Fix #10117: Decrement object burst limit after build check
[openttd-github.git] / src / settings_type.h
blob2c3dea7b923e346f7d52c199dfc94a9065cd5b22
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 "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"
22 #include "openttd.h"
23 #include "rail_gui.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 {
38 SP_BEGIN = 0,
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 {
66 URS_NEVER = 0,
67 URS_ASK,
68 URS_ALLOW,
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. */
105 struct GUISettings {
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 linkgraph_colours; ///< linkgraph overlay colours
120 uint8 scroll_mode; ///< viewport scroll mode
121 bool smooth_scroll; ///< smooth scroll viewports
122 bool measure_tooltip; ///< show a permanent tooltip when dragging tools
123 byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
124 bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
125 uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
126 uint8 loading_indicators; ///< show loading indicators
127 uint8 default_rail_type; ///< the default rail type for the rail GUI
128 uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
129 uint8 statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
130 uint8 window_snap_radius; ///< windows snap at each other if closer than this
131 uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
132 ZoomLevel zoom_min; ///< minimum zoom out level
133 ZoomLevel zoom_max; ///< maximum zoom out level
134 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
135 byte autosave; ///< how often should we do autosaves?
136 bool threaded_saves; ///< should we do threaded saves?
137 bool keep_all_autosave; ///< name the autosave in a different way
138 bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
139 bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
140 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)
141 byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
142 bool population_in_label; ///< show the population of a town in its label?
143 uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
144 uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
145 uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
146 bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
147 bool right_mouse_wnd_close; ///< close window with right click
148 bool pause_on_newgame; ///< whether to start new games paused or not
149 SignalGUISettings signal_gui_mode; ///< select which signal types are shown in the signal GUI
150 SignalCycleSettings cycle_signal_types; ///< Which signal types to cycle with the build signal tool.
151 SignalType default_signal_type; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
152 Year coloured_news_year; ///< when does newspaper become coloured?
153 bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
154 bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
155 bool auto_euro; ///< automatically switch to euro in 2002
156 byte drag_signals_density; ///< many signals density
157 bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
158 Year semaphore_build_before; ///< build semaphore signals automatically before this year
159 byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
160 bool show_track_reservation; ///< highlight reserved tracks.
161 byte station_numtracks; ///< the number of platforms to default on for rail stations
162 byte station_platlength; ///< the platform length, in tiles, for rail stations
163 bool station_dragdrop; ///< whether drag and drop is enabled for stations
164 bool station_show_coverage; ///< whether to highlight coverage area
165 bool persistent_buildingtools; ///< keep the building tools active after usage
166 bool expenses_layout; ///< layout of expenses window
167 uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
168 byte missing_strings_threshold; ///< the number of missing strings before showing the warning
169 uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
170 uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
171 byte starting_colour; ///< default color scheme for the company to start a new game with
172 bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
173 bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
174 uint16 refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
175 uint16 fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
177 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.
178 uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
180 uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
181 uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
182 uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
183 uint16 network_chat_box_width_pct; ///< width of the chat box in percent
184 uint8 network_chat_box_height; ///< height of the chat box in lines
185 uint16 network_chat_timeout; ///< timeout of chat messages in seconds
187 uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
188 bool show_date_in_logs; ///< whether to show dates in console logs
189 bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
190 bool ai_developer_tools; ///< activate AI developer tools
191 bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
192 uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
193 bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
194 uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
197 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
198 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
200 bool UserIsAllowedToChangeNewGRFs() const
202 return this->scenario_developer || this->newgrf_developer_tools;
206 /** Settings related to sound effects. */
207 struct SoundSettings {
208 bool news_ticker; ///< Play a ticker sound when a news item is published.
209 bool news_full; ///< Play sound effects associated to certain news types.
210 bool new_year; ///< Play sound on new year, summarising the performance during the last year.
211 bool confirm; ///< Play sound effect on successful constructions or other actions.
212 bool click_beep; ///< Beep on a random selection of buttons.
213 bool disaster; ///< Play disaster and accident sounds.
214 bool vehicle; ///< Play vehicle sound effects.
215 bool ambient; ///< Play ambient, industry and town sounds.
218 /** Settings related to music. */
219 struct MusicSettings {
220 byte playlist; ///< The playlist (number) to play
221 byte music_vol; ///< The requested music volume
222 byte effect_vol; ///< The requested effects volume
223 byte custom_1[33]; ///< The order of the first custom playlist
224 byte custom_2[33]; ///< The order of the second custom playlist
225 bool playing; ///< Whether music is playing
226 bool shuffle; ///< Whether to shuffle the music
229 /** Settings related to currency/unit systems. */
230 struct LocaleSettings {
231 byte currency; ///< currency we currently use
232 byte units_velocity; ///< unit system for velocity
233 byte units_power; ///< unit system for power
234 byte units_weight; ///< unit system for weight
235 byte units_volume; ///< unit system for volume
236 byte units_force; ///< unit system for force
237 byte units_height; ///< unit system for height
238 std::string digit_group_separator; ///< thousand separator for non-currencies
239 std::string digit_group_separator_currency; ///< thousand separator for currencies
240 std::string digit_decimal_separator; ///< decimal separator
243 /** Settings related to news */
244 struct NewsSettings {
245 uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
246 uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
247 uint8 accident; ///< NewsDisplay of accidents that occur
248 uint8 accident_other; ///< NewsDisplay if a vehicle from another company is involved in an accident
249 uint8 company_info; ///< NewsDisplay of general company information
250 uint8 open; ///< NewsDisplay on new industry constructions
251 uint8 close; ///< NewsDisplay about closing industries
252 uint8 economy; ///< NewsDisplay on economical changes
253 uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
254 uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
255 uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
256 uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
257 uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
258 uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
259 uint8 subsidies; ///< NewsDisplay of changes on subsidies
260 uint8 general; ///< NewsDisplay of other topics
263 /** All settings related to the network. */
264 struct NetworkSettings {
265 uint16 sync_freq; ///< how often do we check whether we are still in-sync
266 uint8 frame_freq; ///< how often do we send commands to the clients
267 uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
268 uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
269 uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
270 uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
271 uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
272 uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
273 uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
274 uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
275 uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
276 bool pause_on_join; ///< pause the game when people join
277 uint16 server_port; ///< port the server listens on
278 uint16 server_admin_port; ///< port the server listens on for the admin network
279 bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
280 ServerGameType server_game_type; ///< Server type: local / public / invite-only.
281 std::string server_invite_code; ///< Invite code to use when registering as server.
282 std::string server_invite_code_secret; ///< Secret to proof we got this invite code from the Game Coordinator.
283 std::string server_name; ///< name of the server
284 std::string server_password; ///< password for joining this server
285 std::string rcon_password; ///< password for rconsole (server side)
286 std::string admin_password; ///< password for the admin network
287 std::string client_name; ///< name of the player (as client)
288 std::string default_company_pass; ///< default password for new companies in encrypted form
289 std::string connect_to_ip; ///< default for the "Add server" query
290 std::string network_id; ///< network ID for servers
291 bool autoclean_companies; ///< automatically remove companies that are not in use
292 uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
293 uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
294 uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
295 uint8 max_companies; ///< maximum amount of companies
296 uint8 max_clients; ///< maximum amount of clients
297 Year restart_game_year; ///< year the server restarts
298 uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
299 bool reload_cfg; ///< reload the config file before restarting
300 std::string last_joined; ///< Last joined server
301 bool no_http_content_downloads; ///< do not do content downloads over HTTP
302 UseRelayService use_relay_service; ///< Use relay service?
305 /** Settings related to the creation of games. */
306 struct GameCreationSettings {
307 uint32 generation_seed; ///< noise seed for world generation
308 Year starting_year; ///< starting date
309 Year ending_year; ///< scoring end date
310 uint8 map_x; ///< X size of map
311 uint8 map_y; ///< Y size of map
312 byte land_generator; ///< the landscape generator
313 byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
314 byte snow_line_height; ///< the configured snow line height (deduced from "snow_coverage")
315 byte snow_coverage; ///< the amount of snow coverage on the map
316 byte desert_coverage; ///< the amount of desert coverage on the map
317 byte heightmap_height; ///< highest mountain for heightmap (towards what it scales)
318 byte tgen_smoothness; ///< how rough is the terrain from 0-3
319 byte tree_placer; ///< the tree placer algorithm
320 byte heightmap_rotation; ///< rotation director for the heightmap
321 byte se_flat_world_height; ///< land height a flat world gets in SE
322 byte town_name; ///< the town name generator used for town names
323 byte landscape; ///< the landscape we're currently in
324 byte water_borders; ///< bitset of the borders that are water
325 uint16 custom_town_number; ///< manually entered number of towns
326 byte variety; ///< variety level applied to TGP
327 byte custom_terrain_type; ///< manually entered height for TGP to aim for
328 byte custom_sea_level; ///< manually entered percentage of water in the map
329 byte min_river_length; ///< the minimum river length
330 byte river_route_random; ///< the amount of randomicity for the route finding
331 byte amount_of_rivers; ///< the amount of rivers
334 /** Settings related to construction in-game */
335 struct ConstructionSettings {
336 uint8 map_height_limit; ///< the maximum allowed heightlevel
337 bool build_on_slopes; ///< allow building on slopes
338 bool autoslope; ///< allow terraforming under things
339 uint16 max_bridge_length; ///< maximum length of bridges
340 byte max_bridge_height; ///< maximum height of bridges
341 uint16 max_tunnel_length; ///< maximum length of tunnels
342 byte train_signal_side; ///< show signals on left / driving / right side
343 bool extra_dynamite; ///< extra dynamite
344 bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
345 bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
346 uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
347 uint8 industry_platform; ///< the amount of flat land around an industry
348 bool freeform_edges; ///< allow terraforming the tiles at the map edges
349 uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
350 uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
352 uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
353 uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
354 uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
355 uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
356 uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
357 uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
358 uint32 build_object_per_64k_frames; ///< how many tiles may, over a long period, be purchased or have objects built on them per 65536 frames?
359 uint16 build_object_frame_burst; ///< how many tiles may, over a short period, be purchased or have objects built on them?
362 /** Settings related to the AI. */
363 struct AISettings {
364 bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
365 bool ai_disable_veh_train; ///< disable types for AI
366 bool ai_disable_veh_roadveh; ///< disable types for AI
367 bool ai_disable_veh_aircraft; ///< disable types for AI
368 bool ai_disable_veh_ship; ///< disable types for AI
371 /** Settings related to scripts. */
372 struct ScriptSettings {
373 uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
374 uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
375 uint32 script_max_memory_megabytes; ///< limit on memory a single script instance may have allocated
378 /** Settings related to the new pathfinder. */
379 struct NPFSettings {
381 * The maximum amount of search nodes a single NPF run should take. This
382 * limit should make sure performance stays at acceptable levels at the cost
383 * of not being perfect anymore.
385 uint32 npf_max_search_nodes;
386 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
388 uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
389 uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
390 uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
391 uint32 npf_rail_station_penalty; ///< the penalty for station tiles
392 uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
393 uint32 npf_rail_curve_penalty; ///< the penalty for curves
394 uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
395 uint32 npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
396 uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
397 uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy
398 uint32 npf_water_curve_penalty; ///< the penalty for curves
399 uint32 npf_road_curve_penalty; ///< the penalty for curves
400 uint32 npf_crossing_penalty; ///< the penalty for level crossings
401 uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
402 uint32 npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
403 uint32 npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
406 /** Settings related to the yet another pathfinder. */
407 struct YAPFSettings {
408 bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
409 uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
410 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
411 bool ship_use_yapf; ///< use YAPF for ships
412 bool road_use_yapf; ///< use YAPF for road
413 bool rail_use_yapf; ///< use YAPF for rail
414 uint32 road_slope_penalty; ///< penalty for up-hill slope
415 uint32 road_curve_penalty; ///< penalty for curves
416 uint32 road_crossing_penalty; ///< penalty for level crossing
417 uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
418 uint32 road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
419 uint32 road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
420 bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
421 uint32 rail_firstred_penalty; ///< penalty for first red signal
422 uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
423 uint32 rail_lastred_penalty; ///< penalty for last red signal
424 uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
425 uint32 rail_station_penalty; ///< penalty for non-target station tile
426 uint32 rail_slope_penalty; ///< penalty for up-hill slope
427 uint32 rail_curve45_penalty; ///< penalty for curve
428 uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
429 uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
430 uint32 rail_crossing_penalty; ///< penalty for level crossing
431 uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
432 int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
433 int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
434 int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
435 uint32 rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
436 uint32 rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
437 uint32 rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
438 uint32 rail_doubleslip_penalty; ///< penalty for passing a double slip switch
440 uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train
441 uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
442 uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
443 uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
444 uint32 ship_curve45_penalty; ///< penalty for 45-deg curve for ships
445 uint32 ship_curve90_penalty; ///< penalty for 90-deg curve for ships
448 /** Settings related to all pathfinders. */
449 struct PathfinderSettings {
450 uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
451 uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
452 uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
453 bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
455 bool roadveh_queue; ///< buggy road vehicle queueing
456 bool forbid_90_deg; ///< forbid trains to make 90 deg turns
458 bool reverse_at_signals; ///< whether to reverse at signals at all
459 byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
460 byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
462 bool reserve_paths; ///< always reserve paths regardless of signal type.
463 byte wait_for_pbs_path; ///< how long to wait for a path reservation.
464 byte path_backoff_interval; ///< ticks between checks for a free path.
466 NPFSettings npf; ///< pathfinder settings for the new pathfinder
467 YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
470 /** Settings related to orders. */
471 struct OrderSettings {
472 bool improved_load; ///< improved loading algorithm
473 bool gradual_loading; ///< load vehicles gradually
474 bool selectgoods; ///< only send the goods to station if a train has been there
475 bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
476 bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
479 /** Settings related to vehicles. */
480 struct VehicleSettings {
481 uint8 max_train_length; ///< maximum length for trains
482 uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce
483 uint8 train_acceleration_model; ///< realistic acceleration for trains
484 uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles
485 uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
486 uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
487 bool wagon_speed_limits; ///< enable wagon speed limits
488 bool disable_elrails; ///< when true, the elrails are disabled
489 UnitID max_trains; ///< max trains in game per company
490 UnitID max_roadveh; ///< max trucks in game per company
491 UnitID max_aircraft; ///< max planes in game per company
492 UnitID max_ships; ///< max ships in game per company
493 uint8 plane_speed; ///< divisor for speed of aircraft
494 uint8 freight_trains; ///< value to multiply the weight of cargo by
495 bool dynamic_engines; ///< enable dynamic allocation of engine data
496 bool never_expire_vehicles; ///< never expire vehicles
497 byte extend_vehicle_life; ///< extend vehicle life by this many years
498 byte road_side; ///< the side of the road vehicles drive on
499 uint8 plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
502 /** Settings related to the economy. */
503 struct EconomySettings {
504 bool inflation; ///< disable inflation
505 bool bribe; ///< enable bribing the local authority
506 EconomyType type; ///< economy type (original/smooth/frozen)
507 bool allow_shares; ///< allow the buying/selling of shares
508 uint8 min_years_for_shares; ///< minimum age of a company for it to trade shares
509 uint8 feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
510 byte dist_local_authority; ///< distance for town local authority, default 20
511 bool exclusive_rights; ///< allow buying exclusive rights
512 bool fund_buildings; ///< allow funding new buildings
513 bool fund_roads; ///< allow funding local road reconstruction
514 bool give_money; ///< allow giving other companies money
515 bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
516 bool multiple_industry_per_town; ///< allow many industries of the same type per town
517 uint8 town_growth_rate; ///< town growth rate
518 uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
519 uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
520 TownLayout town_layout; ///< select town layout, @see TownLayout
521 TownCargoGenMode town_cargogen_mode; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
522 bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
523 TownFounding found_town; ///< town founding.
524 bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
525 uint16 town_noise_population[4]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
526 bool allow_town_level_crossings; ///< towns are allowed to build level crossings
527 bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
530 struct LinkGraphSettings {
531 uint16 recalc_time; ///< time (in days) for recalculating each link graph component.
532 uint16 recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
533 DistributionType distribution_pax; ///< distribution type for passengers
534 DistributionType distribution_mail; ///< distribution type for mail
535 DistributionType distribution_armoured; ///< distribution type for armoured cargo class
536 DistributionType distribution_default; ///< distribution type for all other goods
537 uint8 accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
538 uint8 demand_size; ///< influence of supply ("station size") on the demand function
539 uint8 demand_distance; ///< influence of distance between stations on the demand function
540 uint8 short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
542 inline DistributionType GetDistributionType(CargoID cargo) const {
543 if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
544 if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
545 if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
546 return this->distribution_default;
550 /** Settings related to stations. */
551 struct StationSettings {
552 bool modified_catchment; ///< different-size catchment areas
553 bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
554 bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
555 bool distant_join_stations; ///< allow to join non-adjacent stations
556 bool never_expire_airports; ///< never expire airports
557 byte station_spread; ///< amount a station may spread
560 /** Default settings for vehicles. */
561 struct VehicleDefaultSettings {
562 bool servint_ispercent; ///< service intervals are in percents
563 uint16 servint_trains; ///< service interval for trains
564 uint16 servint_roadveh; ///< service interval for road vehicles
565 uint16 servint_aircraft; ///< service interval for aircraft
566 uint16 servint_ships; ///< service interval for ships
569 /** Settings that can be set per company. */
570 struct CompanySettings {
571 bool engine_renew; ///< is autorenew enabled
572 int16 engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
573 uint32 engine_renew_money; ///< minimum amount of money before autorenew is used
574 bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
575 VehicleDefaultSettings vehicle; ///< default settings for vehicles
578 /** All settings together for the game. */
579 struct GameSettings {
580 DifficultySettings difficulty; ///< settings related to the difficulty
581 GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
582 ConstructionSettings construction; ///< construction of things in-game
583 AISettings ai; ///< what may the AI do?
584 ScriptSettings script; ///< settings for scripts
585 class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
586 class GameConfig *game_config; ///< settings for gamescript
587 PathfinderSettings pf; ///< settings for all pathfinders
588 OrderSettings order; ///< settings related to orders
589 VehicleSettings vehicle; ///< options for vehicles
590 EconomySettings economy; ///< settings to change the economy
591 LinkGraphSettings linkgraph; ///< settings for link graph calculations
592 StationSettings station; ///< settings related to station management
593 LocaleSettings locale; ///< settings related to used currency/unit system in the current game
596 /** All settings that are only important for the local client. */
597 struct ClientSettings {
598 GUISettings gui; ///< settings related to the GUI
599 NetworkSettings network; ///< settings related to the network
600 CompanySettings company; ///< default values for per-company settings
601 SoundSettings sound; ///< sound effect settings
602 MusicSettings music; ///< settings related to music/sound
603 NewsSettings news_display; ///< news display settings.
606 /** The current settings for this game. */
607 extern ClientSettings _settings_client;
609 /** The current settings for this game. */
610 extern GameSettings _settings_game;
612 /** The settings values that are used for new games and/or modified in config file. */
613 extern GameSettings _settings_newgame;
615 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
616 extern VehicleDefaultSettings _old_vds;
619 * Get the settings-object applicable for the current situation: the newgame settings
620 * when we're in the main menu and otherwise the settings of the current game.
622 static inline GameSettings &GetGameSettings()
624 return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
627 #endif /* SETTINGS_TYPE_H */