Rework the way the ReinitSeparation command is called. The old way was way too danger...
[openttd-joker.git] / src / settings_type.h
blobe524c17d250627a8c10d29e8731440158ec378f4
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 */
10 /** @file settings_type.h Types related to global configuration settings. */
12 #ifndef SETTINGS_TYPE_H
13 #define SETTINGS_TYPE_H
15 #include "date_type.h"
16 #include "town_type.h"
17 #include "transport_type.h"
18 #include "network/core/config.h"
19 #include "company_type.h"
20 #include "cargotype.h"
21 #include "linkgraph/linkgraph_type.h"
22 #include "zoom_type.h"
23 #include "openttd.h"
26 /** Settings profiles and highscore tables. */
27 enum SettingsProfile {
28 SP_BEGIN = 0,
29 SP_EASY = SP_BEGIN, ///< Easy difficulty.
30 SP_MEDIUM, ///< Medium difficulty.
31 SP_HARD, ///< Hard difficulty.
33 SP_END, ///< End of setting profiles.
35 SP_CUSTOM = SP_END, ///< No profile, special "custom" highscore.
36 SP_SAVED_HIGHSCORE_END, ///< End of saved highscore tables.
38 SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END, ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
39 SP_HIGHSCORE_END, ///< End of highscore tables.
42 /** Available industry map generation densities. */
43 enum IndustryDensity {
44 ID_FUND_ONLY, ///< The game does not build industries.
45 ID_MINIMAL, ///< Start with just the industries that must be present.
46 ID_VERY_LOW, ///< Very few industries at game start.
47 ID_LOW, ///< Few industries at game start.
48 ID_NORMAL, ///< Normal amount of industries at game start.
49 ID_HIGH, ///< Many industries at game start.
51 ID_END, ///< Number of industry density settings.
54 /** Settings related to the difficulty of the game */
55 struct DifficultySettings {
56 byte max_no_competitors; ///< the number of competitors (AIs)
57 byte number_towns; ///< the amount of towns
58 byte industry_density; ///< The industry density. @see IndustryDensity
59 uint32 max_loan; ///< the maximum initial loan
60 byte initial_interest; ///< amount of interest (to pay over the loan)
61 byte vehicle_costs; ///< amount of money spent on vehicle running cost
62 byte competitor_speed; ///< the speed at which the AI builds
63 byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
64 byte subsidy_multiplier; ///< amount of subsidy
65 byte construction_cost; ///< how expensive is building
66 byte terrain_type; ///< the mountainousness of the landscape
67 byte quantity_sea_lakes; ///< the amount of seas/lakes
68 bool economy; ///< how volatile is the economy
69 bool line_reverse_mode; ///< reversing at stations or not
70 bool disasters; ///< are disasters enabled
71 byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
74 /** Settings related to the GUI and other stuff that is not saved in the savegame. */
75 struct GUISettings {
76 bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
77 bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
78 uint8 order_review_system; ///< perform order reviews on vehicles
79 bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
80 bool show_finances; ///< show finances at end of year
81 uint8 specific_group_name; ///< use station or town names for specific group names
82 bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
83 bool new_nonstop; ///< ttdpatch compatible nonstop handling
84 uint8 stop_location; ///< what is the default stop location of trains?
85 uint8 auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
86 byte errmsg_duration; ///< duration of error message
87 uint16 hover_delay_ms; ///< time required to activate a hover event, in milliseconds
88 bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
89 uint8 smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
90 bool reverse_scroll; ///< right-Click-Scrolling scrolls in the opposite direction
91 bool smooth_scroll; ///< smooth scroll viewports
92 bool measure_tooltip; ///< show a permanent tooltip when dragging tools
93 byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
94 bool prefer_teamchat; ///< choose the chat message target with <ENTER>, true=all clients, false=your team
95 bool advanced_train_purchase_window; ///< use the advanced train purchase window
96 uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
97 uint8 loading_indicators; ///< show loading indicators
98 uint8 default_rail_type; ///< the default rail type for the rail GUI
99 uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
100 uint8 statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
101 uint8 window_snap_radius; ///< windows snap at each other if closer than this
102 uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
103 ZoomLevelByte zoom_min; ///< minimum zoom out level
104 ZoomLevelByte zoom_max; ///< maximum zoom out level
105 bool disable_unsuitable_building; ///< disable infrastructure building when no suitable vehicles are available
106 byte autosave; ///< how often should we do autosaves?
107 bool threaded_saves; ///< should we do threaded saves?
108 bool keep_all_autosave; ///< name the autosave in a different way
109 bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
110 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)
111 byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
112 bool population_in_label; ///< show the population of a town in his label?
113 uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
114 uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
115 uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
116 bool viewport_map_scan_surroundings; ///< look for the most important tile in surroundings
117 bool show_slopes_on_viewport_map; ///< use slope orientation to render the ground
118 uint32 default_viewport_map_mode; ///< the mode to use by default when a viewport is in map mode, 0=owner, 1=industry, 2=vegetation
119 uint32 action_when_viewport_map_is_dblclicked; ///< what to do when a doubleclick occurs on the viewport map
120 uint32 show_scrolling_viewport_on_map; ///< when a no map viewport is scrolled, its location is marked on the other map viewports
121 bool show_bridges_on_map; ///< bridges are rendered on a viewport in map mode
122 bool show_tunnels_on_map; ///< tunnels are rendered on a viewport in map mode
123 uint32 show_vehicle_route; ///< show a vehicle's route when its orders/timetable window is focused
124 uint32 dash_level_of_route_lines; ///< the dash level passed to GfxDrawLine() (plain if 0)
125 bool use_owner_colour_for_tunnelbridge;///< bridges and tunnels are rendered with their owner's colour
126 bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
127 uint8 max_departures; ///< maximum number of departures to show per station
128 uint16 departure_calc_frequency; ///< how often to calculate departures (in ticks)
129 bool departure_show_vehicle; ///< whether to show vehicle names with departures
130 bool departure_show_group; ///< whether to show group names with departures
131 bool departure_show_company; ///< whether to show company names with departures
132 bool departure_show_vehicle_type; ///< whether to show vehicle type icons with departures
133 bool departure_show_vehicle_color; ///< whether to show vehicle type icons in silver instead of orange
134 bool departure_larger_font; ///< whether to show the calling at list in a larger font
135 bool departure_always_scroll; ///< whether to always scroll the calling at list
136 bool departure_destination_type; ///< whether to show destination types for ports and airports
137 bool departure_show_both; ///< whether to show departure and arrival times on the same line
138 bool departure_only_passengers; ///< whether to only show passenger services
139 bool departure_smart_terminus; ///< don't show termini that can be reached sooner on a later vehicle
140 uint8 departure_conditionals; ///< how to handle conditional orders
141 bool departure_show_all_stops; ///< whether to show stops regardless of loading/unloading done at them
142 bool departure_merge_identical; ///< whether to merge identical departures
143 bool left_mouse_btn_scrolling; ///< left mouse button scroll
144 bool right_mouse_wnd_close; ///< close window with right click
145 bool pause_on_newgame; ///< whether to start new games paused or not
146 bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
147 Year coloured_news_year; ///< when does newspaper become coloured?
148 bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
149 uint8 ticks_per_minute; ///< How long a minute is in tricks (Purely for UI. Not used for actual timetabling)
150 bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
151 bool auto_euro; ///< automatically switch to euro in 2002
152 byte drag_signals_density; ///< many signals density
153 bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
154 Year semaphore_build_before; ///< build semaphore signals automatically before this year
155 byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
156 bool show_track_reservation; ///< highlight reserved tracks.
157 bool show_track_overgrowth; ///< show track age by overgrowing grass.
158 uint8 default_signal_type; ///< the signal type to build by default.
159 uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
160 byte station_numtracks; ///< the number of platforms to default on for rail stations
161 byte station_platlength; ///< the platform length, in tiles, for rail stations
162 bool station_dragdrop; ///< whether drag and drop is enabled for stations
163 bool station_show_coverage; ///< whether to highlight coverage area
164 bool persistent_buildingtools; ///< keep the building tools active after usage
165 bool expenses_layout; ///< layout of expenses window
166 uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
167 byte missing_strings_threshold; ///< the number of missing strings before showing the warning
168 uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
169 uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
170 bool show_vehicle_route_steps; ///< when a window related to a specific vehicle is focused, show route steps
172 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.
173 uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
175 uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
176 uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
177 uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
178 #ifdef ENABLE_NETWORK
179 uint16 network_chat_box_width_pct; ///< width of the chat box in percent
180 uint8 network_chat_box_height; ///< height of the chat box in lines
181 uint16 network_chat_timeout; ///< timeout of chat messages in seconds
182 #endif
184 uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
185 bool show_date_in_logs; ///< whether to show dates in console logs
186 bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
187 bool ai_developer_tools; ///< activate AI developer tools
188 bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
189 uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
190 bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
191 uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
194 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
195 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
197 bool UserIsAllowedToChangeNewGRFs() const
199 return this->scenario_developer || this->newgrf_developer_tools;
203 /** Settings related to sound effects. */
204 struct SoundSettings {
205 bool news_ticker; ///< Play a ticker sound when a news item is published.
206 bool news_full; ///< Play sound effects associated to certain news types.
207 bool new_year; ///< Play sound on new year, summarising the performance during the last year.
208 bool confirm; ///< Play sound effect on succesful constructions or other actions.
209 bool click_beep; ///< Beep on a random selection of buttons.
210 bool disaster; ///< Play disaster and accident sounds.
211 bool vehicle; ///< Play vehicle sound effects.
212 bool ambient; ///< Play ambient, industry and town sounds.
215 /** Settings related to music. */
216 struct MusicSettings {
217 byte playlist; ///< The playlist (number) to play
218 byte music_vol; ///< The requested music volume
219 byte effect_vol; ///< The requested effects volume
220 byte custom_1[33]; ///< The order of the first custom playlist
221 byte custom_2[33]; ///< The order of the second custom playlist
222 bool playing; ///< Whether music is playing
223 bool shuffle; ///< Whether to shuffle the music
226 /** Settings related to currency/unit systems. */
227 struct LocaleSettings {
228 byte currency; ///< currency we currently use
229 byte units_velocity; ///< unit system for velocity
230 byte units_power; ///< unit system for power
231 byte units_weight; ///< unit system for weight
232 byte units_volume; ///< unit system for volume
233 byte units_force; ///< unit system for force
234 byte units_height; ///< unit system for height
235 char *digit_group_separator; ///< thousand separator for non-currencies
236 char *digit_group_separator_currency; ///< thousand separator for currencies
237 char *digit_decimal_separator; ///< decimal separator
240 /** Settings related to news */
241 struct NewsSettings {
242 uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
243 uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
244 uint8 accident; ///< NewsDisplay of accidents that occur
245 uint8 company_info; ///< NewsDisplay of general company information
246 uint8 open; ///< NewsDisplay on new industry constructions
247 uint8 close; ///< NewsDisplay about closing industries
248 uint8 economy; ///< NewsDisplay on economical changes
249 uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
250 uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
251 uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
252 uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
253 uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
254 uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
255 uint8 subsidies; ///< NewsDisplay of changes on subsidies
256 uint8 general; ///< NewsDisplay of other topics
259 /** All settings related to the network. */
260 struct NetworkSettings {
261 #ifdef ENABLE_NETWORK
262 uint16 sync_freq; ///< how often do we check whether we are still in-sync
263 uint8 frame_freq; ///< how often do we send commands to the clients
264 uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
265 uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
266 uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
267 uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
268 uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
269 uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
270 uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
271 uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
272 uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
273 bool pause_on_join; ///< pause the game when people join
274 uint16 server_port; ///< port the server listens on
275 uint16 server_admin_port; ///< port the server listens on for the admin network
276 bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
277 char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
278 char server_password[NETWORK_PASSWORD_LENGTH]; ///< password for joining this server
279 char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< password for rconsole (server side)
280 char admin_password[NETWORK_PASSWORD_LENGTH]; ///< password for the admin network
281 bool server_advertise; ///< advertise the server to the masterserver
282 uint8 lan_internet; ///< search on the LAN or internet for servers
283 char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
284 char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
285 char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
286 char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
287 bool autoclean_companies; ///< automatically remove companies that are not in use
288 uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
289 uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
290 uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
291 uint8 max_companies; ///< maximum amount of companies
292 uint8 max_clients; ///< maximum amount of clients
293 uint8 max_spectators; ///< maximum amount of spectators
294 Year restart_game_year; ///< year the server restarts
295 uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
296 uint8 server_lang; ///< language of the server
297 bool reload_cfg; ///< reload the config file before restarting
298 char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
299 uint16 last_port; ///< port of the last joined server
300 bool no_http_content_downloads; ///< do not do content downloads over HTTP
301 #else /* ENABLE_NETWORK */
302 #endif
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 uint8 map_x; ///< X size of map
310 uint8 map_y; ///< Y size of map
311 byte land_generator; ///< the landscape generator
312 byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
313 byte snow_line_height; ///< the configured snow line height
314 byte tree_line_height; ///< the configured tree line height
315 byte desert_amount; ///< A number 0-15 that configured amount of desert.
316 byte tgen_smoothness; ///< how rough is the terrain from 0-3
317 byte tree_placer; ///< the tree placer algorithm
318 byte heightmap_rotation; ///< rotation director for the heightmap
319 byte se_flat_world_height; ///< land height a flat world gets in SE
320 byte town_name; ///< the town name generator used for town names
321 byte landscape; ///< the landscape we're currently in
322 byte water_borders; ///< bitset of the borders that are water
323 uint16 custom_town_number; ///< manually entered number of towns
324 byte variety; ///< variety level applied to TGP
325 byte custom_sea_level; ///< manually entered percentage of water in the map
326 byte min_river_length; ///< the minimum river length
327 byte river_route_random; ///< the amount of randomicity for the route finding
328 byte amount_of_rivers; ///< the amount of rivers
329 uint8 build_public_roads; ///< build public roads connecting towns (none, with curves, avoiding curves)
332 /** Settings related to construction in-game */
333 struct ConstructionSettings {
334 uint8 max_heightlevel; ///< maximum allowed heightlevel
335 bool build_on_slopes; ///< allow building on slopes
336 bool autoslope; ///< allow terraforming under things
337 uint16 max_bridge_length; ///< maximum length of bridges
338 byte max_bridge_height; ///< maximum height of bridges
339 uint16 max_tunnel_length; ///< maximum length of tunnels
340 byte train_signal_side; ///< show signals on left / driving / right side
341 bool extra_dynamite; ///< extra dynamite
342 bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
343 bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
344 uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
345 uint8 industry_platform; ///< the amount of flat land around an industry
346 bool freeform_edges; ///< allow terraforming the tiles at the map edges
347 uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
348 uint8 tree_growth_rate; ///< tree growth rate
349 uint8 trees_around_snow_line_range; ///< range around treeline (formerly snowline) for thinning out forest.
350 uint32 no_trees_on_this_level; ///< (Outdated)
351 bool trees_around_snow_line_enabled; ///< (Outdated)
352 uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
353 byte simulated_wormhole_signals; ///< simulate signals in tunnel
354 uint8 road_custom_bridge_heads; ///< allow construction of road custom bridge heads
355 bool chunnel; ///< allow construction of tunnels under water
357 uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
358 uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
359 uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
360 uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
361 uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
362 uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
365 /** Settings related to the AI. */
366 struct AISettings {
367 bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
368 bool ai_disable_veh_train; ///< disable types for AI
369 bool ai_disable_veh_roadveh; ///< disable types for AI
370 bool ai_disable_veh_aircraft; ///< disable types for AI
371 bool ai_disable_veh_ship; ///< disable types for AI
374 /** Settings related to scripts. */
375 struct ScriptSettings {
376 uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
377 uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
380 /** Settings related to the old pathfinder. */
381 struct OPFSettings {
382 uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
383 byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
386 /** Settings related to the new pathfinder. */
387 struct NPFSettings {
389 * The maximum amount of search nodes a single NPF run should take. This
390 * limit should make sure performance stays at acceptable levels at the cost
391 * of not being perfect anymore.
393 uint32 npf_max_search_nodes;
394 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
396 uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
397 uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
398 uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
399 uint32 npf_rail_station_penalty; ///< the penalty for station tiles
400 uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
401 uint32 npf_rail_curve_penalty; ///< the penalty for curves
402 uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
403 uint32 npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
404 uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
405 uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy
406 uint32 npf_water_curve_penalty; ///< the penalty for curves
407 uint32 npf_road_curve_penalty; ///< the penalty for curves
408 uint32 npf_crossing_penalty; ///< the penalty for level crossings
409 uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
410 uint32 npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
411 uint32 npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
414 /** Settings related to the yet another pathfinder. */
415 struct YAPFSettings {
416 bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
417 uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
418 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
419 bool ship_use_yapf; ///< use YAPF for ships
420 bool road_use_yapf; ///< use YAPF for road
421 bool rail_use_yapf; ///< use YAPF for rail
422 uint32 road_slope_penalty; ///< penalty for up-hill slope
423 uint32 road_curve_penalty; ///< penalty for curves
424 uint32 road_crossing_penalty; ///< penalty for level crossing
425 uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
426 uint32 road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
427 uint32 road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
428 bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
429 uint32 rail_firstred_penalty; ///< penalty for first red signal
430 uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
431 uint32 rail_lastred_penalty; ///< penalty for last red signal
432 uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
433 uint32 rail_station_penalty; ///< penalty for non-target station tile
434 uint32 rail_slope_penalty; ///< penalty for up-hill slope
435 uint32 rail_curve45_penalty; ///< penalty for curve
436 uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
437 uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
438 uint32 rail_crossing_penalty; ///< penalty for level crossing
439 uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
440 int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
441 int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
442 int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
443 uint32 rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
444 uint32 rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
445 uint32 rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
446 uint32 rail_doubleslip_penalty; ///< penalty for passing a double slip switch
448 uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train
449 uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
450 uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
451 uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
454 /** Settings related to all pathfinders. */
455 struct PathfinderSettings {
456 uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
457 uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
458 uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
459 bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
461 bool roadveh_queue; ///< buggy road vehicle queueing
462 bool forbid_90_deg; ///< forbid trains to make 90 deg turns
464 bool reverse_at_signals; ///< whether to reverse at signals at all
465 byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
466 byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
468 bool reserve_paths; ///< always reserve paths regardless of signal type.
469 byte wait_for_pbs_path; ///< how long to wait for a path reservation.
470 byte path_backoff_interval; ///< ticks between checks for a free path.
472 OPFSettings opf; ///< pathfinder settings for the old pathfinder
473 NPFSettings npf; ///< pathfinder settings for the new pathfinder
474 YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
476 bool back_of_one_way_pbs_waiting_point; ///< whether the back of a one way signal a safe waiting point
479 /** Settings related to orders. */
480 struct OrderSettings {
481 bool improved_load; ///< improved loading algorithm
482 bool gradual_loading; ///< load vehicles gradually
483 bool selectgoods; ///< only send the goods to station if a train has been there
484 bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
485 bool timetable_automated; ///< (outdated. Only for backwards compatibility)
486 bool timetable_separation; ///< (outdated. Only for backwards compatibility)
487 bool automatic_timetable_separation; ///< Enable automatic separation of vehicles in the timetable.
488 bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
489 uint8 timetable_auto_travel_buffer; ///< When timetable automation is active, traveling times will be padded by this value.
490 uint8 timetable_auto_load_buffer; ///< When timetable automation is active, loading times will be padded by this value.
491 uint8 timetable_auto_travel_rounding; ///< When timetable automation is active, traveling times will be rounded up to the nearest number divisible by this value.
492 uint8 timetable_auto_load_rounding; ///< When timetable automation is active, loading times will be rounded up to the nearest number divisible by this value.
495 /** Settings related to vehicles. */
496 struct VehicleSettings {
497 uint8 max_train_length; ///< maximum length for trains
498 uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce
499 uint8 train_acceleration_model; ///< realistic acceleration for trains
500 uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles
501 uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
502 uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
503 bool wagon_speed_limits; ///< enable wagon speed limits
504 bool train_speed_adaption; ///< Faster trains behind slower trains slow down
505 bool slow_road_vehicles_in_curves; ///< Road vehicles slow down in curves.
506 bool disable_elrails; ///< when true, the elrails are disabled
507 UnitID max_trains; ///< max trains in game per company
508 UnitID max_roadveh; ///< max trucks in game per company
509 UnitID max_aircraft; ///< max planes in game per company
510 UnitID max_ships; ///< max ships in game per company
511 uint8 plane_speed; ///< divisor for speed of aircraft
512 uint8 freight_trains; ///< value to multiply the weight of cargo by
513 bool dynamic_engines; ///< enable dynamic allocation of engine data
514 bool never_expire_vehicles; ///< never expire vehicles
515 byte extend_vehicle_life; ///< extend vehicle life by this many years
516 byte road_side; ///< the side of the road vehicles drive on
517 uint8 plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
520 /** Settings related to the economy. */
521 struct EconomySettings {
522 uint8 daylength; ///< factor by which the daylength is multiplied (74 default ticks * setting)
523 bool inflation; ///< disable inflation
524 bool bribe; ///< enable bribing the local authority
525 bool smooth_economy; ///< smooth economy
526 bool allow_shares; ///< allow the buying/selling of shares
527 uint8 feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
528 byte dist_local_authority; ///< distance for town local authority, default 20
529 bool exclusive_rights; ///< allow buying exclusive rights
530 bool fund_buildings; ///< allow funding new buildings
531 bool fund_roads; ///< allow funding local road reconstruction
532 bool give_money; ///< allow giving other companies money
533 bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
534 bool multiple_industry_per_town; ///< allow many industries of the same type per town
535 uint8 town_growth_rate; ///< town growth rate
536 uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
537 uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
538 TownLayoutByte town_layout; ///< select town layout, @see TownLayout
539 bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
540 uint16 town_min_distance; ///< minimum distance between towns
541 TownFoundingByte found_town; ///< town founding, @see TownFounding
542 uint8 max_town_heightlevel; ///< maximum height level for towns
543 bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
544 uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
545 bool allow_town_level_crossings; ///< towns are allowed to build level crossings
546 int8 town_cargo_factor; ///< power-of-two multiplier for town (passenger, mail) generation. May be negative.
547 bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
550 struct LinkGraphSettings {
551 uint16 recalc_time; ///< time (in days) for recalculating each link graph component.
552 uint16 recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
553 DistributionTypeByte distribution_pax; ///< distribution type for passengers
554 DistributionTypeByte distribution_mail; ///< distribution type for mail
555 DistributionTypeByte distribution_armoured; ///< distribution type for armoured cargo class
556 DistributionTypeByte distribution_default; ///< distribution type for all other goods
557 uint8 accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
558 uint8 demand_size; ///< influence of supply ("station size") on the demand function
559 uint8 demand_distance; ///< influence of distance between stations on the demand function
560 uint8 short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
562 inline DistributionType GetDistributionType(CargoID cargo) const {
563 if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
564 if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
565 if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
566 return this->distribution_default;
570 /** Settings related to stations. */
571 struct StationSettings {
572 bool modified_catchment; ///< different-size catchment areas
573 bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
574 bool distant_join_stations; ///< allow to join non-adjacent stations
575 bool never_expire_airports; ///< never expire airports
576 byte station_spread; ///< amount a station may spread
579 /** Default settings for vehicles. */
580 struct VehicleDefaultSettings {
581 bool servint_ispercent; ///< service intervals are in percents
582 uint16 servint_trains; ///< service interval for trains
583 uint16 servint_roadveh; ///< service interval for road vehicles
584 uint16 servint_aircraft; ///< service interval for aircraft
585 uint16 servint_ships; ///< service interval for ships
588 /** Settings that can be set per company. */
589 struct CompanySettings {
590 bool engine_renew; ///< is autorenew enabled
591 int16 engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
592 uint32 engine_renew_money; ///< minimum amount of money before autorenew is used
593 bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
594 VehicleDefaultSettings vehicle; ///< default settings for vehicles
597 /** All settings together for the game. */
598 struct GameSettings {
599 DifficultySettings difficulty; ///< settings related to the difficulty
600 GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
601 ConstructionSettings construction; ///< construction of things in-game
602 AISettings ai; ///< what may the AI do?
603 ScriptSettings script; ///< settings for scripts
604 class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
605 class GameConfig *game_config; ///< settings for gamescript
606 PathfinderSettings pf; ///< settings for all pathfinders
607 OrderSettings order; ///< settings related to orders
608 VehicleSettings vehicle; ///< options for vehicles
609 EconomySettings economy; ///< settings to change the economy
610 LinkGraphSettings linkgraph; ///< settings for link graph calculations
611 StationSettings station; ///< settings related to station management
612 LocaleSettings locale; ///< settings related to used currency/unit system in the current game
615 /** All settings that are only important for the local client. */
616 struct ClientSettings {
617 GUISettings gui; ///< settings related to the GUI
618 NetworkSettings network; ///< settings related to the network
619 CompanySettings company; ///< default values for per-company settings
620 SoundSettings sound; ///< sound effect settings
621 MusicSettings music; ///< settings related to music/sound
622 NewsSettings news_display; ///< news display settings.
625 /** The current settings for this game. */
626 extern ClientSettings _settings_client;
628 /** The current settings for this game. */
629 extern GameSettings _settings_game;
631 /** The settings values that are used for new games and/or modified in config file. */
632 extern GameSettings _settings_newgame;
634 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
635 extern VehicleDefaultSettings _old_vds;
637 #define DAY_TICKS (DEFAULT_DAY_TICKS * max(_settings_game.economy.daylength, (uint8)1))
638 #define TOWN_GROWTH_TICKS (DEFAULT_TOWN_GROWTH_TICKS * max(_settings_game.economy.daylength, (uint8)1))
641 * Get the settings-object applicable for the current situation: the newgame settings
642 * when we're in the main menu and otherwise the settings of the current game.
644 static inline GameSettings &GetGameSettings()
646 return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
649 #endif /* SETTINGS_TYPE_H */