Fix #10490: Allow ships to exit depots if another is not moving at the exit point...
[openttd-github.git] / src / settings_type.h
blob3d16ceae473aa03e21614dec4378c27857314161
1 /*
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/>.
6 */
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"
22 #include "openttd.h"
23 #include "rail_gui.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 {
39 SP_BEGIN = 0,
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 {
69 TKU_CALENDAR = 0,
70 TKU_WALLCLOCK,
73 /** Possible values for "use_relay_service" setting. */
74 enum UseRelayService : uint8_t {
75 URS_NEVER = 0,
76 URS_ASK,
77 URS_ALLOW,
80 /** Possible values for "participate_survey" setting. */
81 enum ParticipateSurvey : uint8_t {
82 PS_ASK = 0,
83 PS_NO,
84 PS_YES,
87 /** Right-click to close window actions. */
88 enum RightClickClose : uint8_t {
89 RCC_NO = 0,
90 RCC_YES,
91 RCC_YES_EXCEPT_STICKY,
94 /** Settings related to the difficulty of the game */
95 struct DifficultySettings {
96 byte competitor_start_time; ///< Unused value, used to load old savegames.
97 byte competitor_intelligence; ///< Unused value, used to load old savegames.
99 byte max_no_competitors; ///< the number of competitors (AIs)
100 uint16_t competitors_interval; ///< the interval (in minutes) between adding competitors
101 byte number_towns; ///< the amount of towns
102 byte industry_density; ///< The industry density. @see IndustryDensity
103 uint32_t max_loan; ///< the maximum initial loan
104 byte initial_interest; ///< amount of interest (to pay over the loan)
105 byte vehicle_costs; ///< amount of money spent on vehicle running cost
106 byte competitor_speed; ///< the speed at which the AI builds
107 byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
108 byte subsidy_multiplier; ///< payment multiplier for subsidized deliveries
109 uint16_t subsidy_duration; ///< duration of subsidies
110 byte construction_cost; ///< how expensive is building
111 byte terrain_type; ///< the mountainousness of the landscape
112 byte 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 byte 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 the GUI and other stuff that is not saved in the savegame. */
130 struct GUISettings {
131 bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
132 bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
133 uint8_t order_review_system; ///< perform order reviews on vehicles
134 bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
135 bool show_finances; ///< show finances at end of year
136 bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
137 bool new_nonstop; ///< ttdpatch compatible nonstop handling
138 uint8_t stop_location; ///< what is the default stop location of trains?
139 uint8_t auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
140 byte errmsg_duration; ///< duration of error message
141 uint16_t hover_delay_ms; ///< time required to activate a hover event, in milliseconds
142 bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
143 uint8_t smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
144 uint8_t linkgraph_colours; ///< linkgraph overlay colours
145 uint8_t scroll_mode; ///< viewport scroll mode
146 bool smooth_scroll; ///< smooth scroll viewports
147 bool measure_tooltip; ///< show a permanent tooltip when dragging tools
148 byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
149 bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
150 uint8_t advanced_vehicle_list; ///< use the "advanced" vehicle list
151 uint8_t loading_indicators; ///< show loading indicators
152 uint8_t default_rail_type; ///< the default rail type for the rail GUI
153 uint8_t toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
154 uint8_t statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
155 uint8_t window_snap_radius; ///< windows snap at each other if closer than this
156 uint8_t window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
157 ZoomLevel zoom_min; ///< minimum zoom out level
158 ZoomLevel zoom_max; ///< maximum zoom out level
159 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
160 uint32_t autosave_interval; ///< how often should we do autosaves?
161 bool threaded_saves; ///< should we do threaded saves?
162 bool keep_all_autosave; ///< name the autosave in a different way
163 bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
164 bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
165 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)
166 byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
167 bool population_in_label; ///< show the population of a town in its label?
168 uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
169 uint8_t scrollwheel_scrolling; ///< scrolling using the scroll wheel?
170 uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
171 bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
172 RightClickClose right_click_wnd_close; ///< close window with right click
173 bool pause_on_newgame; ///< whether to start new games paused or not
174 SignalGUISettings signal_gui_mode; ///< select which signal types are shown in the signal GUI
175 SignalCycleSettings cycle_signal_types; ///< Which signal types to cycle with the build signal tool.
176 SignalType default_signal_type; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
177 TimerGameCalendar::Year coloured_news_year; ///< when does newspaper become coloured?
178 TimetableMode timetable_mode; ///< Time units for timetables: days, seconds, or ticks
179 bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
180 bool auto_euro; ///< automatically switch to euro in 2002
181 byte drag_signals_density; ///< many signals density
182 bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
183 TimerGameCalendar::Year semaphore_build_before; ///< build semaphore signals automatically before this year
184 byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
185 bool show_track_reservation; ///< highlight reserved tracks.
186 byte station_numtracks; ///< the number of platforms to default on for rail stations
187 byte station_platlength; ///< the platform length, in tiles, for rail stations
188 bool station_dragdrop; ///< whether drag and drop is enabled for stations
189 bool station_show_coverage; ///< whether to highlight coverage area
190 bool persistent_buildingtools; ///< keep the building tools active after usage
191 bool expenses_layout; ///< layout of expenses window
192 uint32_t last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
193 byte missing_strings_threshold; ///< the number of missing strings before showing the warning
194 uint8_t graph_line_thickness; ///< the thickness of the lines in the various graph guis
195 uint8_t osk_activation; ///< Mouse gesture to trigger the OSK.
196 Colours starting_colour; ///< default color scheme for the company to start a new game with
197 Colours starting_colour_secondary; ///< default secondary color scheme for the company to start a new game with
198 bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
199 bool show_cargo_in_vehicle_lists; ///< Show the cargoes the vehicles can carry in the list windows
200 bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
201 uint16_t refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
202 uint16_t fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
204 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.
205 uint16_t console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
207 uint8_t station_gui_group_order; ///< the order of grouping cargo entries in the station gui
208 uint8_t station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
209 uint8_t station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
210 uint16_t network_chat_box_width_pct; ///< width of the chat box in percent
211 uint8_t network_chat_box_height; ///< height of the chat box in lines
212 uint16_t network_chat_timeout; ///< timeout of chat messages in seconds
214 uint8_t developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
215 bool show_date_in_logs; ///< whether to show dates in console logs
216 bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
217 bool ai_developer_tools; ///< activate AI/GS developer tools
218 bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
219 uint8_t settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
220 bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
221 uint8_t newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
223 bool scale_bevels; ///< bevels are scaled with GUI scale.
226 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
227 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
229 bool UserIsAllowedToChangeNewGRFs() const
231 return this->scenario_developer || this->newgrf_developer_tools;
235 /** Settings related to sound effects. */
236 struct SoundSettings {
237 bool news_ticker; ///< Play a ticker sound when a news item is published.
238 bool news_full; ///< Play sound effects associated to certain news types.
239 bool new_year; ///< Play sound on new year, summarising the performance during the last year.
240 bool confirm; ///< Play sound effect on successful constructions or other actions.
241 bool click_beep; ///< Beep on a random selection of buttons.
242 bool disaster; ///< Play disaster and accident sounds.
243 bool vehicle; ///< Play vehicle sound effects.
244 bool ambient; ///< Play ambient, industry and town sounds.
247 /** Settings related to music. */
248 struct MusicSettings {
249 byte playlist; ///< The playlist (number) to play
250 byte music_vol; ///< The requested music volume
251 byte effect_vol; ///< The requested effects volume
252 byte custom_1[33]; ///< The order of the first custom playlist
253 byte custom_2[33]; ///< The order of the second custom playlist
254 bool playing; ///< Whether music is playing
255 bool shuffle; ///< Whether to shuffle the music
258 /** Settings related to currency/unit systems. */
259 struct LocaleSettings {
260 byte currency; ///< currency we currently use
261 byte units_velocity; ///< unit system for velocity of trains and road vehicles
262 byte units_velocity_nautical; ///< unit system for velocity of ships and aircraft
263 byte units_power; ///< unit system for power
264 byte units_weight; ///< unit system for weight
265 byte units_volume; ///< unit system for volume
266 byte units_force; ///< unit system for force
267 byte units_height; ///< unit system for height
268 std::string digit_group_separator; ///< thousand separator for non-currencies
269 std::string digit_group_separator_currency; ///< thousand separator for currencies
270 std::string digit_decimal_separator; ///< decimal separator
273 /** Settings related to news */
274 struct NewsSettings {
275 uint8_t arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
276 uint8_t arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
277 uint8_t accident; ///< NewsDisplay of accidents that occur
278 uint8_t accident_other; ///< NewsDisplay if a vehicle from another company is involved in an accident
279 uint8_t company_info; ///< NewsDisplay of general company information
280 uint8_t open; ///< NewsDisplay on new industry constructions
281 uint8_t close; ///< NewsDisplay about closing industries
282 uint8_t economy; ///< NewsDisplay on economical changes
283 uint8_t production_player; ///< NewsDisplay of production changes of industries affecting current player
284 uint8_t production_other; ///< NewsDisplay of production changes of industries affecting competitors
285 uint8_t production_nobody; ///< NewsDisplay of production changes of industries affecting no one
286 uint8_t advice; ///< NewsDisplay on advice affecting the player's vehicles
287 uint8_t new_vehicles; ///< NewsDisplay of new vehicles becoming available
288 uint8_t acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
289 uint8_t subsidies; ///< NewsDisplay of changes on subsidies
290 uint8_t general; ///< NewsDisplay of other topics
293 /** All settings related to the network. */
294 struct NetworkSettings {
295 uint16_t sync_freq; ///< how often do we check whether we are still in-sync
296 uint8_t frame_freq; ///< how often do we send commands to the clients
297 uint16_t commands_per_frame; ///< how many commands may be sent each frame_freq frames?
298 uint16_t commands_per_frame_server; ///< how many commands may be sent each frame_freq frames? (server-originating commands)
299 uint16_t max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
300 uint16_t bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
301 uint16_t bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
302 uint16_t max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
303 uint16_t max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
304 uint16_t max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
305 uint16_t max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
306 uint16_t max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
307 bool pause_on_join; ///< pause the game when people join
308 uint16_t server_port; ///< port the server listens on
309 uint16_t server_admin_port; ///< port the server listens on for the admin network
310 bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
311 ServerGameType server_game_type; ///< Server type: local / public / invite-only.
312 std::string server_invite_code; ///< Invite code to use when registering as server.
313 std::string server_invite_code_secret; ///< Secret to proof we got this invite code from the Game Coordinator.
314 std::string server_name; ///< name of the server
315 std::string server_password; ///< password for joining this server
316 std::string rcon_password; ///< password for rconsole (server side)
317 std::string admin_password; ///< password for the admin network
318 std::string client_name; ///< name of the player (as client)
319 std::string default_company_pass; ///< default password for new companies in encrypted form
320 std::string connect_to_ip; ///< default for the "Add server" query
321 std::string network_id; ///< network ID for servers
322 bool autoclean_companies; ///< automatically remove companies that are not in use
323 uint8_t autoclean_unprotected; ///< remove passwordless companies after this many months
324 uint8_t autoclean_protected; ///< remove the password from passworded companies after this many months
325 uint8_t autoclean_novehicles; ///< remove companies with no vehicles after this many months
326 uint8_t max_companies; ///< maximum amount of companies
327 uint8_t max_clients; ///< maximum amount of clients
328 TimerGameCalendar::Year restart_game_year; ///< year the server restarts
329 uint16_t restart_hours; ///< number of hours to run the server before automatic restart
330 uint8_t min_active_clients; ///< minimum amount of active clients to unpause the game
331 bool reload_cfg; ///< reload the config file before restarting
332 std::string last_joined; ///< Last joined server
333 UseRelayService use_relay_service; ///< Use relay service?
334 ParticipateSurvey participate_survey; ///< Participate in the automated survey
337 /** Settings related to the creation of games. */
338 struct GameCreationSettings {
339 uint32_t generation_seed; ///< noise seed for world generation
340 TimerGameCalendar::Year starting_year; ///< starting date
341 TimerGameCalendar::Year ending_year; ///< scoring end date
342 uint8_t map_x; ///< X size of map
343 uint8_t map_y; ///< Y size of map
344 byte land_generator; ///< the landscape generator
345 byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
346 byte snow_line_height; ///< the configured snow line height (deduced from "snow_coverage")
347 byte snow_coverage; ///< the amount of snow coverage on the map
348 byte desert_coverage; ///< the amount of desert coverage on the map
349 byte heightmap_height; ///< highest mountain for heightmap (towards what it scales)
350 byte tgen_smoothness; ///< how rough is the terrain from 0-3
351 byte tree_placer; ///< the tree placer algorithm
352 byte heightmap_rotation; ///< rotation director for the heightmap
353 byte se_flat_world_height; ///< land height a flat world gets in SE
354 byte town_name; ///< the town name generator used for town names
355 byte landscape; ///< the landscape we're currently in
356 byte water_borders; ///< bitset of the borders that are water
357 uint16_t custom_town_number; ///< manually entered number of towns
358 uint16_t custom_industry_number; ///< manually entered number of industries
359 byte variety; ///< variety level applied to TGP
360 byte custom_terrain_type; ///< manually entered height for TGP to aim for
361 byte custom_sea_level; ///< manually entered percentage of water in the map
362 byte min_river_length; ///< the minimum river length
363 byte river_route_random; ///< the amount of randomicity for the route finding
364 byte amount_of_rivers; ///< the amount of rivers
367 /** Settings related to construction in-game */
368 struct ConstructionSettings {
369 uint8_t map_height_limit; ///< the maximum allowed heightlevel
370 bool build_on_slopes; ///< allow building on slopes
371 bool autoslope; ///< allow terraforming under things
372 uint16_t max_bridge_length; ///< maximum length of bridges
373 byte max_bridge_height; ///< maximum height of bridges
374 uint16_t max_tunnel_length; ///< maximum length of tunnels
375 byte train_signal_side; ///< show signals on left / driving / right side
376 bool extra_dynamite; ///< extra dynamite
377 bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
378 bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
379 bool crossing_with_competitor; ///< allow building of level crossings with competitor roads or rails
380 uint8_t raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
381 uint8_t industry_platform; ///< the amount of flat land around an industry
382 bool freeform_edges; ///< allow terraforming the tiles at the map edges
383 uint8_t extra_tree_placement; ///< (dis)allow building extra trees in-game
384 uint8_t command_pause_level; ///< level/amount of commands that can't be executed while paused
386 uint32_t terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
387 uint16_t terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
388 uint32_t clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
389 uint16_t clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
390 uint32_t tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
391 uint16_t tree_frame_burst; ///< how many trees may, over a short period, be planted?
392 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?
393 uint16_t build_object_frame_burst; ///< how many tiles may, over a short period, be purchased or have objects built on them?
396 /** Settings related to the AI. */
397 struct AISettings {
398 bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
399 bool ai_disable_veh_train; ///< disable types for AI
400 bool ai_disable_veh_roadveh; ///< disable types for AI
401 bool ai_disable_veh_aircraft; ///< disable types for AI
402 bool ai_disable_veh_ship; ///< disable types for AI
405 /** Settings related to scripts. */
406 struct ScriptSettings {
407 uint32_t script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
408 uint32_t script_max_memory_megabytes; ///< limit on memory a single script instance may have allocated
411 /** Settings related to the new pathfinder. */
412 struct NPFSettings {
414 * The maximum amount of search nodes a single NPF run should take. This
415 * limit should make sure performance stays at acceptable levels at the cost
416 * of not being perfect anymore.
418 uint32_t npf_max_search_nodes;
419 uint32_t maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
421 uint32_t npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
422 uint32_t npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
423 uint32_t npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
424 uint32_t npf_rail_station_penalty; ///< the penalty for station tiles
425 uint32_t npf_rail_slope_penalty; ///< the penalty for sloping upwards
426 uint32_t npf_rail_curve_penalty; ///< the penalty for curves
427 uint32_t npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
428 uint32_t npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
429 uint32_t npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
430 uint32_t npf_buoy_penalty; ///< the penalty for going over (through) a buoy
431 uint32_t npf_water_curve_penalty; ///< the penalty for curves
432 uint32_t npf_road_curve_penalty; ///< the penalty for curves
433 uint32_t npf_crossing_penalty; ///< the penalty for level crossings
434 uint32_t npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
435 uint32_t npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
436 uint32_t npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
439 /** Settings related to the yet another pathfinder. */
440 struct YAPFSettings {
441 bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
442 uint32_t max_search_nodes; ///< stop path-finding when this number of nodes visited
443 uint32_t maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
444 bool ship_use_yapf; ///< use YAPF for ships
445 bool road_use_yapf; ///< use YAPF for road
446 bool rail_use_yapf; ///< use YAPF for rail
447 uint32_t road_slope_penalty; ///< penalty for up-hill slope
448 uint32_t road_curve_penalty; ///< penalty for curves
449 uint32_t road_crossing_penalty; ///< penalty for level crossing
450 uint32_t road_stop_penalty; ///< penalty for going through a drive-through road stop
451 uint32_t road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
452 uint32_t road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
453 bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
454 uint32_t rail_firstred_penalty; ///< penalty for first red signal
455 uint32_t rail_firstred_exit_penalty; ///< penalty for first red exit signal
456 uint32_t rail_lastred_penalty; ///< penalty for last red signal
457 uint32_t rail_lastred_exit_penalty; ///< penalty for last red exit signal
458 uint32_t rail_station_penalty; ///< penalty for non-target station tile
459 uint32_t rail_slope_penalty; ///< penalty for up-hill slope
460 uint32_t rail_curve45_penalty; ///< penalty for curve
461 uint32_t rail_curve90_penalty; ///< penalty for 90-deg curve
462 uint32_t rail_depot_reverse_penalty; ///< penalty for reversing in the depot
463 uint32_t rail_crossing_penalty; ///< penalty for level crossing
464 uint32_t rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
465 int32_t rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
466 int32_t rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
467 int32_t rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
468 uint32_t rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
469 uint32_t rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
470 uint32_t rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
471 uint32_t rail_doubleslip_penalty; ///< penalty for passing a double slip switch
473 uint32_t rail_longer_platform_penalty; ///< penalty for longer station platform than train
474 uint32_t rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
475 uint32_t rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
476 uint32_t rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
477 uint32_t ship_curve45_penalty; ///< penalty for 45-deg curve for ships
478 uint32_t ship_curve90_penalty; ///< penalty for 90-deg curve for ships
481 /** Settings related to all pathfinders. */
482 struct PathfinderSettings {
483 uint8_t pathfinder_for_trains; ///< the pathfinder to use for trains
484 uint8_t pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
485 uint8_t pathfinder_for_ships; ///< the pathfinder to use for ships
486 bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
488 bool roadveh_queue; ///< buggy road vehicle queueing
489 bool forbid_90_deg; ///< forbid trains to make 90 deg turns
491 bool reverse_at_signals; ///< whether to reverse at signals at all
492 byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
493 byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
495 bool reserve_paths; ///< always reserve paths regardless of signal type.
496 byte wait_for_pbs_path; ///< how long to wait for a path reservation.
497 byte path_backoff_interval; ///< ticks between checks for a free path.
499 NPFSettings npf; ///< pathfinder settings for the new pathfinder
500 YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
503 /** Settings related to orders. */
504 struct OrderSettings {
505 bool improved_load; ///< improved loading algorithm
506 bool gradual_loading; ///< load vehicles gradually
507 bool selectgoods; ///< only send the goods to station if a train has been there
508 bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
509 bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
510 bool station_length_loading_penalty; ///< make trains longer than the station load more slowly
513 /** Settings related to vehicles. */
514 struct VehicleSettings {
515 uint8_t max_train_length; ///< maximum length for trains
516 uint8_t smoke_amount; ///< amount of smoke/sparks locomotives produce
517 uint8_t train_acceleration_model; ///< realistic acceleration for trains
518 uint8_t roadveh_acceleration_model; ///< realistic acceleration for road vehicles
519 uint8_t train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
520 uint8_t roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
521 bool wagon_speed_limits; ///< enable wagon speed limits
522 bool disable_elrails; ///< when true, the elrails are disabled
523 UnitID max_trains; ///< max trains in game per company
524 UnitID max_roadveh; ///< max trucks in game per company
525 UnitID max_aircraft; ///< max planes in game per company
526 UnitID max_ships; ///< max ships in game per company
527 uint8_t plane_speed; ///< divisor for speed of aircraft
528 uint8_t freight_trains; ///< value to multiply the weight of cargo by
529 bool dynamic_engines; ///< enable dynamic allocation of engine data
530 bool never_expire_vehicles; ///< never expire vehicles
531 byte extend_vehicle_life; ///< extend vehicle life by this many years
532 byte road_side; ///< the side of the road vehicles drive on
533 uint8_t plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
536 /** Settings related to the economy. */
537 struct EconomySettings {
538 bool inflation; ///< disable inflation
539 bool bribe; ///< enable bribing the local authority
540 EconomyType type; ///< economy type (original/smooth/frozen)
541 uint8_t feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
542 byte dist_local_authority; ///< distance for town local authority, default 20
543 bool exclusive_rights; ///< allow buying exclusive rights
544 bool fund_buildings; ///< allow funding new buildings
545 bool fund_roads; ///< allow funding local road reconstruction
546 bool give_money; ///< allow giving other companies money
547 bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
548 bool multiple_industry_per_town; ///< allow many industries of the same type per town
549 uint8_t town_growth_rate; ///< town growth rate
550 uint8_t larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
551 uint8_t initial_city_size; ///< multiplier for the initial size of the cities compared to towns
552 TownLayout town_layout; ///< select town layout, @see TownLayout
553 TownCargoGenMode town_cargogen_mode; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
554 bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
555 TownFounding found_town; ///< town founding.
556 bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
557 uint16_t town_noise_population[4]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
558 bool allow_town_level_crossings; ///< towns are allowed to build level crossings
559 bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
560 TimekeepingUnits timekeeping_units; ///< time units to use for the game economy, either calendar or wallclock
561 uint16_t minutes_per_calendar_year; ///< minutes per calendar year. Special value 0 means that calendar time is frozen.
562 uint16_t town_cargo_scale; ///< scale cargo production of towns by this percentage.
563 uint16_t industry_cargo_scale; ///< scale cargo production of industries by this percentage.
566 struct LinkGraphSettings {
567 uint16_t recalc_time; ///< time (in days) for recalculating each link graph component.
568 uint16_t recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
569 DistributionType distribution_pax; ///< distribution type for passengers
570 DistributionType distribution_mail; ///< distribution type for mail
571 DistributionType distribution_armoured; ///< distribution type for armoured cargo class
572 DistributionType distribution_default; ///< distribution type for all other goods
573 uint8_t accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
574 uint8_t demand_size; ///< influence of supply ("station size") on the demand function
575 uint8_t demand_distance; ///< influence of distance between stations on the demand function
576 uint8_t short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
578 inline DistributionType GetDistributionType(CargoID cargo) const
580 if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
581 if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
582 if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
583 return this->distribution_default;
587 /** Settings related to stations. */
588 struct StationSettings {
589 bool modified_catchment; ///< different-size catchment areas
590 bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
591 bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
592 bool distant_join_stations; ///< allow to join non-adjacent stations
593 bool never_expire_airports; ///< never expire airports
594 byte station_spread; ///< amount a station may spread
597 /** Default settings for vehicles. */
598 struct VehicleDefaultSettings {
599 bool servint_ispercent; ///< service intervals are in percents
600 uint16_t servint_trains; ///< service interval for trains
601 uint16_t servint_roadveh; ///< service interval for road vehicles
602 uint16_t servint_aircraft; ///< service interval for aircraft
603 uint16_t servint_ships; ///< service interval for ships
606 /** Settings that can be set per company. */
607 struct CompanySettings {
608 bool engine_renew; ///< is autorenew enabled
609 int16_t engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
610 uint32_t engine_renew_money; ///< minimum amount of money before autorenew is used
611 bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
612 VehicleDefaultSettings vehicle; ///< default settings for vehicles
615 /** All settings together for the game. */
616 struct GameSettings {
617 DifficultySettings difficulty; ///< settings related to the difficulty
618 GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
619 ConstructionSettings construction; ///< construction of things in-game
620 AISettings ai; ///< what may the AI do?
621 ScriptSettings script; ///< settings for scripts
622 class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
623 class GameConfig *game_config; ///< settings for gamescript
624 PathfinderSettings pf; ///< settings for all pathfinders
625 OrderSettings order; ///< settings related to orders
626 VehicleSettings vehicle; ///< options for vehicles
627 EconomySettings economy; ///< settings to change the economy
628 LinkGraphSettings linkgraph; ///< settings for link graph calculations
629 StationSettings station; ///< settings related to station management
630 LocaleSettings locale; ///< settings related to used currency/unit system in the current game
633 /** All settings that are only important for the local client. */
634 struct ClientSettings {
635 GUISettings gui; ///< settings related to the GUI
636 NetworkSettings network; ///< settings related to the network
637 CompanySettings company; ///< default values for per-company settings
638 SoundSettings sound; ///< sound effect settings
639 MusicSettings music; ///< settings related to music/sound
640 NewsSettings news_display; ///< news display settings.
643 /** The current settings for this game. */
644 extern ClientSettings _settings_client;
646 /** The current settings for this game. */
647 extern GameSettings _settings_game;
649 /** The settings values that are used for new games and/or modified in config file. */
650 extern GameSettings _settings_newgame;
652 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
653 extern VehicleDefaultSettings _old_vds;
656 * Get the settings-object applicable for the current situation: the newgame settings
657 * when we're in the main menu and otherwise the settings of the current game.
659 inline GameSettings &GetGameSettings()
661 return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
664 #endif /* SETTINGS_TYPE_H */