_saves
; ///< should we do threaded saves?
170 bool keep_all_autosave
; ///< name the autosave in a different way
171 bool autosave_on_exit
; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
172 bool autosave_on_network_disconnect
; ///< save an autosave when you get disconnected from a network game with an error?
173 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)
174 uint8_t max_num_autosaves
; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
175 bool population_in_label
; ///< show the population of a town in its label?
176 uint8_t right_mouse_btn_emulation
; ///< should we emulate right mouse clicking?
177 uint8_t scrollwheel_scrolling
; ///< scrolling using the scroll wheel?
178 uint8_t scrollwheel_multiplier
; ///< how much 'wheel' per incoming event from the OS?
179 bool timetable_arrival_departure
; ///< show arrivals and departures in vehicle timetables
180 RightClickClose right_click_wnd_close
; ///< close window with right click
181 bool pause_on_newgame
; ///< whether to start new games paused or not
182 SignalGUISettings signal_gui_mode
; ///< select which signal types are shown in the signal GUI
183 SignalCycleSettings cycle_signal_types
; ///< Which signal types to cycle with the build signal tool.
184 SignalType default_signal_type
; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
185 TimerGameCalendar::Year coloured_news_year
; ///< when does newspaper become coloured?
186 TimetableMode timetable_mode
; ///< Time units for timetables: days, seconds, or ticks
187 bool quick_goto
; ///< Allow quick access to 'goto button' in vehicle orders window
188 bool auto_euro
; ///< automatically switch to euro in 2002
189 uint8_t drag_signals_density
; ///< many signals density
190 bool drag_signals_fixed_distance
; ///< keep fixed distance between signals when dragging
191 TimerGameCalendar::Year semaphore_build_before
; ///< build semaphore signals automatically before this year
192 uint8_t news_message_timeout
; ///< how much longer than the news message "age" should we keep the message in the history
193 bool show_track_reservation
; ///< highlight reserved tracks.
194 uint8_t station_numtracks
; ///< the number of platforms to default on for rail stations
195 uint8_t station_platlength
; ///< the platform length, in tiles, for rail stations
196 bool station_dragdrop
; ///< whether drag and drop is enabled for stations
197 bool station_show_coverage
; ///< whether to highlight coverage area
198 bool persistent_buildingtools
; ///< keep the building tools active after usage
199 bool expenses_layout
; ///< layout of expenses window
200 uint32_t last_newgrf_count
; ///< the numbers of NewGRFs we found during the last scan
201 uint8_t missing_strings_threshold
; ///< the number of missing strings before showing the warning
202 uint8_t graph_line_thickness
; ///< the thickness of the lines in the various graph guis
203 uint8_t osk_activation
; ///< Mouse gesture to trigger the OSK.
204 Colours starting_colour
; ///< default color scheme for the company to start a new game with
205 Colours starting_colour_secondary
; ///< default secondary color scheme for the company to start a new game with
206 bool show_newgrf_name
; ///< Show the name of the NewGRF in the build vehicle window
207 bool show_cargo_in_vehicle_lists
; ///< Show the cargoes the vehicles can carry in the list windows
208 bool auto_remove_signals
; ///< automatically remove signals when in the way during rail construction
209 uint16_t refresh_rate
; ///< How often we refresh the screen (time between draw-ticks).
210 uint16_t fast_forward_speed_limit
; ///< Game speed to use when fast-forward is enabled.
212 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.
213 uint16_t console_backlog_length
; ///< the minimum amount of items in the console backlog before items will be removed.
215 uint8_t station_gui_group_order
; ///< the order of grouping cargo entries in the station gui
216 uint8_t station_gui_sort_by
; ///< sort cargo entries in the station gui by station name or amount
217 uint8_t station_gui_sort_order
; ///< the sort order of entries in the station gui - ascending or descending
218 uint16_t network_chat_box_width_pct
; ///< width of the chat box in percent
219 uint8_t network_chat_box_height
; ///< height of the chat box in lines
220 uint16_t network_chat_timeout
; ///< timeout of chat messages in seconds
222 uint8_t developer
; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
223 bool show_date_in_logs
; ///< whether to show dates in console logs
224 bool newgrf_developer_tools
; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
225 bool ai_developer_tools
; ///< activate AI/GS developer tools
226 bool scenario_developer
; ///< activate scenario developer: allow modifying NewGRFs in an existing game
227 uint8_t settings_restriction_mode
; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
228 bool newgrf_show_old_versions
; ///< whether to show old versions in the NewGRF list
229 uint8_t newgrf_default_palette
; ///< default palette to use for NewGRFs without action 14 palette information
231 bool scale_bevels
; ///< bevels are scaled with GUI scale.
234 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
235 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
237 bool UserIsAllowedToChangeNewGRFs() const
239 return this->scenario_developer
|| this->newgrf_developer_tools
;
243 /** Settings related to sound effects. */
244 struct SoundSettings
{
245 bool news_ticker
; ///< Play a ticker sound when a news item is published.
246 bool news_full
; ///< Play sound effects associated to certain news types.
247 bool new_year
; ///< Play sound on new year, summarising the performance during the last year.
248 bool confirm
; ///< Play sound effect on successful constructions or other actions.
249 bool click_beep
; ///< Beep on a random selection of buttons.
250 bool disaster
; ///< Play disaster and accident sounds.
251 bool vehicle
; ///< Play vehicle sound effects.
252 bool ambient
; ///< Play ambient, industry and town sounds.
255 /** Settings related to music. */
256 struct MusicSettings
{
257 uint8_t playlist
; ///< The playlist (number) to play
258 uint8_t music_vol
; ///< The requested music volume
259 uint8_t effect_vol
; ///< The requested effects volume
260 uint8_t custom_1
[33]; ///< The order of the first custom playlist
261 uint8_t custom_2
[33]; ///< The order of the second custom playlist
262 bool playing
; ///< Whether music is playing
263 bool shuffle
; ///< Whether to shuffle the music
266 /** Settings related to currency/unit systems. */
267 struct LocaleSettings
{
268 uint8_t currency
; ///< currency we currently use
269 uint8_t units_velocity
; ///< unit system for velocity of trains and road vehicles
270 uint8_t units_velocity_nautical
; ///< unit system for velocity of ships and aircraft
271 uint8_t units_power
; ///< unit system for power
272 uint8_t units_weight
; ///< unit system for weight
273 uint8_t units_volume
; ///< unit system for volume
274 uint8_t units_force
; ///< unit system for force
275 uint8_t units_height
; ///< unit system for height
276 std::string digit_group_separator
; ///< thousand separator for non-currencies
277 std::string digit_group_separator_currency
; ///< thousand separator for currencies
278 std::string digit_decimal_separator
; ///< decimal separator
281 /** Settings related to news */
282 struct NewsSettings
{
283 uint8_t arrival_player
; ///< NewsDisplay of vehicles arriving at new stations of current player
284 uint8_t arrival_other
; ///< NewsDisplay of vehicles arriving at new stations of other players
285 uint8_t accident
; ///< NewsDisplay of accidents that occur
286 uint8_t accident_other
; ///< NewsDisplay if a vehicle from another company is involved in an accident
287 uint8_t company_info
; ///< NewsDisplay of general company information
288 uint8_t open
; ///< NewsDisplay on new industry constructions
289 uint8_t close
; ///< NewsDisplay about closing industries
290 uint8_t economy
; ///< NewsDisplay on economical changes
291 uint8_t production_player
; ///< NewsDisplay of production changes of industries affecting current player
292 uint8_t production_other
; ///< NewsDisplay of production changes of industries affecting competitors
293 uint8_t production_nobody
; ///< NewsDisplay of production changes of industries affecting no one
294 uint8_t advice
; ///< NewsDisplay on advice affecting the player's vehicles
295 uint8_t new_vehicles
; ///< NewsDisplay of new vehicles becoming available
296 uint8_t acceptance
; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
297 uint8_t subsidies
; ///< NewsDisplay of changes on subsidies
298 uint8_t general
; ///< NewsDisplay of other topics
301 /** All settings related to the network. */
302 struct NetworkSettings
{
303 uint16_t sync_freq
; ///< how often do we check whether we are still in-sync
304 uint8_t frame_freq
; ///< how often do we send commands to the clients
305 uint16_t commands_per_frame
; ///< how many commands may be sent each frame_freq frames?
306 uint16_t commands_per_frame_server
; ///< how many commands may be sent each frame_freq frames? (server-originating commands)
307 uint16_t max_commands_in_queue
; ///< how many commands may there be in the incoming queue before dropping the connection?
308 uint16_t bytes_per_frame
; ///< how many bytes may, over a long period, be received per frame?
309 uint16_t bytes_per_frame_burst
; ///< how many bytes may, over a short period, be received?
310 uint16_t max_init_time
; ///< maximum amount of time, in game ticks, a client may take to initiate joining
311 uint16_t max_join_time
; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
312 uint16_t max_download_time
; ///< maximum amount of time, in game ticks, a client may take to download the map
313 uint16_t max_password_time
; ///< maximum amount of time, in game ticks, a client may take to enter the password
314 uint16_t max_lag_time
; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
315 bool pause_on_join
; ///< pause the game when people join
316 uint16_t server_port
; ///< port the server listens on
317 uint16_t server_admin_port
; ///< port the server listens on for the admin network
318 bool server_admin_chat
; ///< allow private chat for the server to be distributed to the admin network
319 ServerGameType server_game_type
; ///< Server type: local / public / invite-only.
320 std::string server_invite_code
; ///< Invite code to use when registering as server.
321 std::string server_invite_code_secret
; ///< Secret to proof we got this invite code from the Game Coordinator.
322 std::string server_name
; ///< name of the server
323 std::string server_password
; ///< password for joining this server
324 NetworkAuthorizedKeys server_authorized_keys
; ///< Public keys of clients that are authorized to connect to the game.
325 std::string rcon_password
; ///< password for rconsole (server side)
326 NetworkAuthorizedKeys rcon_authorized_keys
; ///< Public keys of clients that are authorized to use the rconsole (server side).
327 bool allow_insecure_admin_login
; ///< Whether to allow logging in as admin using the insecure old JOIN packet.
328 std::string admin_password
; ///< password for the admin network
329 NetworkAuthorizedKeys admin_authorized_keys
; ///< Public keys of clients that are authorized to use the admin network.
330 std::string client_name
; ///< name of the player (as client)
331 std::string client_secret_key
; ///< The secret key of the client for authorized key logins.
332 std::string client_public_key
; ///< The public key of the client for authorized key logins.
333 std::string connect_to_ip
; ///< default for the "Add server" query
334 bool autoclean_companies
; ///< automatically remove companies that are not in use
335 uint8_t autoclean_protected
; ///< Remove companies after this many months.
336 uint8_t autoclean_novehicles
; ///< remove companies with no vehicles after this many months
337 uint8_t max_companies
; ///< maximum amount of companies
338 uint8_t max_clients
; ///< maximum amount of clients
339 TimerGameCalendar::Year restart_game_year
; ///< year the server restarts
340 uint16_t restart_hours
; ///< number of hours to run the server before automatic restart
341 uint8_t min_active_clients
; ///< minimum amount of active clients to unpause the game
342 bool reload_cfg
; ///< reload the config file before restarting
343 std::string last_joined
; ///< Last joined server
344 UseRelayService use_relay_service
; ///< Use relay service?
345 ParticipateSurvey participate_survey
; ///< Participate in the automated survey
347 bool AdminAuthenticationConfigured() const { return !this->admin_password
.empty() || !this->admin_authorized_keys
.empty(); }
350 /** Settings related to the creation of games. */
351 struct GameCreationSettings
{
352 uint32_t generation_seed
; ///< noise seed for world generation
353 TimerGameCalendar::Year starting_year
; ///< starting date
354 TimerGameCalendar::Year ending_year
; ///< scoring end date
355 uint8_t map_x
; ///< X size of map
356 uint8_t map_y
; ///< Y size of map
357 uint8_t land_generator
; ///< the landscape generator
358 uint8_t oil_refinery_limit
; ///< distance oil refineries allowed from map edge
359 uint8_t snow_line_height
; ///< the configured snow line height (deduced from "snow_coverage")
360 uint8_t snow_coverage
; ///< the amount of snow coverage on the map
361 uint8_t desert_coverage
; ///< the amount of desert coverage on the map
362 uint8_t heightmap_height
; ///< highest mountain for heightmap (towards what it scales)
363 uint8_t tgen_smoothness
; ///< how rough is the terrain from 0-3
364 uint8_t tree_placer
; ///< the tree placer algorithm
365 uint8_t heightmap_rotation
; ///< rotation director for the heightmap
366 uint8_t se_flat_world_height
; ///< land height a flat world gets in SE
367 uint8_t town_name
; ///< the town name generator used for town names
368 uint8_t landscape
; ///< the landscape we're currently in
369 uint8_t water_borders
; ///< bitset of the borders that are water
370 uint16_t custom_town_number
; ///< manually entered number of towns
371 uint16_t custom_industry_number
; ///< manually entered number of industries
372 uint8_t variety
; ///< variety level applied to TGP
373 uint8_t custom_terrain_type
; ///< manually entered height for TGP to aim for
374 uint8_t custom_sea_level
; ///< manually entered percentage of water in the map
375 uint8_t min_river_length
; ///< the minimum river length
376 uint8_t river_route_random
; ///< the amount of randomicity for the route finding
377 uint8_t amount_of_rivers
; ///< the amount of rivers
380 /** Settings related to construction in-game */
381 struct ConstructionSettings
{
382 uint8_t map_height_limit
; ///< the maximum allowed heightlevel
383 bool build_on_slopes
; ///< allow building on slopes
384 bool autoslope
; ///< allow terraforming under things
385 uint16_t max_bridge_length
; ///< maximum length of bridges
386 uint8_t max_bridge_height
; ///< maximum height of bridges
387 uint16_t max_tunnel_length
; ///< maximum length of tunnels
388 uint8_t train_signal_side
; ///< show signals on left / driving / right side
389 bool extra_dynamite
; ///< extra dynamite
390 bool road_stop_on_town_road
; ///< allow building of drive-through road stops on town owned roads
391 bool road_stop_on_competitor_road
; ///< allow building of drive-through road stops on roads owned by competitors
392 bool crossing_with_competitor
; ///< allow building of level crossings with competitor roads or rails
393 uint8_t raw_industry_construction
; ///< type of (raw) industry construction (none, "normal", prospecting)
394 uint8_t industry_platform
; ///< the amount of flat land around an industry
395 bool freeform_edges
; ///< allow terraforming the tiles at the map edges
396 uint8_t extra_tree_placement
; ///< (dis)allow building extra trees in-game
397 uint8_t command_pause_level
; ///< level/amount of commands that can't be executed while paused
399 uint32_t terraform_per_64k_frames
; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
400 uint16_t terraform_frame_burst
; ///< how many tile heights may, over a short period, be terraformed?
401 uint32_t clear_per_64k_frames
; ///< how many tiles may, over a long period, be cleared per 65536 frames?
402 uint16_t clear_frame_burst
; ///< how many tiles may, over a short period, be cleared?
403 uint32_t tree_per_64k_frames
; ///< how many trees may, over a long period, be planted per 65536 frames?
404 uint16_t tree_frame_burst
; ///< how many trees may, over a short period, be planted?
405 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?
406 uint16_t build_object_frame_burst
; ///< how many tiles may, over a short period, be purchased or have objects built on them?
409 /** Settings related to the AI. */
411 bool ai_in_multiplayer
; ///< so we allow AIs in multiplayer
412 bool ai_disable_veh_train
; ///< disable types for AI
413 bool ai_disable_veh_roadveh
; ///< disable types for AI
414 bool ai_disable_veh_aircraft
; ///< disable types for AI
415 bool ai_disable_veh_ship
; ///< disable types for AI
418 /** Settings related to scripts. */
419 struct ScriptSettings
{
420 uint32_t script_max_opcode_till_suspend
; ///< max opcode calls till scripts will suspend
421 uint32_t script_max_memory_megabytes
; ///< limit on memory a single script instance may have allocated
424 /** Settings related to the yet another pathfinder. */
425 struct YAPFSettings
{
426 bool disable_node_optimization
; ///< whether to use exit-dir instead of trackdir in node key
427 uint32_t max_search_nodes
; ///< stop path-finding when this number of nodes visited
428 uint32_t maximum_go_to_depot_penalty
; ///< What is the maximum penalty that may be endured for going to a depot
429 uint32_t road_slope_penalty
; ///< penalty for up-hill slope
430 uint32_t road_curve_penalty
; ///< penalty for curves
431 uint32_t road_crossing_penalty
; ///< penalty for level crossing
432 uint32_t road_stop_penalty
; ///< penalty for going through a drive-through road stop
433 uint32_t road_stop_occupied_penalty
; ///< penalty multiplied by the fill percentage of a drive-through road stop
434 uint32_t road_stop_bay_occupied_penalty
; ///< penalty multiplied by the fill percentage of a road bay
435 bool rail_firstred_twoway_eol
; ///< treat first red two-way signal as dead end
436 uint32_t rail_firstred_penalty
; ///< penalty for first red signal
437 uint32_t rail_firstred_exit_penalty
; ///< penalty for first red exit signal
438 uint32_t rail_lastred_penalty
; ///< penalty for last red signal
439 uint32_t rail_lastred_exit_penalty
; ///< penalty for last red exit signal
440 uint32_t rail_station_penalty
; ///< penalty for non-target station tile
441 uint32_t rail_slope_penalty
; ///< penalty for up-hill slope
442 uint32_t rail_curve45_penalty
; ///< penalty for curve
443 uint32_t rail_curve90_penalty
; ///< penalty for 90-deg curve
444 uint32_t rail_depot_reverse_penalty
; ///< penalty for reversing in the depot
445 uint32_t rail_crossing_penalty
; ///< penalty for level crossing
446 uint32_t rail_look_ahead_max_signals
; ///< max. number of signals taken into consideration in look-ahead load balancer
447 int32_t rail_look_ahead_signal_p0
; ///< constant in polynomial penalty function
448 int32_t rail_look_ahead_signal_p1
; ///< constant in polynomial penalty function
449 int32_t rail_look_ahead_signal_p2
; ///< constant in polynomial penalty function
450 uint32_t rail_pbs_cross_penalty
; ///< penalty for crossing a reserved tile
451 uint32_t rail_pbs_station_penalty
; ///< penalty for crossing a reserved station tile
452 uint32_t rail_pbs_signal_back_penalty
; ///< penalty for passing a pbs signal from the backside
453 uint32_t rail_doubleslip_penalty
; ///< penalty for passing a double slip switch
455 uint32_t rail_longer_platform_penalty
; ///< penalty for longer station platform than train
456 uint32_t rail_longer_platform_per_tile_penalty
; ///< penalty for longer station platform than train (per tile)
457 uint32_t rail_shorter_platform_penalty
; ///< penalty for shorter station platform than train
458 uint32_t rail_shorter_platform_per_tile_penalty
; ///< penalty for shorter station platform than train (per tile)
459 uint32_t ship_curve45_penalty
; ///< penalty for 45-deg curve for ships
460 uint32_t ship_curve90_penalty
; ///< penalty for 90-deg curve for ships
463 /** Settings related to all pathfinders. */
464 struct PathfinderSettings
{
465 bool roadveh_queue
; ///< buggy road vehicle queueing
466 bool forbid_90_deg
; ///< forbid trains to make 90 deg turns
468 bool reverse_at_signals
; ///< whether to reverse at signals at all
469 uint8_t wait_oneway_signal
; ///< waitingtime in days before a oneway signal
470 uint8_t wait_twoway_signal
; ///< waitingtime in days before a twoway signal
472 bool reserve_paths
; ///< always reserve paths regardless of signal type.
473 uint8_t wait_for_pbs_path
; ///< how long to wait for a path reservation.
474 uint8_t path_backoff_interval
; ///< ticks between checks for a free path.
476 YAPFSettings yapf
; ///< pathfinder settings for the yet another pathfinder
479 /** Settings related to orders. */
480 struct OrderSettings
{
481 bool improved_load
; ///< improved loading algorithm
482 bool gradual_loading
; ///< load vehicles gradually
483 bool selectgoods
; ///< only send the goods to station if a train has been there
484 bool no_servicing_if_no_breakdowns
; ///< don't send vehicles to depot when breakdowns are disabled
485 bool serviceathelipad
; ///< service helicopters at helipads automatically (no need to send to depot)
486 bool station_length_loading_penalty
; ///< make trains longer than the station load more slowly
489 /** Settings related to vehicles. */
490 struct VehicleSettings
{
491 uint8_t max_train_length
; ///< maximum length for trains
492 uint8_t smoke_amount
; ///< amount of smoke/sparks locomotives produce
493 uint8_t train_acceleration_model
; ///< realistic acceleration for trains
494 uint8_t roadveh_acceleration_model
; ///< realistic acceleration for road vehicles
495 uint8_t train_slope_steepness
; ///< Steepness of hills for trains when using realistic acceleration
496 uint8_t roadveh_slope_steepness
; ///< Steepness of hills for road vehicles when using realistic acceleration
497 bool wagon_speed_limits
; ///< enable wagon speed limits
498 bool disable_elrails
; ///< when true, the elrails are disabled
499 UnitID max_trains
; ///< max trains in game per company
500 UnitID max_roadveh
; ///< max trucks in game per company
501 UnitID max_aircraft
; ///< max planes in game per company
502 UnitID max_ships
; ///< max ships in game per company
503 uint8_t plane_speed
; ///< divisor for speed of aircraft
504 uint8_t freight_trains
; ///< value to multiply the weight of cargo by
505 bool dynamic_engines
; ///< enable dynamic allocation of engine data
506 bool never_expire_vehicles
; ///< never expire vehicles
507 uint8_t extend_vehicle_life
; ///< extend vehicle life by this many years
508 uint8_t road_side
; ///< the side of the road vehicles drive on
509 uint8_t plane_crashes
; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
512 /** Settings related to the economy. */
513 struct EconomySettings
{
514 bool inflation
; ///< disable inflation
515 bool bribe
; ///< enable bribing the local authority
516 EconomyType type
; ///< economy type (original/smooth/frozen)
517 uint8_t feeder_payment_share
; ///< percentage of leg payment to virtually pay in feeder systems
518 uint8_t dist_local_authority
; ///< distance for town local authority, default 20
519 bool exclusive_rights
; ///< allow buying exclusive rights
520 bool fund_buildings
; ///< allow funding new buildings
521 bool fund_roads
; ///< allow funding local road reconstruction
522 bool give_money
; ///< allow giving other companies money
523 bool mod_road_rebuild
; ///< roadworks remove unnecessary RoadBits
524 bool multiple_industry_per_town
; ///< allow many industries of the same type per town
525 uint8_t town_growth_rate
; ///< town growth rate
526 uint8_t larger_towns
; ///< the number of cities to build. These start off larger and grow twice as fast
527 uint8_t initial_city_size
; ///< multiplier for the initial size of the cities compared to towns
528 TownLayout town_layout
; ///< select town layout, @see TownLayout
529 TownCargoGenMode town_cargogen_mode
; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
530 bool allow_town_roads
; ///< towns are allowed to build roads (always allowed when generating world / in SE)
531 TownFounding found_town
; ///< town founding.
532 bool station_noise_level
; ///< build new airports when the town noise level is still within accepted limits
533 uint16_t town_noise_population
[4]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
534 bool allow_town_level_crossings
; ///< towns are allowed to build level crossings
535 bool infrastructure_maintenance
; ///< enable monthly maintenance fee for owner infrastructure
536 TimekeepingUnits timekeeping_units
; ///< time units to use for the game economy, either calendar or wallclock
537 uint16_t minutes_per_calendar_year
; ///< minutes per calendar year. Special value 0 means that calendar time is frozen.
538 uint16_t town_cargo_scale
; ///< scale cargo production of towns by this percentage.
539 uint16_t industry_cargo_scale
; ///< scale cargo production of industries by this percentage.
542 struct LinkGraphSettings
{
543 uint16_t recalc_time
; ///< time (in days) for recalculating each link graph component.
544 uint16_t recalc_interval
; ///< time (in days) between subsequent checks for link graphs to be calculated.
545 DistributionType distribution_pax
; ///< distribution type for passengers
546 DistributionType distribution_mail
; ///< distribution type for mail
547 DistributionType distribution_armoured
; ///< distribution type for armoured cargo class
548 DistributionType distribution_default
; ///< distribution type for all other goods
549 uint8_t accuracy
; ///< accuracy when calculating things on the link graph. low accuracy => low running time
550 uint8_t demand_size
; ///< influence of supply ("station size") on the demand function
551 uint8_t demand_distance
; ///< influence of distance between stations on the demand function
552 uint8_t short_path_saturation
; ///< percentage up to which short paths are saturated before saturating most capacious paths
554 inline DistributionType
GetDistributionType(CargoID cargo
) const
556 if (IsCargoInClass(cargo
, CC_PASSENGERS
)) return this->distribution_pax
;
557 if (IsCargoInClass(cargo
, CC_MAIL
)) return this->distribution_mail
;
558 if (IsCargoInClass(cargo
, CC_ARMOURED
)) return this->distribution_armoured
;
559 return this->distribution_default
;
563 /** Settings related to stations. */
564 struct StationSettings
{
565 bool modified_catchment
; ///< different-size catchment areas
566 bool serve_neutral_industries
; ///< company stations can serve industries with attached neutral stations
567 bool adjacent_stations
; ///< allow stations to be built directly adjacent to other stations
568 bool distant_join_stations
; ///< allow to join non-adjacent stations
569 bool never_expire_airports
; ///< never expire airports
570 uint8_t station_spread
; ///< amount a station may spread
573 /** Default settings for vehicles. */
574 struct VehicleDefaultSettings
{
575 bool servint_ispercent
; ///< service intervals are in percents
576 uint16_t servint_trains
; ///< service interval for trains
577 uint16_t servint_roadveh
; ///< service interval for road vehicles
578 uint16_t servint_aircraft
; ///< service interval for aircraft
579 uint16_t servint_ships
; ///< service interval for ships
582 /** Settings that can be set per company. */
583 struct CompanySettings
{
584 bool engine_renew
; ///< is autorenew enabled
585 int16_t engine_renew_months
; ///< months before/after the maximum vehicle age a vehicle should be renewed
586 uint32_t engine_renew_money
; ///< minimum amount of money before autorenew is used
587 bool renew_keep_length
; ///< sell some wagons if after autoreplace the train is longer than before
588 VehicleDefaultSettings vehicle
; ///< default settings for vehicles
591 /** All settings together for the game. */
592 struct GameSettings
{
593 DifficultySettings difficulty
; ///< settings related to the difficulty
594 GameCreationSettings game_creation
; ///< settings used during the creation of a game (map)
595 ConstructionSettings construction
; ///< construction of things in-game
596 AISettings ai
; ///< what may the AI do?
597 ScriptSettings script
; ///< settings for scripts
598 class AIConfig
*ai_config
[MAX_COMPANIES
]; ///< settings per company
599 class GameConfig
*game_config
; ///< settings for gamescript
600 PathfinderSettings pf
; ///< settings for all pathfinders
601 OrderSettings order
; ///< settings related to orders
602 VehicleSettings vehicle
; ///< options for vehicles
603 EconomySettings economy
; ///< settings to change the economy
604 LinkGraphSettings linkgraph
; ///< settings for link graph calculations
605 StationSettings station
; ///< settings related to station management
606 LocaleSettings locale
; ///< settings related to used currency/unit system in the current game
609 /** All settings that are only important for the local client. */
610 struct ClientSettings
{
611 GUISettings gui
; ///< settings related to the GUI
612 NetworkSettings network
; ///< settings related to the network
613 CompanySettings company
; ///< default values for per-company settings
614 SoundSettings sound
; ///< sound effect settings
615 MusicSettings music
; ///< settings related to music/sound
616 NewsSettings news_display
; ///< news display settings.
619 /** The current settings for this game. */
620 extern ClientSettings _settings_client
;
622 /** The current settings for this game. */
623 extern GameSettings _settings_game
;
625 /** The settings values that are used for new games and/or modified in config file. */
626 extern GameSettings _settings_newgame
;
628 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
629 extern VehicleDefaultSettings _old_vds
;
632 * Get the settings-object applicable for the current situation: the newgame settings
633 * when we're in the main menu and otherwise the settings of the current game.
635 inline GameSettings
&GetGameSettings()
637 return (_game_mode
== GM_MENU
) ? _settings_newgame
: _settings_game
;
640 #endif /* SETTINGS_TYPE_H */