Fix compiler warnings.
[openttd-joker.git] / src / settings_type.h
blobb12de42b1c10fae48e7832091f4610f5939f0bc3
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_destination_type; ///< whether to show destination types for ports and airports
136 bool departure_show_both; ///< whether to show departure and arrival times on the same line
137 bool departure_only_passengers; ///< whether to only show passenger services
138 bool departure_smart_terminus; ///< don't show termini that can be reached sooner on a later vehicle
139 uint8 departure_conditionals; ///< how to handle conditional orders
140 bool departure_show_all_stops; ///< whether to show stops regardless of loading/unloading done at them
141 bool departure_merge_identical; ///< whether to merge identical departures
142 bool left_mouse_btn_scrolling; ///< left mouse button scroll
143 bool right_mouse_wnd_close; ///< close window with right click
144 bool pause_on_newgame; ///< whether to start new games paused or not
145 bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
146 Year coloured_news_year; ///< when does newspaper become coloured?
147 bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
148 uint8 ticks_per_minute; ///< How long a minute is in tricks (Purely for UI. Not used for actual timetabling)
149 bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
150 bool auto_euro; ///< automatically switch to euro in 2002
151 byte drag_signals_density; ///< many signals density
152 bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
153 Year semaphore_build_before; ///< build semaphore signals automatically before this year
154 byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
155 bool show_track_reservation; ///< highlight reserved tracks.
156 bool show_track_overgrowth; ///< show track age by overgrowing grass.
157 uint8 default_signal_type; ///< the signal type to build by default.
158 uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
159 byte station_numtracks; ///< the number of platforms to default on for rail stations
160 byte station_platlength; ///< the platform length, in tiles, for rail stations
161 bool station_dragdrop; ///< whether drag and drop is enabled for stations
162 bool station_show_coverage; ///< whether to highlight coverage area
163 bool persistent_buildingtools; ///< keep the building tools active after usage
164 bool expenses_layout; ///< layout of expenses window
165 uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
166 byte missing_strings_threshold; ///< the number of missing strings before showing the warning
167 uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
168 uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
169 bool show_vehicle_route_steps; ///< when a window related to a specific vehicle is focused, show route steps
171 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.
172 uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
174 uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
175 uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
176 uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
177 #ifdef ENABLE_NETWORK
178 uint16 network_chat_box_width_pct; ///< width of the chat box in percent
179 uint8 network_chat_box_height; ///< height of the chat box in lines
180 uint16 network_chat_timeout; ///< timeout of chat messages in seconds
181 #endif
183 uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
184 bool show_date_in_logs; ///< whether to show dates in console logs
185 bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
186 bool ai_developer_tools; ///< activate AI developer tools
187 bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
188 uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
189 bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
190 uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
193 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
194 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
196 bool UserIsAllowedToChangeNewGRFs() const
198 return this->scenario_developer || this->newgrf_developer_tools;
202 /** Settings related to sound effects. */
203 struct SoundSettings {
204 bool news_ticker; ///< Play a ticker sound when a news item is published.
205 bool news_full; ///< Play sound effects associated to certain news types.
206 bool new_year; ///< Play sound on new year, summarising the performance during the last year.
207 bool confirm; ///< Play sound effect on succesful constructions or other actions.
208 bool click_beep; ///< Beep on a random selection of buttons.
209 bool disaster; ///< Play disaster and accident sounds.
210 bool vehicle; ///< Play vehicle sound effects.
211 bool ambient; ///< Play ambient, industry and town sounds.
214 /** Settings related to music. */
215 struct MusicSettings {
216 byte playlist; ///< The playlist (number) to play
217 byte music_vol; ///< The requested music volume
218 byte effect_vol; ///< The requested effects volume
219 byte custom_1[33]; ///< The order of the first custom playlist
220 byte custom_2[33]; ///< The order of the second custom playlist
221 bool playing; ///< Whether music is playing
222 bool shuffle; ///< Whether to shuffle the music
225 /** Settings related to currency/unit systems. */
226 struct LocaleSettings {
227 byte currency; ///< currency we currently use
228 byte units_velocity; ///< unit system for velocity
229 byte units_power; ///< unit system for power
230 byte units_weight; ///< unit system for weight
231 byte units_volume; ///< unit system for volume
232 byte units_force; ///< unit system for force
233 byte units_height; ///< unit system for height
234 char *digit_group_separator; ///< thousand separator for non-currencies
235 char *digit_group_separator_currency; ///< thousand separator for currencies
236 char *digit_decimal_separator; ///< decimal separator
239 /** Settings related to news */
240 struct NewsSettings {
241 uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
242 uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
243 uint8 accident; ///< NewsDisplay of accidents that occur
244 uint8 company_info; ///< NewsDisplay of general company information
245 uint8 open; ///< NewsDisplay on new industry constructions
246 uint8 close; ///< NewsDisplay about closing industries
247 uint8 economy; ///< NewsDisplay on economical changes
248 uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
249 uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
250 uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
251 uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
252 uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
253 uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
254 uint8 subsidies; ///< NewsDisplay of changes on subsidies
255 uint8 general; ///< NewsDisplay of other topics
258 /** All settings related to the network. */
259 struct NetworkSettings {
260 #ifdef ENABLE_NETWORK
261 uint16 sync_freq; ///< how often do we check whether we are still in-sync
262 uint8 frame_freq; ///< how often do we send commands to the clients
263 uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
264 uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
265 uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
266 uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
267 uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
268 uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
269 uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
270 uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
271 uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
272 bool pause_on_join; ///< pause the game when people join
273 uint16 server_port; ///< port the server listens on
274 uint16 server_admin_port; ///< port the server listens on for the admin network
275 bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
276 char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
277 char server_password[NETWORK_PASSWORD_LENGTH]; ///< password for joining this server
278 char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< password for rconsole (server side)
279 char admin_password[NETWORK_PASSWORD_LENGTH]; ///< password for the admin network
280 bool server_advertise; ///< advertise the server to the masterserver
281 uint8 lan_internet; ///< search on the LAN or internet for servers
282 char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
283 char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
284 char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
285 char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
286 bool autoclean_companies; ///< automatically remove companies that are not in use
287 uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
288 uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
289 uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
290 uint8 max_companies; ///< maximum amount of companies
291 uint8 max_clients; ///< maximum amount of clients
292 uint8 max_spectators; ///< maximum amount of spectators
293 Year restart_game_year; ///< year the server restarts
294 uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
295 uint8 server_lang; ///< language of the server
296 bool reload_cfg; ///< reload the config file before restarting
297 char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
298 uint16 last_port; ///< port of the last joined server
299 bool no_http_content_downloads; ///< do not do content downloads over HTTP
300 #else /* ENABLE_NETWORK */
301 #endif
304 /** Settings related to the creation of games. */
305 struct GameCreationSettings {
306 uint32 generation_seed; ///< noise seed for world generation
307 Year starting_year; ///< starting date
308 uint8 map_x; ///< X size of map
309 uint8 map_y; ///< Y size of map
310 byte land_generator; ///< the landscape generator
311 byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
312 byte snow_line_height; ///< the configured snow line height
313 byte tree_line_height; ///< the configured tree line height
314 byte desert_amount; ///< A number 0-15 that configured amount of desert.
315 byte tgen_smoothness; ///< how rough is the terrain from 0-3
316 byte tree_placer; ///< the tree placer algorithm
317 byte heightmap_rotation; ///< rotation director for the heightmap
318 byte se_flat_world_height; ///< land height a flat world gets in SE
319 byte town_name; ///< the town name generator used for town names
320 byte landscape; ///< the landscape we're currently in
321 byte water_borders; ///< bitset of the borders that are water
322 uint16 custom_town_number; ///< manually entered number of towns
323 byte variety; ///< variety level applied to TGP
324 byte custom_sea_level; ///< manually entered percentage of water in the map
325 byte min_river_length; ///< the minimum river length
326 byte river_route_random; ///< the amount of randomicity for the route finding
327 byte amount_of_rivers; ///< the amount of rivers
328 uint8 build_public_roads; ///< build public roads connecting towns (none, with curves, avoiding curves)
331 /** Settings related to construction in-game */
332 struct ConstructionSettings {
333 uint8 max_heightlevel; ///< maximum allowed heightlevel
334 bool build_on_slopes; ///< allow building on slopes
335 bool autoslope; ///< allow terraforming under things
336 uint16 max_bridge_length; ///< maximum length of bridges
337 byte max_bridge_height; ///< maximum height of bridges
338 uint16 max_tunnel_length; ///< maximum length of tunnels
339 byte train_signal_side; ///< show signals on left / driving / right side
340 bool extra_dynamite; ///< extra dynamite
341 bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
342 bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
343 uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
344 uint8 industry_platform; ///< the amount of flat land around an industry
345 bool freeform_edges; ///< allow terraforming the tiles at the map edges
346 uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
347 uint8 tree_growth_rate; ///< tree growth rate
348 uint8 trees_around_snow_line_range; ///< range around treeline (formerly snowline) for thinning out forest.
349 uint32 no_trees_on_this_level; ///< (Outdated)
350 bool trees_around_snow_line_enabled; ///< (Outdated)
351 uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
352 byte simulated_wormhole_signals; ///< simulate signals in tunnel
353 uint8 road_custom_bridge_heads; ///< allow construction of road custom bridge heads
354 bool chunnel; ///< allow construction of tunnels under water
356 uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
357 uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
358 uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
359 uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
360 uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
361 uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
364 /** Settings related to the AI. */
365 struct AISettings {
366 bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
367 bool ai_disable_veh_train; ///< disable types for AI
368 bool ai_disable_veh_roadveh; ///< disable types for AI
369 bool ai_disable_veh_aircraft; ///< disable types for AI
370 bool ai_disable_veh_ship; ///< disable types for AI
373 /** Settings related to scripts. */
374 struct ScriptSettings {
375 uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
376 uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
379 /** Settings related to the old pathfinder. */
380 struct OPFSettings {
381 uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
382 byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
385 /** Settings related to the new pathfinder. */
386 struct NPFSettings {
388 * The maximum amount of search nodes a single NPF run should take. This
389 * limit should make sure performance stays at acceptable levels at the cost
390 * of not being perfect anymore.
392 uint32 npf_max_search_nodes;
393 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
395 uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
396 uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
397 uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
398 uint32 npf_rail_station_penalty; ///< the penalty for station tiles
399 uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
400 uint32 npf_rail_curve_penalty; ///< the penalty for curves
401 uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
402 uint32 npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
403 uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
404 uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy
405 uint32 npf_water_curve_penalty; ///< the penalty for curves
406 uint32 npf_road_curve_penalty; ///< the penalty for curves
407 uint32 npf_crossing_penalty; ///< the penalty for level crossings
408 uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
409 uint32 npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
410 uint32 npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
413 /** Settings related to the yet another pathfinder. */
414 struct YAPFSettings {
415 bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
416 uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
417 uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
418 bool ship_use_yapf; ///< use YAPF for ships
419 bool road_use_yapf; ///< use YAPF for road
420 bool rail_use_yapf; ///< use YAPF for rail
421 uint32 road_slope_penalty; ///< penalty for up-hill slope
422 uint32 road_curve_penalty; ///< penalty for curves
423 uint32 road_crossing_penalty; ///< penalty for level crossing
424 uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
425 uint32 road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
426 uint32 road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
427 bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
428 uint32 rail_firstred_penalty; ///< penalty for first red signal
429 uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
430 uint32 rail_lastred_penalty; ///< penalty for last red signal
431 uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
432 uint32 rail_station_penalty; ///< penalty for non-target station tile
433 uint32 rail_slope_penalty; ///< penalty for up-hill slope
434 uint32 rail_curve45_penalty; ///< penalty for curve
435 uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
436 uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
437 uint32 rail_crossing_penalty; ///< penalty for level crossing
438 uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
439 int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
440 int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
441 int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
442 uint32 rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
443 uint32 rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
444 uint32 rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
445 uint32 rail_doubleslip_penalty; ///< penalty for passing a double slip switch
447 uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train
448 uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
449 uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
450 uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
453 /** Settings related to all pathfinders. */
454 struct PathfinderSettings {
455 uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
456 uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
457 uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
458 bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
460 bool roadveh_queue; ///< buggy road vehicle queueing
461 bool forbid_90_deg; ///< forbid trains to make 90 deg turns
463 bool reverse_at_signals; ///< whether to reverse at signals at all
464 byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
465 byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
467 bool reserve_paths; ///< always reserve paths regardless of signal type.
468 byte wait_for_pbs_path; ///< how long to wait for a path reservation.
469 byte path_backoff_interval; ///< ticks between checks for a free path.
471 OPFSettings opf; ///< pathfinder settings for the old pathfinder
472 NPFSettings npf; ///< pathfinder settings for the new pathfinder
473 YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
475 bool back_of_one_way_pbs_waiting_point; ///< whether the back of a one way signal a safe waiting point
478 /** Settings related to orders. */
479 struct OrderSettings {
480 bool improved_load; ///< improved loading algorithm
481 bool gradual_loading; ///< load vehicles gradually
482 bool selectgoods; ///< only send the goods to station if a train has been there
483 bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
484 bool timetable_automated; ///< (outdated. Only for backwards compatibility)
485 bool timetable_separation; ///< (outdated. Only for backwards compatibility)
486 bool automatic_timetable_separation; ///< Enable automatic separation of vehicles in the timetable.
487 bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
488 uint8 timetable_auto_travel_buffer; ///< When timetable automation is active, traveling times will be padded by this value.
489 uint8 timetable_auto_load_buffer; ///< When timetable automation is active, loading times will be padded by this value.
490 uint8 timetable_auto_travel_rounding; ///< When timetable automation is active, traveling times will be rounded up to the nearest number divisible by this value.
491 uint8 timetable_auto_load_rounding; ///< When timetable automation is active, loading times will be rounded up to the nearest number divisible by this value.
494 /** Settings related to vehicles. */
495 struct VehicleSettings {
496 uint8 max_train_length; ///< maximum length for trains
497 uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce
498 uint8 train_acceleration_model; ///< realistic acceleration for trains
499 uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles
500 uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
501 uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
502 bool wagon_speed_limits; ///< enable wagon speed limits
503 bool train_speed_adaption; ///< Faster trains behind slower trains slow down
504 bool disable_elrails; ///< when true, the elrails are disabled
505 UnitID max_trains; ///< max trains in game per company
506 UnitID max_roadveh; ///< max trucks in game per company
507 UnitID max_aircraft; ///< max planes in game per company
508 UnitID max_ships; ///< max ships in game per company
509 uint8 plane_speed; ///< divisor for speed of aircraft
510 uint8 freight_trains; ///< value to multiply the weight of cargo by
511 bool dynamic_engines; ///< enable dynamic allocation of engine data
512 bool never_expire_vehicles; ///< never expire vehicles
513 byte extend_vehicle_life; ///< extend vehicle life by this many years
514 byte road_side; ///< the side of the road vehicles drive on
515 uint8 plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
518 /** Settings related to the economy. */
519 struct EconomySettings {
520 uint8 daylength; ///< factor by which the daylength is multiplied (74 default ticks * setting)
521 bool inflation; ///< disable inflation
522 bool bribe; ///< enable bribing the local authority
523 bool smooth_economy; ///< smooth economy
524 bool allow_shares; ///< allow the buying/selling of shares
525 uint8 feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
526 byte dist_local_authority; ///< distance for town local authority, default 20
527 bool exclusive_rights; ///< allow buying exclusive rights
528 bool fund_buildings; ///< allow funding new buildings
529 bool fund_roads; ///< allow funding local road reconstruction
530 bool give_money; ///< allow giving other companies money
531 bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
532 bool multiple_industry_per_town; ///< allow many industries of the same type per town
533 uint8 town_growth_rate; ///< town growth rate
534 uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
535 uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
536 TownLayoutByte town_layout; ///< select town layout, @see TownLayout
537 bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
538 uint16 town_min_distance; ///< minimum distance between towns
539 TownFoundingByte found_town; ///< town founding, @see TownFounding
540 uint8 max_town_heightlevel; ///< maximum height level for towns
541 bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
542 uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
543 bool allow_town_level_crossings; ///< towns are allowed to build level crossings
544 int8 town_cargo_factor; ///< power-of-two multiplier for town (passenger, mail) generation. May be negative.
545 bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
548 struct LinkGraphSettings {
549 uint16 recalc_time; ///< time (in days) for recalculating each link graph component.
550 uint16 recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
551 DistributionTypeByte distribution_pax; ///< distribution type for passengers
552 DistributionTypeByte distribution_mail; ///< distribution type for mail
553 DistributionTypeByte distribution_armoured; ///< distribution type for armoured cargo class
554 DistributionTypeByte distribution_default; ///< distribution type for all other goods
555 uint8 accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
556 uint8 demand_size; ///< influence of supply ("station size") on the demand function
557 uint8 demand_distance; ///< influence of distance between stations on the demand function
558 uint8 short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
560 inline DistributionType GetDistributionType(CargoID cargo) const {
561 if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
562 if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
563 if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
564 return this->distribution_default;
568 /** Settings related to stations. */
569 struct StationSettings {
570 bool modified_catchment; ///< different-size catchment areas
571 bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
572 bool distant_join_stations; ///< allow to join non-adjacent stations
573 bool never_expire_airports; ///< never expire airports
574 byte station_spread; ///< amount a station may spread
577 /** Default settings for vehicles. */
578 struct VehicleDefaultSettings {
579 bool servint_ispercent; ///< service intervals are in percents
580 uint16 servint_trains; ///< service interval for trains
581 uint16 servint_roadveh; ///< service interval for road vehicles
582 uint16 servint_aircraft; ///< service interval for aircraft
583 uint16 servint_ships; ///< service interval for ships
586 /** Settings that can be set per company. */
587 struct CompanySettings {
588 bool engine_renew; ///< is autorenew enabled
589 int16 engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
590 uint32 engine_renew_money; ///< minimum amount of money before autorenew is used
591 bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
592 VehicleDefaultSettings vehicle; ///< default settings for vehicles
595 /** All settings together for the game. */
596 struct GameSettings {
597 DifficultySettings difficulty; ///< settings related to the difficulty
598 GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
599 ConstructionSettings construction; ///< construction of things in-game
600 AISettings ai; ///< what may the AI do?
601 ScriptSettings script; ///< settings for scripts
602 class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
603 class GameConfig *game_config; ///< settings for gamescript
604 PathfinderSettings pf; ///< settings for all pathfinders
605 OrderSettings order; ///< settings related to orders
606 VehicleSettings vehicle; ///< options for vehicles
607 EconomySettings economy; ///< settings to change the economy
608 LinkGraphSettings linkgraph; ///< settings for link graph calculations
609 StationSettings station; ///< settings related to station management
610 LocaleSettings locale; ///< settings related to used currency/unit system in the current game
613 /** All settings that are only important for the local client. */
614 struct ClientSettings {
615 GUISettings gui; ///< settings related to the GUI
616 NetworkSettings network; ///< settings related to the network
617 CompanySettings company; ///< default values for per-company settings
618 SoundSettings sound; ///< sound effect settings
619 MusicSettings music; ///< settings related to music/sound
620 NewsSettings news_display; ///< news display settings.
623 /** The current settings for this game. */
624 extern ClientSettings _settings_client;
626 /** The current settings for this game. */
627 extern GameSettings _settings_game;
629 /** The settings values that are used for new games and/or modified in config file. */
630 extern GameSettings _settings_newgame;
632 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
633 extern VehicleDefaultSettings _old_vds;
635 #define DAY_TICKS (DEFAULT_DAY_TICKS * max(_settings_game.economy.daylength, (uint8)1))
636 #define TOWN_GROWTH_TICKS (DEFAULT_TOWN_GROWTH_TICKS * max(_settings_game.economy.daylength, (uint8)1))
639 * Get the settings-object applicable for the current situation: the newgame settings
640 * when we're in the main menu and otherwise the settings of the current game.
642 static inline GameSettings &GetGameSettings()
644 return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
647 #endif /* SETTINGS_TYPE_H */