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 "date_type.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"
26 /* Used to validate sizes of "max" value in settings. */
27 const size_t MAX_SLE_UINT8
= UINT8_MAX
;
28 const size_t MAX_SLE_UINT16
= UINT16_MAX
;
29 const size_t MAX_SLE_UINT32
= UINT32_MAX
;
30 const size_t MAX_SLE_UINT
= UINT_MAX
;
31 const size_t MAX_SLE_INT8
= INT8_MAX
;
32 const size_t MAX_SLE_INT16
= INT16_MAX
;
33 const size_t MAX_SLE_INT32
= INT32_MAX
;
34 const size_t MAX_SLE_INT
= INT_MAX
;
36 /** Settings profiles and highscore tables. */
37 enum SettingsProfile
{
39 SP_EASY
= SP_BEGIN
, ///< Easy difficulty.
40 SP_MEDIUM
, ///< Medium difficulty.
41 SP_HARD
, ///< Hard difficulty.
43 SP_END
, ///< End of setting profiles.
45 SP_CUSTOM
= SP_END
, ///< No profile, special "custom" highscore.
46 SP_SAVED_HIGHSCORE_END
, ///< End of saved highscore tables.
48 SP_MULTIPLAYER
= SP_SAVED_HIGHSCORE_END
, ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
49 SP_HIGHSCORE_END
, ///< End of highscore tables.
52 /** Available industry map generation densities. */
53 enum IndustryDensity
{
54 ID_FUND_ONLY
, ///< The game does not build industries.
55 ID_MINIMAL
, ///< Start with just the industries that must be present.
56 ID_VERY_LOW
, ///< Very few industries at game start.
57 ID_LOW
, ///< Few industries at game start.
58 ID_NORMAL
, ///< Normal amount of industries at game start.
59 ID_HIGH
, ///< Many industries at game start.
61 ID_END
, ///< Number of industry density settings.
64 /** Possible values for "userelayservice" setting. */
65 enum UseRelayService
{
71 /** Settings related to the difficulty of the game */
72 struct DifficultySettings
{
73 byte competitor_start_time
; ///< Unused value, used to load old savegames.
74 byte competitor_intelligence
; ///< Unused value, used to load old savegames.
76 byte max_no_competitors
; ///< the number of competitors (AIs)
77 byte number_towns
; ///< the amount of towns
78 byte industry_density
; ///< The industry density. @see IndustryDensity
79 uint32 max_loan
; ///< the maximum initial loan
80 byte initial_interest
; ///< amount of interest (to pay over the loan)
81 byte vehicle_costs
; ///< amount of money spent on vehicle running cost
82 byte competitor_speed
; ///< the speed at which the AI builds
83 byte vehicle_breakdowns
; ///< likelihood of vehicles breaking down
84 byte subsidy_multiplier
; ///< payment multiplier for subsidized deliveries
85 uint16 subsidy_duration
; ///< duration of subsidies
86 byte construction_cost
; ///< how expensive is building
87 byte terrain_type
; ///< the mountainousness of the landscape
88 byte quantity_sea_lakes
; ///< the amount of seas/lakes
89 bool economy
; ///< how volatile is the economy
90 bool line_reverse_mode
; ///< reversing at stations or not
91 bool disasters
; ///< are disasters enabled
92 byte town_council_tolerance
; ///< minimum required town ratings to be allowed to demolish stuff
95 /** Settings relating to viewport/smallmap scrolling. */
96 enum ViewportScrollMode
{
97 VSM_VIEWPORT_RMB_FIXED
, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
98 VSM_MAP_RMB_FIXED
, ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
99 VSM_MAP_RMB
, ///< Map moves with mouse movement on holding right mouse button, cursor moves.
100 VSM_MAP_LMB
, ///< Map moves with mouse movement on holding left mouse button, cursor moves.
101 VSM_END
, ///< Number of scroll mode settings.
104 /** Settings related to the GUI and other stuff that is not saved in the savegame. */
106 bool sg_full_load_any
; ///< new full load calculation, any cargo must be full read from pre v93 savegames
107 bool lost_vehicle_warn
; ///< if a vehicle can't find its destination, show a warning
108 uint8 order_review_system
; ///< perform order reviews on vehicles
109 bool vehicle_income_warn
; ///< if a vehicle isn't generating income, show a warning
110 bool show_finances
; ///< show finances at end of year
111 bool sg_new_nonstop
; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
112 bool new_nonstop
; ///< ttdpatch compatible nonstop handling
113 uint8 stop_location
; ///< what is the default stop location of trains?
114 uint8 auto_scrolling
; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
115 byte errmsg_duration
; ///< duration of error message
116 uint16 hover_delay_ms
; ///< time required to activate a hover event, in milliseconds
117 bool link_terraform_toolbar
; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
118 uint8 smallmap_land_colour
; ///< colour used for land and heightmap at the smallmap
119 uint8 scroll_mode
; ///< viewport scroll mode
120 bool smooth_scroll
; ///< smooth scroll viewports
121 bool measure_tooltip
; ///< show a permanent tooltip when dragging tools
122 byte liveries
; ///< options for displaying company liveries, 0=none, 1=self, 2=all
123 bool prefer_teamchat
; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
124 uint8 advanced_vehicle_list
; ///< use the "advanced" vehicle list
125 uint8 loading_indicators
; ///< show loading indicators
126 uint8 default_rail_type
; ///< the default rail type for the rail GUI
127 uint8 toolbar_pos
; ///< position of toolbars, 0=left, 1=center, 2=right
128 uint8 statusbar_pos
; ///< position of statusbar, 0=left, 1=center, 2=right
129 uint8 window_snap_radius
; ///< windows snap at each other if closer than this
130 uint8 window_soft_limit
; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
131 ZoomLevel zoom_min
; ///< minimum zoom out level
132 ZoomLevel zoom_max
; ///< maximum zoom out level
133 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
134 byte autosave
; ///< how often should we do autosaves?
135 bool threaded_saves
; ///< should we do threaded saves?
136 bool keep_all_autosave
; ///< name the autosave in a different way
137 bool autosave_on_exit
; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
138 bool autosave_on_network_disconnect
; ///< save an autosave when you get disconnected from a network game with an error?
139 uint8 date_format_in_default_names
; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
140 byte max_num_autosaves
; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
141 bool population_in_label
; ///< show the population of a town in its label?
142 uint8 right_mouse_btn_emulation
; ///< should we emulate right mouse clicking?
143 uint8 scrollwheel_scrolling
; ///< scrolling using the scroll wheel?
144 uint8 scrollwheel_multiplier
; ///< how much 'wheel' per incoming event from the OS?
145 bool timetable_arrival_departure
; ///< show arrivals and departures in vehicle timetables
146 bool right_mouse_wnd_close
; ///< close window with right click
147 bool pause_on_newgame
; ///< whether to start new games paused or not
148 SignalGUISettings signal_gui_mode
; ///< select which signal types are shown in the signal GUI
149 SignalCycleSettings cycle_signal_types
; ///< Which signal types to cycle with the build signal tool.
150 SignalType default_signal_type
; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
151 Year coloured_news_year
; ///< when does newspaper become coloured?
152 bool timetable_in_ticks
; ///< whether to show the timetable in ticks rather than days
153 bool quick_goto
; ///< Allow quick access to 'goto button' in vehicle orders window
154 bool auto_euro
; ///< automatically switch to euro in 2002
155 byte drag_signals_density
; ///< many signals density
156 bool drag_signals_fixed_distance
; ///< keep fixed distance between signals when dragging
157 Year semaphore_build_before
; ///< build semaphore signals automatically before this year
158 byte news_message_timeout
; ///< how much longer than the news message "age" should we keep the message in the history
159 bool show_track_reservation
; ///< highlight reserved tracks.
160 byte station_numtracks
; ///< the number of platforms to default on for rail stations
161 byte station_platlength
; ///< the platform length, in tiles, for rail stations
162 bool station_dragdrop
; ///< whether drag and drop is enabled for stations
163 bool station_show_coverage
; ///< whether to highlight coverage area
164 bool persistent_buildingtools
; ///< keep the building tools active after usage
165 bool expenses_layout
; ///< layout of expenses window
166 uint32 last_newgrf_count
; ///< the numbers of NewGRFs we found during the last scan
167 byte missing_strings_threshold
; ///< the number of missing strings before showing the warning
168 uint8 graph_line_thickness
; ///< the thickness of the lines in the various graph guis
169 uint8 osk_activation
; ///< Mouse gesture to trigger the OSK.
170 byte starting_colour
; ///< default color scheme for the company to start a new game with
171 bool show_newgrf_name
; ///< Show the name of the NewGRF in the build vehicle window
172 bool auto_remove_signals
; ///< automatically remove signals when in the way during rail construction
173 uint16 refresh_rate
; ///< How often we refresh the screen (time between draw-ticks).
174 uint16 fast_forward_speed_limit
; ///< Game speed to use when fast-forward is enabled.
176 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.
177 uint16 console_backlog_length
; ///< the minimum amount of items in the console backlog before items will be removed.
179 uint8 station_gui_group_order
; ///< the order of grouping cargo entries in the station gui
180 uint8 station_gui_sort_by
; ///< sort cargo entries in the station gui by station name or amount
181 uint8 station_gui_sort_order
; ///< the sort order of entries in the station gui - ascending or descending
182 uint16 network_chat_box_width_pct
; ///< width of the chat box in percent
183 uint8 network_chat_box_height
; ///< height of the chat box in lines
184 uint16 network_chat_timeout
; ///< timeout of chat messages in seconds
186 uint8 developer
; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
187 bool show_date_in_logs
; ///< whether to show dates in console logs
188 bool newgrf_developer_tools
; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
189 bool ai_developer_tools
; ///< activate AI developer tools
190 bool scenario_developer
; ///< activate scenario developer: allow modifying NewGRFs in an existing game
191 uint8 settings_restriction_mode
; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
192 bool newgrf_show_old_versions
; ///< whether to show old versions in the NewGRF list
193 uint8 newgrf_default_palette
; ///< default palette to use for NewGRFs without action 14 palette information
196 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
197 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
199 bool UserIsAllowedToChangeNewGRFs() const
201 return this->scenario_developer
|| this->newgrf_developer_tools
;
205 /** Settings related to sound effects. */
206 struct SoundSettings
{
207 bool news_ticker
; ///< Play a ticker sound when a news item is published.
208 bool news_full
; ///< Play sound effects associated to certain news types.
209 bool new_year
; ///< Play sound on new year, summarising the performance during the last year.
210 bool confirm
; ///< Play sound effect on successful constructions or other actions.
211 bool click_beep
; ///< Beep on a random selection of buttons.
212 bool disaster
; ///< Play disaster and accident sounds.
213 bool vehicle
; ///< Play vehicle sound effects.
214 bool ambient
; ///< Play ambient, industry and town sounds.
217 /** Settings related to music. */
218 struct MusicSettings
{
219 byte playlist
; ///< The playlist (number) to play
220 byte music_vol
; ///< The requested music volume
221 byte effect_vol
; ///< The requested effects volume
222 byte custom_1
[33]; ///< The order of the first custom playlist
223 byte custom_2
[33]; ///< The order of the second custom playlist
224 bool playing
; ///< Whether music is playing
225 bool shuffle
; ///< Whether to shuffle the music
228 /** Settings related to currency/unit systems. */
229 struct LocaleSettings
{
230 byte currency
; ///< currency we currently use
231 byte units_velocity
; ///< unit system for velocity
232 byte units_power
; ///< unit system for power
233 byte units_weight
; ///< unit system for weight
234 byte units_volume
; ///< unit system for volume
235 byte units_force
; ///< unit system for force
236 byte units_height
; ///< unit system for height
237 std::string digit_group_separator
; ///< thousand separator for non-currencies
238 std::string digit_group_separator_currency
; ///< thousand separator for currencies
239 std::string digit_decimal_separator
; ///< decimal separator
242 /** Settings related to news */
243 struct NewsSettings
{
244 uint8 arrival_player
; ///< NewsDisplay of vehicles arriving at new stations of current player
245 uint8 arrival_other
; ///< NewsDisplay of vehicles arriving at new stations of other players
246 uint8 accident
; ///< NewsDisplay of accidents that occur
247 uint8 accident_other
; ///< NewsDisplay if a vehicle from another company is involved in an accident
248 uint8 company_info
; ///< NewsDisplay of general company information
249 uint8 open
; ///< NewsDisplay on new industry constructions
250 uint8 close
; ///< NewsDisplay about closing industries
251 uint8 economy
; ///< NewsDisplay on economical changes
252 uint8 production_player
; ///< NewsDisplay of production changes of industries affecting current player
253 uint8 production_other
; ///< NewsDisplay of production changes of industries affecting competitors
254 uint8 production_nobody
; ///< NewsDisplay of production changes of industries affecting no one
255 uint8 advice
; ///< NewsDisplay on advice affecting the player's vehicles
256 uint8 new_vehicles
; ///< NewsDisplay of new vehicles becoming available
257 uint8 acceptance
; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
258 uint8 subsidies
; ///< NewsDisplay of changes on subsidies
259 uint8 general
; ///< NewsDisplay of other topics
262 /** All settings related to the network. */
263 struct NetworkSettings
{
264 uint16 sync_freq
; ///< how often do we check whether we are still in-sync
265 uint8 frame_freq
; ///< how often do we send commands to the clients
266 uint16 commands_per_frame
; ///< how many commands may be sent each frame_freq frames?
267 uint16 max_commands_in_queue
; ///< how many commands may there be in the incoming queue before dropping the connection?
268 uint16 bytes_per_frame
; ///< how many bytes may, over a long period, be received per frame?
269 uint16 bytes_per_frame_burst
; ///< how many bytes may, over a short period, be received?
270 uint16 max_init_time
; ///< maximum amount of time, in game ticks, a client may take to initiate joining
271 uint16 max_join_time
; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
272 uint16 max_download_time
; ///< maximum amount of time, in game ticks, a client may take to download the map
273 uint16 max_password_time
; ///< maximum amount of time, in game ticks, a client may take to enter the password
274 uint16 max_lag_time
; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
275 bool pause_on_join
; ///< pause the game when people join
276 uint16 server_port
; ///< port the server listens on
277 uint16 server_admin_port
; ///< port the server listens on for the admin network
278 bool server_admin_chat
; ///< allow private chat for the server to be distributed to the admin network
279 ServerGameType server_game_type
; ///< Server type: local / public / invite-only.
280 std::string server_invite_code
; ///< Invite code to use when registering as server.
281 std::string server_invite_code_secret
; ///< Secret to proof we got this invite code from the Game Coordinator.
282 std::string server_name
; ///< name of the server
283 std::string server_password
; ///< password for joining this server
284 std::string rcon_password
; ///< password for rconsole (server side)
285 std::string admin_password
; ///< password for the admin network
286 std::string client_name
; ///< name of the player (as client)
287 std::string default_company_pass
; ///< default password for new companies in encrypted form
288 std::string connect_to_ip
; ///< default for the "Add server" query
289 std::string network_id
; ///< network ID for servers
290 bool autoclean_companies
; ///< automatically remove companies that are not in use
291 uint8 autoclean_unprotected
; ///< remove passwordless companies after this many months
292 uint8 autoclean_protected
; ///< remove the password from passworded companies after this many months
293 uint8 autoclean_novehicles
; ///< remove companies with no vehicles after this many months
294 uint8 max_companies
; ///< maximum amount of companies
295 uint8 max_clients
; ///< maximum amount of clients
296 Year restart_game_year
; ///< year the server restarts
297 uint8 min_active_clients
; ///< minimum amount of active clients to unpause the game
298 bool reload_cfg
; ///< reload the config file before restarting
299 std::string last_joined
; ///< Last joined server
300 bool no_http_content_downloads
; ///< do not do content downloads over HTTP
301 UseRelayService use_relay_service
; ///< Use relay service?
304 /** Settings related to the creation of games. */
305 struct GameCreationSettings
{
306 uint32 generation_seed
; ///< noise seed for world generation
307 Year starting_year
; ///< starting date
308 Year ending_year
; ///< scoring end date
309 uint8 map_x
; ///< X size of map
310 uint8 map_y
; ///< Y size of map
311 byte land_generator
; ///< the landscape generator
312 byte oil_refinery_limit
; ///< distance oil refineries allowed from map edge
313 byte snow_line_height
; ///< the configured snow line height (deduced from "snow_coverage")
314 byte snow_coverage
; ///< the amount of snow coverage on the map
315 byte desert_coverage
; ///< the amount of desert coverage on the map
316 byte heightmap_height
; ///< highest mountain for heightmap (towards what it scales)
317 byte tgen_smoothness
; ///< how rough is the terrain from 0-3
318 byte tree_placer
; ///< the tree placer algorithm
319 byte heightmap_rotation
; ///< rotation director for the heightmap
320 byte se_flat_world_height
; ///< land height a flat world gets in SE
321 byte town_name
; ///< the town name generator used for town names
322 byte landscape
; ///< the landscape we're currently in
323 byte water_borders
; ///< bitset of the borders that are water
324 uint16 custom_town_number
; ///< manually entered number of towns
325 byte variety
; ///< variety level applied to TGP
326 byte custom_terrain_type
; ///< manually entered height for TGP to aim for
327 byte custom_sea_level
; ///< manually entered percentage of water in the map
328 byte min_river_length
; ///< the minimum river length
329 byte river_route_random
; ///< the amount of randomicity for the route finding
330 byte amount_of_rivers
; ///< the amount of rivers
333 /** Settings related to construction in-game */
334 struct ConstructionSettings
{
335 uint8 map_height_limit
; ///< the maximum allowed heightlevel
336 bool build_on_slopes
; ///< allow building on slopes
337 bool autoslope
; ///< allow terraforming under things
338 uint16 max_bridge_length
; ///< maximum length of bridges
339 byte max_bridge_height
; ///< maximum height of bridges
340 uint16 max_tunnel_length
; ///< maximum length of tunnels
341 byte train_signal_side
; ///< show signals on left / driving / right side
342 bool extra_dynamite
; ///< extra dynamite
343 bool road_stop_on_town_road
; ///< allow building of drive-through road stops on town owned roads
344 bool road_stop_on_competitor_road
; ///< allow building of drive-through road stops on roads owned by competitors
345 uint8 raw_industry_construction
; ///< type of (raw) industry construction (none, "normal", prospecting)
346 uint8 industry_platform
; ///< the amount of flat land around an industry
347 bool freeform_edges
; ///< allow terraforming the tiles at the map edges
348 uint8 extra_tree_placement
; ///< (dis)allow building extra trees in-game
349 uint8 command_pause_level
; ///< level/amount of commands that can't be executed while paused
351 uint32 terraform_per_64k_frames
; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
352 uint16 terraform_frame_burst
; ///< how many tile heights may, over a short period, be terraformed?
353 uint32 clear_per_64k_frames
; ///< how many tiles may, over a long period, be cleared per 65536 frames?
354 uint16 clear_frame_burst
; ///< how many tiles may, over a short period, be cleared?
355 uint32 tree_per_64k_frames
; ///< how many trees may, over a long period, be planted per 65536 frames?
356 uint16 tree_frame_burst
; ///< how many trees may, over a short period, be planted?
359 /** Settings related to the AI. */
361 bool ai_in_multiplayer
; ///< so we allow AIs in multiplayer
362 bool ai_disable_veh_train
; ///< disable types for AI
363 bool ai_disable_veh_roadveh
; ///< disable types for AI
364 bool ai_disable_veh_aircraft
; ///< disable types for AI
365 bool ai_disable_veh_ship
; ///< disable types for AI
368 /** Settings related to scripts. */
369 struct ScriptSettings
{
370 uint8 settings_profile
; ///< difficulty profile to set initial settings of scripts, esp. random AIs
371 uint32 script_max_opcode_till_suspend
; ///< max opcode calls till scripts will suspend
372 uint32 script_max_memory_megabytes
; ///< limit on memory a single script instance may have allocated
375 /** Settings related to the new pathfinder. */
378 * The maximum amount of search nodes a single NPF run should take. This
379 * limit should make sure performance stays at acceptable levels at the cost
380 * of not being perfect anymore.
382 uint32 npf_max_search_nodes
;
383 uint32 maximum_go_to_depot_penalty
; ///< What is the maximum penalty that may be endured for going to a depot
385 uint32 npf_rail_firstred_penalty
; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
386 uint32 npf_rail_firstred_exit_penalty
; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
387 uint32 npf_rail_lastred_penalty
; ///< the penalty for when the last signal is red
388 uint32 npf_rail_station_penalty
; ///< the penalty for station tiles
389 uint32 npf_rail_slope_penalty
; ///< the penalty for sloping upwards
390 uint32 npf_rail_curve_penalty
; ///< the penalty for curves
391 uint32 npf_rail_depot_reverse_penalty
; ///< the penalty for reversing in depots
392 uint32 npf_rail_pbs_cross_penalty
; ///< the penalty for crossing a reserved rail track
393 uint32 npf_rail_pbs_signal_back_penalty
; ///< the penalty for passing a pbs signal from the backside
394 uint32 npf_buoy_penalty
; ///< the penalty for going over (through) a buoy
395 uint32 npf_water_curve_penalty
; ///< the penalty for curves
396 uint32 npf_road_curve_penalty
; ///< the penalty for curves
397 uint32 npf_crossing_penalty
; ///< the penalty for level crossings
398 uint32 npf_road_drive_through_penalty
; ///< the penalty for going through a drive-through road stop
399 uint32 npf_road_dt_occupied_penalty
; ///< the penalty multiplied by the fill percentage of a drive-through road stop
400 uint32 npf_road_bay_occupied_penalty
; ///< the penalty multiplied by the fill percentage of a road bay
403 /** Settings related to the yet another pathfinder. */
404 struct YAPFSettings
{
405 bool disable_node_optimization
; ///< whether to use exit-dir instead of trackdir in node key
406 uint32 max_search_nodes
; ///< stop path-finding when this number of nodes visited
407 uint32 maximum_go_to_depot_penalty
; ///< What is the maximum penalty that may be endured for going to a depot
408 bool ship_use_yapf
; ///< use YAPF for ships
409 bool road_use_yapf
; ///< use YAPF for road
410 bool rail_use_yapf
; ///< use YAPF for rail
411 uint32 road_slope_penalty
; ///< penalty for up-hill slope
412 uint32 road_curve_penalty
; ///< penalty for curves
413 uint32 road_crossing_penalty
; ///< penalty for level crossing
414 uint32 road_stop_penalty
; ///< penalty for going through a drive-through road stop
415 uint32 road_stop_occupied_penalty
; ///< penalty multiplied by the fill percentage of a drive-through road stop
416 uint32 road_stop_bay_occupied_penalty
; ///< penalty multiplied by the fill percentage of a road bay
417 bool rail_firstred_twoway_eol
; ///< treat first red two-way signal as dead end
418 uint32 rail_firstred_penalty
; ///< penalty for first red signal
419 uint32 rail_firstred_exit_penalty
; ///< penalty for first red exit signal
420 uint32 rail_lastred_penalty
; ///< penalty for last red signal
421 uint32 rail_lastred_exit_penalty
; ///< penalty for last red exit signal
422 uint32 rail_station_penalty
; ///< penalty for non-target station tile
423 uint32 rail_slope_penalty
; ///< penalty for up-hill slope
424 uint32 rail_curve45_penalty
; ///< penalty for curve
425 uint32 rail_curve90_penalty
; ///< penalty for 90-deg curve
426 uint32 rail_depot_reverse_penalty
; ///< penalty for reversing in the depot
427 uint32 rail_crossing_penalty
; ///< penalty for level crossing
428 uint32 rail_look_ahead_max_signals
; ///< max. number of signals taken into consideration in look-ahead load balancer
429 int32 rail_look_ahead_signal_p0
; ///< constant in polynomial penalty function
430 int32 rail_look_ahead_signal_p1
; ///< constant in polynomial penalty function
431 int32 rail_look_ahead_signal_p2
; ///< constant in polynomial penalty function
432 uint32 rail_pbs_cross_penalty
; ///< penalty for crossing a reserved tile
433 uint32 rail_pbs_station_penalty
; ///< penalty for crossing a reserved station tile
434 uint32 rail_pbs_signal_back_penalty
; ///< penalty for passing a pbs signal from the backside
435 uint32 rail_doubleslip_penalty
; ///< penalty for passing a double slip switch
437 uint32 rail_longer_platform_penalty
; ///< penalty for longer station platform than train
438 uint32 rail_longer_platform_per_tile_penalty
; ///< penalty for longer station platform than train (per tile)
439 uint32 rail_shorter_platform_penalty
; ///< penalty for shorter station platform than train
440 uint32 rail_shorter_platform_per_tile_penalty
; ///< penalty for shorter station platform than train (per tile)
441 uint32 ship_curve45_penalty
; ///< penalty for 45-deg curve for ships
442 uint32 ship_curve90_penalty
; ///< penalty for 90-deg curve for ships
445 /** Settings related to all pathfinders. */
446 struct PathfinderSettings
{
447 uint8 pathfinder_for_trains
; ///< the pathfinder to use for trains
448 uint8 pathfinder_for_roadvehs
; ///< the pathfinder to use for roadvehicles
449 uint8 pathfinder_for_ships
; ///< the pathfinder to use for ships
450 bool new_pathfinding_all
; ///< use the newest pathfinding algorithm for all
452 bool roadveh_queue
; ///< buggy road vehicle queueing
453 bool forbid_90_deg
; ///< forbid trains to make 90 deg turns
455 bool reverse_at_signals
; ///< whether to reverse at signals at all
456 byte wait_oneway_signal
; ///< waitingtime in days before a oneway signal
457 byte wait_twoway_signal
; ///< waitingtime in days before a twoway signal
459 bool reserve_paths
; ///< always reserve paths regardless of signal type.
460 byte wait_for_pbs_path
; ///< how long to wait for a path reservation.
461 byte path_backoff_interval
; ///< ticks between checks for a free path.
463 NPFSettings npf
; ///< pathfinder settings for the new pathfinder
464 YAPFSettings yapf
; ///< pathfinder settings for the yet another pathfinder
467 /** Settings related to orders. */
468 struct OrderSettings
{
469 bool improved_load
; ///< improved loading algorithm
470 bool gradual_loading
; ///< load vehicles gradually
471 bool selectgoods
; ///< only send the goods to station if a train has been there
472 bool no_servicing_if_no_breakdowns
; ///< don't send vehicles to depot when breakdowns are disabled
473 bool serviceathelipad
; ///< service helicopters at helipads automatically (no need to send to depot)
476 /** Settings related to vehicles. */
477 struct VehicleSettings
{
478 uint8 max_train_length
; ///< maximum length for trains
479 uint8 smoke_amount
; ///< amount of smoke/sparks locomotives produce
480 uint8 train_acceleration_model
; ///< realistic acceleration for trains
481 uint8 roadveh_acceleration_model
; ///< realistic acceleration for road vehicles
482 uint8 train_slope_steepness
; ///< Steepness of hills for trains when using realistic acceleration
483 uint8 roadveh_slope_steepness
; ///< Steepness of hills for road vehicles when using realistic acceleration
484 bool wagon_speed_limits
; ///< enable wagon speed limits
485 bool disable_elrails
; ///< when true, the elrails are disabled
486 UnitID max_trains
; ///< max trains in game per company
487 UnitID max_roadveh
; ///< max trucks in game per company
488 UnitID max_aircraft
; ///< max planes in game per company
489 UnitID max_ships
; ///< max ships in game per company
490 uint8 plane_speed
; ///< divisor for speed of aircraft
491 uint8 freight_trains
; ///< value to multiply the weight of cargo by
492 bool dynamic_engines
; ///< enable dynamic allocation of engine data
493 bool never_expire_vehicles
; ///< never expire vehicles
494 byte extend_vehicle_life
; ///< extend vehicle life by this many years
495 byte road_side
; ///< the side of the road vehicles drive on
496 uint8 plane_crashes
; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
499 /** Settings related to the economy. */
500 struct EconomySettings
{
501 bool inflation
; ///< disable inflation
502 bool bribe
; ///< enable bribing the local authority
503 EconomyType type
; ///< economy type (original/smooth/frozen)
504 bool allow_shares
; ///< allow the buying/selling of shares
505 uint8 min_years_for_shares
; ///< minimum age of a company for it to trade shares
506 uint8 feeder_payment_share
; ///< percentage of leg payment to virtually pay in feeder systems
507 byte dist_local_authority
; ///< distance for town local authority, default 20
508 bool exclusive_rights
; ///< allow buying exclusive rights
509 bool fund_buildings
; ///< allow funding new buildings
510 bool fund_roads
; ///< allow funding local road reconstruction
511 bool give_money
; ///< allow giving other companies money
512 bool mod_road_rebuild
; ///< roadworks remove unnecessary RoadBits
513 bool multiple_industry_per_town
; ///< allow many industries of the same type per town
514 uint8 town_growth_rate
; ///< town growth rate
515 uint8 larger_towns
; ///< the number of cities to build. These start off larger and grow twice as fast
516 uint8 initial_city_size
; ///< multiplier for the initial size of the cities compared to towns
517 TownLayout town_layout
; ///< select town layout, @see TownLayout
518 TownCargoGenMode town_cargogen_mode
; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
519 bool allow_town_roads
; ///< towns are allowed to build roads (always allowed when generating world / in SE)
520 TownFounding found_town
; ///< town founding.
521 bool station_noise_level
; ///< build new airports when the town noise level is still within accepted limits
522 uint16 town_noise_population
[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
523 bool allow_town_level_crossings
; ///< towns are allowed to build level crossings
524 bool infrastructure_maintenance
; ///< enable monthly maintenance fee for owner infrastructure
527 struct LinkGraphSettings
{
528 uint16 recalc_time
; ///< time (in days) for recalculating each link graph component.
529 uint16 recalc_interval
; ///< time (in days) between subsequent checks for link graphs to be calculated.
530 DistributionType distribution_pax
; ///< distribution type for passengers
531 DistributionType distribution_mail
; ///< distribution type for mail
532 DistributionType distribution_armoured
; ///< distribution type for armoured cargo class
533 DistributionType distribution_default
; ///< distribution type for all other goods
534 uint8 accuracy
; ///< accuracy when calculating things on the link graph. low accuracy => low running time
535 uint8 demand_size
; ///< influence of supply ("station size") on the demand function
536 uint8 demand_distance
; ///< influence of distance between stations on the demand function
537 uint8 short_path_saturation
; ///< percentage up to which short paths are saturated before saturating most capacious paths
539 inline DistributionType
GetDistributionType(CargoID cargo
) const {
540 if (IsCargoInClass(cargo
, CC_PASSENGERS
)) return this->distribution_pax
;
541 if (IsCargoInClass(cargo
, CC_MAIL
)) return this->distribution_mail
;
542 if (IsCargoInClass(cargo
, CC_ARMOURED
)) return this->distribution_armoured
;
543 return this->distribution_default
;
547 /** Settings related to stations. */
548 struct StationSettings
{
549 bool modified_catchment
; ///< different-size catchment areas
550 bool serve_neutral_industries
; ///< company stations can serve industries with attached neutral stations
551 bool adjacent_stations
; ///< allow stations to be built directly adjacent to other stations
552 bool distant_join_stations
; ///< allow to join non-adjacent stations
553 bool never_expire_airports
; ///< never expire airports
554 byte station_spread
; ///< amount a station may spread
557 /** Default settings for vehicles. */
558 struct VehicleDefaultSettings
{
559 bool servint_ispercent
; ///< service intervals are in percents
560 uint16 servint_trains
; ///< service interval for trains
561 uint16 servint_roadveh
; ///< service interval for road vehicles
562 uint16 servint_aircraft
; ///< service interval for aircraft
563 uint16 servint_ships
; ///< service interval for ships
566 /** Settings that can be set per company. */
567 struct CompanySettings
{
568 bool engine_renew
; ///< is autorenew enabled
569 int16 engine_renew_months
; ///< months before/after the maximum vehicle age a vehicle should be renewed
570 uint32 engine_renew_money
; ///< minimum amount of money before autorenew is used
571 bool renew_keep_length
; ///< sell some wagons if after autoreplace the train is longer than before
572 VehicleDefaultSettings vehicle
; ///< default settings for vehicles
575 /** All settings together for the game. */
576 struct GameSettings
{
577 DifficultySettings difficulty
; ///< settings related to the difficulty
578 GameCreationSettings game_creation
; ///< settings used during the creation of a game (map)
579 ConstructionSettings construction
; ///< construction of things in-game
580 AISettings ai
; ///< what may the AI do?
581 ScriptSettings script
; ///< settings for scripts
582 class AIConfig
*ai_config
[MAX_COMPANIES
]; ///< settings per company
583 class GameConfig
*game_config
; ///< settings for gamescript
584 PathfinderSettings pf
; ///< settings for all pathfinders
585 OrderSettings order
; ///< settings related to orders
586 VehicleSettings vehicle
; ///< options for vehicles
587 EconomySettings economy
; ///< settings to change the economy
588 LinkGraphSettings linkgraph
; ///< settings for link graph calculations
589 StationSettings station
; ///< settings related to station management
590 LocaleSettings locale
; ///< settings related to used currency/unit system in the current game
593 /** All settings that are only important for the local client. */
594 struct ClientSettings
{
595 GUISettings gui
; ///< settings related to the GUI
596 NetworkSettings network
; ///< settings related to the network
597 CompanySettings company
; ///< default values for per-company settings
598 SoundSettings sound
; ///< sound effect settings
599 MusicSettings music
; ///< settings related to music/sound
600 NewsSettings news_display
; ///< news display settings.
603 /** The current settings for this game. */
604 extern ClientSettings _settings_client
;
606 /** The current settings for this game. */
607 extern GameSettings _settings_game
;
609 /** The settings values that are used for new games and/or modified in config file. */
610 extern GameSettings _settings_newgame
;
612 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
613 extern VehicleDefaultSettings _old_vds
;
616 * Get the settings-object applicable for the current situation: the newgame settings
617 * when we're in the main menu and otherwise the settings of the current game.
619 static inline GameSettings
&GetGameSettings()
621 return (_game_mode
== GM_MENU
) ? _settings_newgame
: _settings_game
;
624 #endif /* SETTINGS_TYPE_H */