Codechange: Use cached town, station, industry names for list window sorting
[openttd-github.git] / src / settings_type.h
blobfdb2b0f862d6f55de91be57bf2bc24135811e11e
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 "town_type.h"
15 #include "transport_type.h"
16 #include "network/core/config.h"
17 #include "company_type.h"
18 #include "cargotype.h"
19 #include "linkgraph/linkgraph_type.h"
20 #include "zoom_type.h"
21 #include "openttd.h"
24 /** Settings profiles and highscore tables. */
25 enum SettingsProfile {
26 SP_BEGIN = 0,
27 SP_EASY = SP_BEGIN, ///< Easy difficulty.
28 SP_MEDIUM, ///< Medium difficulty.
29 SP_HARD, ///< Hard difficulty.
31 SP_END, ///< End of setting profiles.
33 SP_CUSTOM = SP_END, ///< No profile, special "custom" highscore.
34 SP_SAVED_HIGHSCORE_END, ///< End of saved highscore tables.
36 SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END, ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
37 SP_HIGHSCORE_END, ///< End of highscore tables.
40 /** Available industry map generation densities. */
41 enum IndustryDensity {
42 ID_FUND_ONLY, ///< The game does not build industries.
43 ID_MINIMAL, ///< Start with just the industries that must be present.
44 ID_VERY_LOW, ///< Very few industries at game start.
45 ID_LOW, ///< Few industries at game start.
46 ID_NORMAL, ///< Normal amount of industries at game start.
47 ID_HIGH, ///< Many industries at game start.
49 ID_END, ///< Number of industry density settings.
52 /** Settings related to the difficulty of the game */
53 struct DifficultySettings {
54 byte max_no_competitors; ///< the number of competitors (AIs)
55 byte number_towns; ///< the amount of towns
56 byte industry_density; ///< The industry density. @see IndustryDensity
57 uint32 max_loan; ///< the maximum initial loan
58 byte initial_interest; ///< amount of interest (to pay over the loan)
59 byte vehicle_costs; ///< amount of money spent on vehicle running cost
60 byte competitor_speed; ///< the speed at which the AI builds
61 byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
62 byte subsidy_multiplier; ///< amount of subsidy
63 byte construction_cost; ///< how expensive is building
64 byte terrain_type; ///< the mountainousness of the landscape
65 byte quantity_sea_lakes; ///< the amount of seas/lakes
66 bool economy; ///< how volatile is the economy
67 bool line_reverse_mode; ///< reversing at stations or not
68 bool disasters; ///< are disasters enabled
69 byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
72 /** Settings relating to viewport/smallmap scrolling. */
73 enum ViewportScrollMode {
74 VSM_VIEWPORT_RMB_FIXED, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
75 VSM_MAP_RMB_FIXED, ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
76 VSM_MAP_RMB, ///< Map moves with mouse movement on holding right mouse button, cursor moves.
77 VSM_MAP_LMB, ///< Map moves with mouse movement on holding left mouse button, cursor moves.
78 VSM_END, ///< Number of scroll mode settings.
81 /** Settings related to the GUI and other stuff that is not saved in the savegame. */
82 struct GUISettings {
83 bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
84 bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
85 uint8 order_review_system; ///< perform order reviews on vehicles
86 bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
87 bool show_finances; ///< show finances at end of year
88 bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
89 bool new_nonstop; ///< ttdpatch compatible nonstop handling
90 uint8 stop_location; ///< what is the default stop location of trains?
91 uint8 auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
92 byte errmsg_duration; ///< duration of error message
93 uint16 hover_delay_ms; ///< time required to activate a hover event, in milliseconds
94 bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
95 uint8 smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
96 uint8 scroll_mode; ///< viewport scroll mode
97 bool smooth_scroll; ///< smooth scroll viewports
98 bool measure_tooltip; ///< show a permanent tooltip when dragging tools
99 byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
100 bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
101 uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
102 uint8 loading_indicators; ///< show loading indicators
103 uint8 default_rail_type; ///< the default rail type for the rail GUI
104 uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
105 uint8 statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
106 uint8 window_snap_radius; ///< windows snap at each other if closer than this
107 uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
108 ZoomLevel zoom_min; ///< minimum zoom out level
109 ZoomLevel zoom_max; ///< maximum zoom out level
110 bool disable_unsuitable_building; ///< disable infrastructure building when no suitable vehicles are available
111 byte autosave; ///< how often should we do autosaves?
112 bool threaded_saves; ///< should we do threaded saves?
113 bool keep_all_autosave; ///< name the autosave in a different way
114 bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
115 bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
116 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)
117 byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
118 bool population_in_label; ///< show the population of a town in his label?
119 uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
120 uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
121 uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
122 bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
123 bool right_mouse_wnd_close; ///< close window with right click
124 bool pause_on_newgame; ///< whether to start new games paused or not
125 bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
126 Year coloured_news_year; ///< when does newspaper become coloured?
127 bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
128 bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
129 bool auto_euro; ///< automatically switch to euro in 2002
130 byte drag_signals_density; ///< many signals density
131 bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
132 Year semaphore_build_before; ///< build semaphore signals automatically before this year
133 byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
134 bool show_track_reservation; ///< highlight reserved tracks.
135 uint8 default_signal_type; ///< the signal type to build by default.
136 uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
137 byte station_numtracks; ///< the number of platforms to default on for rail stations
138 byte station_platlength; ///< the platform length, in tiles, for rail stations
139 bool station_dragdrop; ///< whether drag and drop is enabled for stations
140 bool station_show_coverage; ///< whether to highlight coverage area
141 bool persistent_buildingtools; ///< keep the building tools active after usage
142 bool expenses_layout; ///< layout of expenses window
143 uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
144 byte missing_strings_threshold; ///< the number of missing strings before showing the warning
145 uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
146 uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
147 byte starting_colour; ///< default color scheme for the company to start a new game with
148 bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
150 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.
151 uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
153 uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
154 uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
155 uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
156 uint16 network_chat_box_width_pct; ///< width of the chat box in percent
157 uint8 network_chat_box_height; ///< height of the chat box in lines
158 uint16 network_chat_timeout; ///< timeout of chat messages in seconds
160 uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
161 bool show_date_in_logs; ///< whether to show dates in console logs
162 bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
163 bool ai_developer_tools; ///< activate AI developer tools
164 bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
165 uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
166 bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
167 uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
170 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
171 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
173 bool UserIsAllowedToChangeNewGRFs() const
175 return this->scenario_developer || this->newgrf_developer_tools;
179 /** Settings related to sound effects. */
180 struct SoundSettings {
181 bool news_ticker; ///< Play a ticker sound when a news item is published.
182 bool news_full; ///< Play sound effects associated to certain news types.
183 bool new_year; ///< Play sound on new year, summarising the performance during the last year.
184 bool confirm; ///< Play sound effect on successful constructions or other actions.
185 bool click_beep; ///< Beep on a random selection of buttons.
186 bool disaster; ///< Play disaster and accident sounds.
187 bool vehicle; ///< Play vehicle sound effects.
188 bool ambient; ///< Play ambient, industry and town sounds.
191 /** Settings related to music. */
192 struct MusicSettings {
193 byte playlist; ///< The playlist (number) to play
194 byte music_vol; ///< The requested music volume
195 byte effect_vol; ///< The requested effects volume
196 byte custom_1[33]; ///< The order of the first custom playlist
197 byte custom_2[33]; ///< The order of the second custom playlist
198 bool playing; ///< Whether music is playing
199 bool shuffle; ///< Whether to shuffle the music
202 /** Settings related to currency/unit systems. */
203 struct LocaleSettings {
204 byte currency; ///< currency we currently use
205 byte units_velocity; ///< unit system for velocity
206 byte units_power; ///< unit system for power
207 byte units_weight; ///< unit system for weight
208 byte units_volume; ///< unit system for volume
209 byte units_force; ///< unit system for force
210 byte units_height; ///< unit system for height
211 char *digit_group_separator; ///< thousand separator for non-currencies
212 char *digit_group_separator_currency; ///< thousand separator for currencies
213 char *digit_decimal_separator; ///< decimal separator
216 /** Settings related to news */
217 struct NewsSettings {
218 uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
219 uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
220 uint8 accident; ///< NewsDisplay of accidents that occur
221 uint8 company_info; ///< NewsDisplay of general company information
222 uint8 open; ///< NewsDisplay on new industry constructions
223 uint8 close; ///< NewsDisplay about closing industries
224 uint8 economy; ///< NewsDisplay on economical changes
225 uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
226 uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
227 uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
228 uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
229 uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
230 uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
231 uint8 subsidies; ///< NewsDisplay of changes on subsidies
232 uint8 general; ///< NewsDisplay of other topics
235 /** All settings related to the network. */
236 struct NetworkSettings {
237 uint16 sync_freq; ///< how often do we check whether we are still in-sync
238 uint8 frame_freq; ///< how often do we send commands to the clients
239 uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
240 uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
241 uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
242 uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
243 uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
244 uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
245 uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
246 uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
247 uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
248 bool pause_on_join; ///< pause the game when people join
249 uint16 server_port; ///< port the server listens on
250 uint16 server_admin_port; ///< port the server listens on for the admin network
251 bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
252 char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
253 char server_password[NETWORK_PASSWORD_LENGTH]; ///< password for joining this server
254 char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< password for rconsole (server side)
255 char admin_password[NETWORK_PASSWORD_LENGTH]; ///< password for the admin network
256 bool server_advertise; ///< advertise the server to the masterserver
257 uint8 lan_internet; ///< search on the LAN or internet for servers
258 char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
259 char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
260 char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
261 char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
262 bool autoclean_companies; ///< automatically remove companies that are not in use
263 uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
264 uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
265 uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
266 uint8 max_companies; ///< maximum amount of companies
267 uint8 max_clients; ///< maximum amount of clients
268 uint8 max_spectators; ///< maximum amount of spectators
269 Year restart_game_year; ///< year the server restarts
270 uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
271 uint8 server_lang; ///< language of the server
272 bool reload_cfg; ///< reload the config file before restarting
273 char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
274 uint16 last_port; ///< port of the last joined server
275 bool no_http_content_downloads; ///< do not do content downloads over HTTP
278 /** Settings related to the creation of games. */
279 struct GameCreationSettings {
280 uint32 generation_seed; ///< noise seed for world generation
281 Year starting_year; ///< starting date
282 Year ending_year; ///< scoring end date
283 uint8 map_x; ///< X size of map
284 uint8 map_y; ///< Y size of map
285 byte land_generator; ///< the landscape generator
286 byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
287 byte snow_line_height; ///< the configured snow line height
288 byte tgen_smoothness; ///< how rough is the terrain from 0-3
289 byte tree_placer; ///< the tree placer algorithm
290 byte heightmap_rotation; ///< rotation director for the heightmap
291 byte se_flat_world_height; ///< land height a flat world gets in SE
292 byte town_name; ///< the town name generator used for town names
293 byte landscape; ///< the landscape we're currently in
294 byte water_borders; ///< bitset of the borders that are water
295 uint16 custom_town_number; ///< manually entered number of towns
296 byte variety; ///< variety level applied to TGP
297 byte custom_sea_level; ///< manually entered percentage of water in the map
298 byte min_river_length; ///< the minimum river length
299 byte river_route_random; ///< the amount of randomicity for the route finding
300 byte amount_of_rivers; ///< the amount of rivers
303 /** Settings related to construction in-game */
304 struct ConstructionSettings {
305 uint8 max_heightlevel; ///< maximum allowed heightlevel
306 bool build_on_slopes; ///< allow building on slopes
307 bool autoslope; ///< allow terraforming under things
308 uint16 max_bridge_length; ///< maximum length of bridges
309 byte max_bridge_height; ///< maximum height of bridges
310 uint16 max_tunnel_length; ///< maximum length of tunnels
311 byte train_signal_side; ///< show signals on left / driving / right side
312 bool extra_dynamite; ///< extra dynamite
313 bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
314 bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
315 uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
316 uint8 industry_platform; ///< the amount of flat land around an industry
317 bool freeform_edges; ///< allow terraforming the tiles at the map edges
318 uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
319 uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
321 uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
322 uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
323 uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
324 uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
325 uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
326 uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
329 /** Settings related to the AI. */
330 struct AISettings {
331 bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
332 bool ai_disable_veh_train; ///< disable types for AI
333 bool ai_disable_veh_roadveh; ///< disable types for AI
334 bool ai_disable_veh_aircraft; ///< disable types for AI
335 bool ai_disable_veh_ship; ///< disable types for AI
338 /** Settings related to scripts. */
339 struct ScriptSettings {
340 uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
341 uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
342 uint32 script_max_memory_megabytes; ///< limit on memory a single script instance may have allocated
345 /** Settings related to the new pathfinder. */
346 struct NPFSettings {
348 * The maximum amount of search nodes a single NPF run should take. This
349 * limit should make sure performance stays at acceptable levels at the cost
350 * of not being perfect anymore.
352 uint32 npf_max_search_nodes;
353 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
355 uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
356 uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
357 uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
358 uint32 npf_rail_station_penalty; ///< the penalty for station tiles
359 uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
360 uint32 npf_rail_curve_penalty; ///< the penalty for curves
361 uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
362 uint32 npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
363 uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
364 uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy
365 uint32 npf_water_curve_penalty; ///< the penalty for curves
366 uint32 npf_road_curve_penalty; ///< the penalty for curves
367 uint32 npf_crossing_penalty; ///< the penalty for level crossings
368 uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
369 uint32 npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
370 uint32 npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
373 /** Settings related to the yet another pathfinder. */
374 struct YAPFSettings {
375 bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
376 uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
377 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
378 bool ship_use_yapf; ///< use YAPF for ships
379 bool road_use_yapf; ///< use YAPF for road
380 bool rail_use_yapf; ///< use YAPF for rail
381 uint32 road_slope_penalty; ///< penalty for up-hill slope
382 uint32 road_curve_penalty; ///< penalty for curves
383 uint32 road_crossing_penalty; ///< penalty for level crossing
384 uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
385 uint32 road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
386 uint32 road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
387 bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
388 uint32 rail_firstred_penalty; ///< penalty for first red signal
389 uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
390 uint32 rail_lastred_penalty; ///< penalty for last red signal
391 uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
392 uint32 rail_station_penalty; ///< penalty for non-target station tile
393 uint32 rail_slope_penalty; ///< penalty for up-hill slope
394 uint32 rail_curve45_penalty; ///< penalty for curve
395 uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
396 uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
397 uint32 rail_crossing_penalty; ///< penalty for level crossing
398 uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
399 int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
400 int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
401 int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
402 uint32 rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
403 uint32 rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
404 uint32 rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
405 uint32 rail_doubleslip_penalty; ///< penalty for passing a double slip switch
407 uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train
408 uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
409 uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
410 uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
411 uint32 ship_curve45_penalty; ///< penalty for 45-deg curve for ships
412 uint32 ship_curve90_penalty; ///< penalty for 90-deg curve for ships
415 /** Settings related to all pathfinders. */
416 struct PathfinderSettings {
417 uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
418 uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
419 uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
420 bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
422 bool roadveh_queue; ///< buggy road vehicle queueing
423 bool forbid_90_deg; ///< forbid trains to make 90 deg turns
425 bool reverse_at_signals; ///< whether to reverse at signals at all
426 byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
427 byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
429 bool reserve_paths; ///< always reserve paths regardless of signal type.
430 byte wait_for_pbs_path; ///< how long to wait for a path reservation.
431 byte path_backoff_interval; ///< ticks between checks for a free path.
433 NPFSettings npf; ///< pathfinder settings for the new pathfinder
434 YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
437 /** Settings related to orders. */
438 struct OrderSettings {
439 bool improved_load; ///< improved loading algorithm
440 bool gradual_loading; ///< load vehicles gradually
441 bool selectgoods; ///< only send the goods to station if a train has been there
442 bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
443 bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
446 /** Settings related to vehicles. */
447 struct VehicleSettings {
448 uint8 max_train_length; ///< maximum length for trains
449 uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce
450 uint8 train_acceleration_model; ///< realistic acceleration for trains
451 uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles
452 uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
453 uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
454 bool wagon_speed_limits; ///< enable wagon speed limits
455 bool disable_elrails; ///< when true, the elrails are disabled
456 UnitID max_trains; ///< max trains in game per company
457 UnitID max_roadveh; ///< max trucks in game per company
458 UnitID max_aircraft; ///< max planes in game per company
459 UnitID max_ships; ///< max ships in game per company
460 uint8 plane_speed; ///< divisor for speed of aircraft
461 uint8 freight_trains; ///< value to multiply the weight of cargo by
462 bool dynamic_engines; ///< enable dynamic allocation of engine data
463 bool never_expire_vehicles; ///< never expire vehicles
464 byte extend_vehicle_life; ///< extend vehicle life by this many years
465 byte road_side; ///< the side of the road vehicles drive on
466 uint8 plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
469 /** Settings related to the economy. */
470 struct EconomySettings {
471 bool inflation; ///< disable inflation
472 bool bribe; ///< enable bribing the local authority
473 bool smooth_economy; ///< smooth economy
474 bool allow_shares; ///< allow the buying/selling of shares
475 uint8 min_years_for_shares; ///< minimum age of a company for it to trade shares
476 uint8 feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
477 byte dist_local_authority; ///< distance for town local authority, default 20
478 bool exclusive_rights; ///< allow buying exclusive rights
479 bool fund_buildings; ///< allow funding new buildings
480 bool fund_roads; ///< allow funding local road reconstruction
481 bool give_money; ///< allow giving other companies money
482 bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
483 bool multiple_industry_per_town; ///< allow many industries of the same type per town
484 uint8 town_growth_rate; ///< town growth rate
485 uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
486 uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
487 TownLayout town_layout; ///< select town layout, @see TownLayout
488 TownCargoGenMode town_cargogen_mode; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
489 bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
490 TownFounding found_town; ///< town founding.
491 bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
492 uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
493 bool allow_town_level_crossings; ///< towns are allowed to build level crossings
494 bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
497 struct LinkGraphSettings {
498 uint16 recalc_time; ///< time (in days) for recalculating each link graph component.
499 uint16 recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
500 DistributionType distribution_pax; ///< distribution type for passengers
501 DistributionType distribution_mail; ///< distribution type for mail
502 DistributionType distribution_armoured; ///< distribution type for armoured cargo class
503 DistributionType distribution_default; ///< distribution type for all other goods
504 uint8 accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
505 uint8 demand_size; ///< influence of supply ("station size") on the demand function
506 uint8 demand_distance; ///< influence of distance between stations on the demand function
507 uint8 short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
509 inline DistributionType GetDistributionType(CargoID cargo) const {
510 if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
511 if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
512 if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
513 return this->distribution_default;
517 /** Settings related to stations. */
518 struct StationSettings {
519 bool modified_catchment; ///< different-size catchment areas
520 bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
521 bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
522 bool distant_join_stations; ///< allow to join non-adjacent stations
523 bool never_expire_airports; ///< never expire airports
524 byte station_spread; ///< amount a station may spread
527 /** Default settings for vehicles. */
528 struct VehicleDefaultSettings {
529 bool servint_ispercent; ///< service intervals are in percents
530 uint16 servint_trains; ///< service interval for trains
531 uint16 servint_roadveh; ///< service interval for road vehicles
532 uint16 servint_aircraft; ///< service interval for aircraft
533 uint16 servint_ships; ///< service interval for ships
536 /** Settings that can be set per company. */
537 struct CompanySettings {
538 bool engine_renew; ///< is autorenew enabled
539 int16 engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
540 uint32 engine_renew_money; ///< minimum amount of money before autorenew is used
541 bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
542 VehicleDefaultSettings vehicle; ///< default settings for vehicles
545 /** All settings together for the game. */
546 struct GameSettings {
547 DifficultySettings difficulty; ///< settings related to the difficulty
548 GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
549 ConstructionSettings construction; ///< construction of things in-game
550 AISettings ai; ///< what may the AI do?
551 ScriptSettings script; ///< settings for scripts
552 class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
553 class GameConfig *game_config; ///< settings for gamescript
554 PathfinderSettings pf; ///< settings for all pathfinders
555 OrderSettings order; ///< settings related to orders
556 VehicleSettings vehicle; ///< options for vehicles
557 EconomySettings economy; ///< settings to change the economy
558 LinkGraphSettings linkgraph; ///< settings for link graph calculations
559 StationSettings station; ///< settings related to station management
560 LocaleSettings locale; ///< settings related to used currency/unit system in the current game
563 /** All settings that are only important for the local client. */
564 struct ClientSettings {
565 GUISettings gui; ///< settings related to the GUI
566 NetworkSettings network; ///< settings related to the network
567 CompanySettings company; ///< default values for per-company settings
568 SoundSettings sound; ///< sound effect settings
569 MusicSettings music; ///< settings related to music/sound
570 NewsSettings news_display; ///< news display settings.
573 /** The current settings for this game. */
574 extern ClientSettings _settings_client;
576 /** The current settings for this game. */
577 extern GameSettings _settings_game;
579 /** The settings values that are used for new games and/or modified in config file. */
580 extern GameSettings _settings_newgame;
582 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
583 extern VehicleDefaultSettings _old_vds;
586 * Get the settings-object applicable for the current situation: the newgame settings
587 * when we're in the main menu and otherwise the settings of the current game.
589 static inline GameSettings &GetGameSettings()
591 return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
594 #endif /* SETTINGS_TYPE_H */