(svn r27950) -Merge: Documentation updates from 1.7 branch
[openttd.git] / src / settings_type.h
blob2dc9ec92ec7f821a0690c966ac4448f4f0eb2fbb
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 bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
82 bool new_nonstop; ///< ttdpatch compatible nonstop handling
83 uint8 stop_location; ///< what is the default stop location of trains?
84 uint8 auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
85 byte errmsg_duration; ///< duration of error message
86 uint16 hover_delay_ms; ///< time required to activate a hover event, in milliseconds
87 bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
88 uint8 smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
89 bool reverse_scroll; ///< right-Click-Scrolling scrolls in the opposite direction
90 bool smooth_scroll; ///< smooth scroll viewports
91 bool measure_tooltip; ///< show a permanent tooltip when dragging tools
92 byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
93 bool prefer_teamchat; ///< choose the chat message target with <ENTER>, true=all clients, false=your team
94 uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
95 uint8 loading_indicators; ///< show loading indicators
96 uint8 default_rail_type; ///< the default rail type for the rail GUI
97 uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
98 uint8 statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
99 uint8 window_snap_radius; ///< windows snap at each other if closer than this
100 uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
101 ZoomLevelByte zoom_min; ///< minimum zoom out level
102 ZoomLevelByte zoom_max; ///< maximum zoom out level
103 bool disable_unsuitable_building; ///< disable infrastructure building when no suitable vehicles are available
104 byte autosave; ///< how often should we do autosaves?
105 bool threaded_saves; ///< should we do threaded saves?
106 bool keep_all_autosave; ///< name the autosave in a different way
107 bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
108 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)
109 byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
110 bool population_in_label; ///< show the population of a town in his label?
111 uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
112 uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
113 uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
114 bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
115 bool left_mouse_btn_scrolling; ///< left mouse button scroll
116 bool right_mouse_wnd_close; ///< close window with right click
117 bool pause_on_newgame; ///< whether to start new games paused or not
118 bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
119 Year coloured_news_year; ///< when does newspaper become coloured?
120 bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
121 bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
122 bool auto_euro; ///< automatically switch to euro in 2002
123 byte drag_signals_density; ///< many signals density
124 bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
125 Year semaphore_build_before; ///< build semaphore signals automatically before this year
126 byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
127 bool show_track_reservation; ///< highlight reserved tracks.
128 uint8 default_signal_type; ///< the signal type to build by default.
129 uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
130 byte station_numtracks; ///< the number of platforms to default on for rail stations
131 byte station_platlength; ///< the platform length, in tiles, for rail stations
132 bool station_dragdrop; ///< whether drag and drop is enabled for stations
133 bool station_show_coverage; ///< whether to highlight coverage area
134 bool persistent_buildingtools; ///< keep the building tools active after usage
135 bool expenses_layout; ///< layout of expenses window
136 uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
137 byte missing_strings_threshold; ///< the number of missing strings before showing the warning
138 uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
139 uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
141 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.
142 uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
144 uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
145 uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
146 uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
147 #ifdef ENABLE_NETWORK
148 uint16 network_chat_box_width_pct; ///< width of the chat box in percent
149 uint8 network_chat_box_height; ///< height of the chat box in lines
150 uint16 network_chat_timeout; ///< timeout of chat messages in seconds
151 #endif
153 uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
154 bool show_date_in_logs; ///< whether to show dates in console logs
155 bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
156 bool ai_developer_tools; ///< activate AI developer tools
157 bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
158 uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
159 bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
160 uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
163 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
164 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
166 bool UserIsAllowedToChangeNewGRFs() const
168 return this->scenario_developer || this->newgrf_developer_tools;
172 /** Settings related to sound effects. */
173 struct SoundSettings {
174 bool news_ticker; ///< Play a ticker sound when a news item is published.
175 bool news_full; ///< Play sound effects associated to certain news types.
176 bool new_year; ///< Play sound on new year, summarising the performance during the last year.
177 bool confirm; ///< Play sound effect on succesful constructions or other actions.
178 bool click_beep; ///< Beep on a random selection of buttons.
179 bool disaster; ///< Play disaster and accident sounds.
180 bool vehicle; ///< Play vehicle sound effects.
181 bool ambient; ///< Play ambient, industry and town sounds.
184 /** Settings related to music. */
185 struct MusicSettings {
186 byte playlist; ///< The playlist (number) to play
187 byte music_vol; ///< The requested music volume
188 byte effect_vol; ///< The requested effects volume
189 byte custom_1[33]; ///< The order of the first custom playlist
190 byte custom_2[33]; ///< The order of the second custom playlist
191 bool playing; ///< Whether music is playing
192 bool shuffle; ///< Whether to shuffle the music
195 /** Settings related to currency/unit systems. */
196 struct LocaleSettings {
197 byte currency; ///< currency we currently use
198 byte units_velocity; ///< unit system for velocity
199 byte units_power; ///< unit system for power
200 byte units_weight; ///< unit system for weight
201 byte units_volume; ///< unit system for volume
202 byte units_force; ///< unit system for force
203 byte units_height; ///< unit system for height
204 char *digit_group_separator; ///< thousand separator for non-currencies
205 char *digit_group_separator_currency; ///< thousand separator for currencies
206 char *digit_decimal_separator; ///< decimal separator
209 /** Settings related to news */
210 struct NewsSettings {
211 uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
212 uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
213 uint8 accident; ///< NewsDisplay of accidents that occur
214 uint8 company_info; ///< NewsDisplay of general company information
215 uint8 open; ///< NewsDisplay on new industry constructions
216 uint8 close; ///< NewsDisplay about closing industries
217 uint8 economy; ///< NewsDisplay on economical changes
218 uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
219 uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
220 uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
221 uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
222 uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
223 uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
224 uint8 subsidies; ///< NewsDisplay of changes on subsidies
225 uint8 general; ///< NewsDisplay of other topics
228 /** All settings related to the network. */
229 struct NetworkSettings {
230 #ifdef ENABLE_NETWORK
231 uint16 sync_freq; ///< how often do we check whether we are still in-sync
232 uint8 frame_freq; ///< how often do we send commands to the clients
233 uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
234 uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
235 uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
236 uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
237 uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
238 uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
239 uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
240 uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
241 uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
242 bool pause_on_join; ///< pause the game when people join
243 uint16 server_port; ///< port the server listens on
244 uint16 server_admin_port; ///< port the server listens on for the admin network
245 bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
246 char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
247 char server_password[NETWORK_PASSWORD_LENGTH]; ///< password for joining this server
248 char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< password for rconsole (server side)
249 char admin_password[NETWORK_PASSWORD_LENGTH]; ///< password for the admin network
250 bool server_advertise; ///< advertise the server to the masterserver
251 uint8 lan_internet; ///< search on the LAN or internet for servers
252 char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
253 char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
254 char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
255 char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
256 bool autoclean_companies; ///< automatically remove companies that are not in use
257 uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
258 uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
259 uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
260 uint8 max_companies; ///< maximum amount of companies
261 uint8 max_clients; ///< maximum amount of clients
262 uint8 max_spectators; ///< maximum amount of spectators
263 Year restart_game_year; ///< year the server restarts
264 uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
265 uint8 server_lang; ///< language of the server
266 bool reload_cfg; ///< reload the config file before restarting
267 char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
268 uint16 last_port; ///< port of the last joined server
269 bool no_http_content_downloads; ///< do not do content downloads over HTTP
270 #else /* ENABLE_NETWORK */
271 #endif
274 /** Settings related to the creation of games. */
275 struct GameCreationSettings {
276 uint32 generation_seed; ///< noise seed for world generation
277 Year starting_year; ///< starting date
278 uint8 map_x; ///< X size of map
279 uint8 map_y; ///< Y size of map
280 byte land_generator; ///< the landscape generator
281 byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
282 byte snow_line_height; ///< the configured snow line height
283 byte tgen_smoothness; ///< how rough is the terrain from 0-3
284 byte tree_placer; ///< the tree placer algorithm
285 byte heightmap_rotation; ///< rotation director for the heightmap
286 byte se_flat_world_height; ///< land height a flat world gets in SE
287 byte town_name; ///< the town name generator used for town names
288 byte landscape; ///< the landscape we're currently in
289 byte water_borders; ///< bitset of the borders that are water
290 uint16 custom_town_number; ///< manually entered number of towns
291 byte variety; ///< variety level applied to TGP
292 byte custom_sea_level; ///< manually entered percentage of water in the map
293 byte min_river_length; ///< the minimum river length
294 byte river_route_random; ///< the amount of randomicity for the route finding
295 byte amount_of_rivers; ///< the amount of rivers
298 /** Settings related to construction in-game */
299 struct ConstructionSettings {
300 uint8 max_heightlevel; ///< maximum allowed heightlevel
301 bool build_on_slopes; ///< allow building on slopes
302 bool autoslope; ///< allow terraforming under things
303 uint16 max_bridge_length; ///< maximum length of bridges
304 byte max_bridge_height; ///< maximum height of bridges
305 uint16 max_tunnel_length; ///< maximum length of tunnels
306 byte train_signal_side; ///< show signals on left / driving / right side
307 bool extra_dynamite; ///< extra dynamite
308 bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
309 bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
310 uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
311 uint8 industry_platform; ///< the amount of flat land around an industry
312 bool freeform_edges; ///< allow terraforming the tiles at the map edges
313 uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
314 uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
316 uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
317 uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
318 uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
319 uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
320 uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
321 uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
324 /** Settings related to the AI. */
325 struct AISettings {
326 bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
327 bool ai_disable_veh_train; ///< disable types for AI
328 bool ai_disable_veh_roadveh; ///< disable types for AI
329 bool ai_disable_veh_aircraft; ///< disable types for AI
330 bool ai_disable_veh_ship; ///< disable types for AI
333 /** Settings related to scripts. */
334 struct ScriptSettings {
335 uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
336 uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
339 /** Settings related to the old pathfinder. */
340 struct OPFSettings {
341 uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
342 byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
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)
413 /** Settings related to all pathfinders. */
414 struct PathfinderSettings {
415 uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
416 uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
417 uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
418 bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
420 bool roadveh_queue; ///< buggy road vehicle queueing
421 bool forbid_90_deg; ///< forbid trains to make 90 deg turns
423 bool reverse_at_signals; ///< whether to reverse at signals at all
424 byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
425 byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
427 bool reserve_paths; ///< always reserve paths regardless of signal type.
428 byte wait_for_pbs_path; ///< how long to wait for a path reservation.
429 byte path_backoff_interval; ///< ticks between checks for a free path.
431 OPFSettings opf; ///< pathfinder settings for the old pathfinder
432 NPFSettings npf; ///< pathfinder settings for the new pathfinder
433 YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
436 /** Settings related to orders. */
437 struct OrderSettings {
438 bool improved_load; ///< improved loading algorithm
439 bool gradual_loading; ///< load vehicles gradually
440 bool selectgoods; ///< only send the goods to station if a train has been there
441 bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
442 bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
445 /** Settings related to vehicles. */
446 struct VehicleSettings {
447 uint8 max_train_length; ///< maximum length for trains
448 uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce
449 uint8 train_acceleration_model; ///< realistic acceleration for trains
450 uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles
451 uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
452 uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
453 bool wagon_speed_limits; ///< enable wagon speed limits
454 bool disable_elrails; ///< when true, the elrails are disabled
455 UnitID max_trains; ///< max trains in game per company
456 UnitID max_roadveh; ///< max trucks in game per company
457 UnitID max_aircraft; ///< max planes in game per company
458 UnitID max_ships; ///< max ships in game per company
459 uint8 plane_speed; ///< divisor for speed of aircraft
460 uint8 freight_trains; ///< value to multiply the weight of cargo by
461 bool dynamic_engines; ///< enable dynamic allocation of engine data
462 bool never_expire_vehicles; ///< never expire vehicles
463 byte extend_vehicle_life; ///< extend vehicle life by this many years
464 byte road_side; ///< the side of the road vehicles drive on
465 uint8 plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
468 /** Settings related to the economy. */
469 struct EconomySettings {
470 bool inflation; ///< disable inflation
471 bool bribe; ///< enable bribing the local authority
472 bool smooth_economy; ///< smooth economy
473 bool allow_shares; ///< allow the buying/selling of shares
474 uint8 feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
475 byte dist_local_authority; ///< distance for town local authority, default 20
476 bool exclusive_rights; ///< allow buying exclusive rights
477 bool fund_buildings; ///< allow funding new buildings
478 bool fund_roads; ///< allow funding local road reconstruction
479 bool give_money; ///< allow giving other companies money
480 bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
481 bool multiple_industry_per_town; ///< allow many industries of the same type per town
482 uint8 town_growth_rate; ///< town growth rate
483 uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
484 uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
485 TownLayoutByte town_layout; ///< select town layout, @see TownLayout
486 bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
487 TownFoundingByte found_town; ///< town founding, @see TownFounding
488 bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
489 uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
490 bool allow_town_level_crossings; ///< towns are allowed to build level crossings
491 bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
494 struct LinkGraphSettings {
495 uint16 recalc_time; ///< time (in days) for recalculating each link graph component.
496 uint16 recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
497 DistributionTypeByte distribution_pax; ///< distribution type for passengers
498 DistributionTypeByte distribution_mail; ///< distribution type for mail
499 DistributionTypeByte distribution_armoured; ///< distribution type for armoured cargo class
500 DistributionTypeByte distribution_default; ///< distribution type for all other goods
501 uint8 accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
502 uint8 demand_size; ///< influence of supply ("station size") on the demand function
503 uint8 demand_distance; ///< influence of distance between stations on the demand function
504 uint8 short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
506 inline DistributionType GetDistributionType(CargoID cargo) const {
507 if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
508 if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
509 if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
510 return this->distribution_default;
514 /** Settings related to stations. */
515 struct StationSettings {
516 bool modified_catchment; ///< different-size catchment areas
517 bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
518 bool distant_join_stations; ///< allow to join non-adjacent stations
519 bool never_expire_airports; ///< never expire airports
520 byte station_spread; ///< amount a station may spread
523 /** Default settings for vehicles. */
524 struct VehicleDefaultSettings {
525 bool servint_ispercent; ///< service intervals are in percents
526 uint16 servint_trains; ///< service interval for trains
527 uint16 servint_roadveh; ///< service interval for road vehicles
528 uint16 servint_aircraft; ///< service interval for aircraft
529 uint16 servint_ships; ///< service interval for ships
532 /** Settings that can be set per company. */
533 struct CompanySettings {
534 bool engine_renew; ///< is autorenew enabled
535 int16 engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
536 uint32 engine_renew_money; ///< minimum amount of money before autorenew is used
537 bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
538 VehicleDefaultSettings vehicle; ///< default settings for vehicles
541 /** All settings together for the game. */
542 struct GameSettings {
543 DifficultySettings difficulty; ///< settings related to the difficulty
544 GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
545 ConstructionSettings construction; ///< construction of things in-game
546 AISettings ai; ///< what may the AI do?
547 ScriptSettings script; ///< settings for scripts
548 class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
549 class GameConfig *game_config; ///< settings for gamescript
550 PathfinderSettings pf; ///< settings for all pathfinders
551 OrderSettings order; ///< settings related to orders
552 VehicleSettings vehicle; ///< options for vehicles
553 EconomySettings economy; ///< settings to change the economy
554 LinkGraphSettings linkgraph; ///< settings for link graph calculations
555 StationSettings station; ///< settings related to station management
556 LocaleSettings locale; ///< settings related to used currency/unit system in the current game
559 /** All settings that are only important for the local client. */
560 struct ClientSettings {
561 GUISettings gui; ///< settings related to the GUI
562 NetworkSettings network; ///< settings related to the network
563 CompanySettings company; ///< default values for per-company settings
564 SoundSettings sound; ///< sound effect settings
565 MusicSettings music; ///< settings related to music/sound
566 NewsSettings news_display; ///< news display settings.
569 /** The current settings for this game. */
570 extern ClientSettings _settings_client;
572 /** The current settings for this game. */
573 extern GameSettings _settings_game;
575 /** The settings values that are used for new games and/or modified in config file. */
576 extern GameSettings _settings_newgame;
578 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
579 extern VehicleDefaultSettings _old_vds;
582 * Get the settings-object applicable for the current situation: the newgame settings
583 * when we're in the main menu and otherwise the settings of the current game.
585 static inline GameSettings &GetGameSettings()
587 return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
590 #endif /* SETTINGS_TYPE_H */