1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
8 /** @file settings_type.h Types related to global configuration settings. */
9 
10 #ifndef SETTINGS_TYPE_H
11 #define SETTINGS_TYPE_H
12 
13 #include "date_type.h"
14 #include "economy_type.h"
15 #include "town_type.h"
16 #include "transport_type.h"
17 #include "network/network_type.h"
18 #include "company_type.h"
19 #include "cargotype.h"
20 #include "linkgraph/linkgraph_type.h"
21 #include "zoom_type.h"
22 #include "openttd.h"
23 #include "rail_gui.h"
24 
25 /* Used to validate sizes of "max" value in settings. */
26 const size_t MAX_SLE_UINT8 = UINT8_MAX;
27 const size_t MAX_SLE_UINT16 = UINT16_MAX;
28 const size_t MAX_SLE_UINT32 = UINT32_MAX;
29 const size_t MAX_SLE_UINT = UINT_MAX;
30 const size_t MAX_SLE_INT8 = INT8_MAX;
31 const size_t MAX_SLE_INT16 = INT16_MAX;
32 const size_t MAX_SLE_INT32 = INT32_MAX;
33 const size_t MAX_SLE_INT = INT_MAX;
34 
35 /** Settings profiles and highscore tables. */
36 enum SettingsProfile {
37 	SP_BEGIN = 0,
38 	SP_EASY = SP_BEGIN,                       ///< Easy difficulty.
39 	SP_MEDIUM,                                ///< Medium difficulty.
40 	SP_HARD,                                  ///< Hard difficulty.
41 
42 	SP_END,                                   ///< End of setting profiles.
43 
44 	SP_CUSTOM = SP_END,                       ///< No profile, special "custom" highscore.
45 	SP_SAVED_HIGHSCORE_END,                   ///< End of saved highscore tables.
46 
47 	SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END,  ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
48 	SP_HIGHSCORE_END,                         ///< End of highscore tables.
49 };
50 
51 /** Available industry map generation densities. */
52 enum IndustryDensity {
53 	ID_FUND_ONLY, ///< The game does not build industries.
54 	ID_MINIMAL,   ///< Start with just the industries that must be present.
55 	ID_VERY_LOW,  ///< Very few industries at game start.
56 	ID_LOW,       ///< Few industries at game start.
57 	ID_NORMAL,    ///< Normal amount of industries at game start.
58 	ID_HIGH,      ///< Many industries at game start.
59 
60 	ID_END,       ///< Number of industry density settings.
61 };
62 
63 /** Possible values for "userelayservice" setting. */
64 enum UseRelayService {
65 	URS_NEVER = 0,
66 	URS_ASK,
67 	URS_ALLOW,
68 };
69 
70 /** Settings related to the difficulty of the game */
71 struct DifficultySettings {
72 	byte   competitor_start_time;            ///< Unused value, used to load old savegames.
73 	byte   competitor_intelligence;          ///< Unused value, used to load old savegames.
74 
75 	byte   max_no_competitors;               ///< the number of competitors (AIs)
76 	byte   number_towns;                     ///< the amount of towns
77 	byte   industry_density;                 ///< The industry density. @see IndustryDensity
78 	uint32 max_loan;                         ///< the maximum initial loan
79 	byte   initial_interest;                 ///< amount of interest (to pay over the loan)
80 	byte   vehicle_costs;                    ///< amount of money spent on vehicle running cost
81 	byte   competitor_speed;                 ///< the speed at which the AI builds
82 	byte   vehicle_breakdowns;               ///< likelihood of vehicles breaking down
83 	byte   subsidy_multiplier;               ///< payment multiplier for subsidized deliveries
84 	uint16 subsidy_duration;                 ///< duration of subsidies
85 	byte   construction_cost;                ///< how expensive is building
86 	byte   terrain_type;                     ///< the mountainousness of the landscape
87 	byte   quantity_sea_lakes;               ///< the amount of seas/lakes
88 	bool   economy;                          ///< how volatile is the economy
89 	bool   line_reverse_mode;                ///< reversing at stations or not
90 	bool   disasters;                        ///< are disasters enabled
91 	byte   town_council_tolerance;           ///< minimum required town ratings to be allowed to demolish stuff
92 };
93 
94 /** Settings relating to viewport/smallmap scrolling. */
95 enum ViewportScrollMode {
96 	VSM_VIEWPORT_RMB_FIXED, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
97 	VSM_MAP_RMB_FIXED,      ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
98 	VSM_MAP_RMB,            ///< Map moves with mouse movement on holding right mouse button, cursor moves.
99 	VSM_MAP_LMB,            ///< Map moves with mouse movement on holding left mouse button, cursor moves.
100 	VSM_END,                ///< Number of scroll mode settings.
101 };
102 
103 /** Settings related to the GUI and other stuff that is not saved in the savegame. */
104 struct GUISettings {
105 	bool   sg_full_load_any;                 ///< new full load calculation, any cargo must be full read from pre v93 savegames
106 	bool   lost_vehicle_warn;                ///< if a vehicle can't find its destination, show a warning
107 	uint8  order_review_system;              ///< perform order reviews on vehicles
108 	bool   vehicle_income_warn;              ///< if a vehicle isn't generating income, show a warning
109 	bool   show_finances;                    ///< show finances at end of year
110 	bool   sg_new_nonstop;                   ///< ttdpatch compatible nonstop handling read from pre v93 savegames
111 	bool   new_nonstop;                      ///< ttdpatch compatible nonstop handling
112 	uint8  stop_location;                    ///< what is the default stop location of trains?
113 	uint8  auto_scrolling;                   ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
114 	byte   errmsg_duration;                  ///< duration of error message
115 	uint16 hover_delay_ms;                   ///< time required to activate a hover event, in milliseconds
116 	bool   link_terraform_toolbar;           ///< display terraform toolbar when displaying rail, road, water and airport toolbars
117 	uint8  smallmap_land_colour;             ///< colour used for land and heightmap at the smallmap
118 	uint8  scroll_mode;                      ///< viewport scroll mode
119 	bool   smooth_scroll;                    ///< smooth scroll viewports
120 	bool   measure_tooltip;                  ///< show a permanent tooltip when dragging tools
121 	byte   liveries;                         ///< options for displaying company liveries, 0=none, 1=self, 2=all
122 	bool   prefer_teamchat;                  ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
123 	uint8  advanced_vehicle_list;            ///< use the "advanced" vehicle list
124 	uint8  loading_indicators;               ///< show loading indicators
125 	uint8  default_rail_type;                ///< the default rail type for the rail GUI
126 	uint8  toolbar_pos;                      ///< position of toolbars, 0=left, 1=center, 2=right
127 	uint8  statusbar_pos;                    ///< position of statusbar, 0=left, 1=center, 2=right
128 	uint8  window_snap_radius;               ///< windows snap at each other if closer than this
129 	uint8  window_soft_limit;                ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
130 	ZoomLevel zoom_min;                      ///< minimum zoom out level
131 	ZoomLevel zoom_max;                      ///< maximum zoom out level
132 	ZoomLevel sprite_zoom_min;               ///< maximum zoom level at which higher-resolution alternative sprites will be used (if available) instead of scaling a lower resolution sprite
133 	byte   autosave;                         ///< how often should we do autosaves?
134 	bool   threaded_saves;                   ///< should we do threaded saves?
135 	bool   keep_all_autosave;                ///< name the autosave in a different way
136 	bool   autosave_on_exit;                 ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
137 	bool   autosave_on_network_disconnect;   ///< save an autosave when you get disconnected from a network game with an error?
138 	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)
139 	byte   max_num_autosaves;                ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
140 	bool   population_in_label;              ///< show the population of a town in its label?
141 	uint8  right_mouse_btn_emulation;        ///< should we emulate right mouse clicking?
142 	uint8  scrollwheel_scrolling;            ///< scrolling using the scroll wheel?
143 	uint8  scrollwheel_multiplier;           ///< how much 'wheel' per incoming event from the OS?
144 	bool   timetable_arrival_departure;      ///< show arrivals and departures in vehicle timetables
145 	bool   right_mouse_wnd_close;            ///< close window with right click
146 	bool   pause_on_newgame;                 ///< whether to start new games paused or not
147 	SignalGUISettings signal_gui_mode;       ///< select which signal types are shown in the signal GUI
148 	SignalCycleSettings cycle_signal_types;  ///< Which signal types to cycle with the build signal tool.
149 	Year   coloured_news_year;               ///< when does newspaper become coloured?
150 	bool   timetable_in_ticks;               ///< whether to show the timetable in ticks rather than days
151 	bool   quick_goto;                       ///< Allow quick access to 'goto button' in vehicle orders window
152 	bool   auto_euro;                        ///< automatically switch to euro in 2002
153 	byte   drag_signals_density;             ///< many signals density
154 	bool   drag_signals_fixed_distance;      ///< keep fixed distance between signals when dragging
155 	Year   semaphore_build_before;           ///< build semaphore signals automatically before this year
156 	byte   news_message_timeout;             ///< how much longer than the news message "age" should we keep the message in the history
157 	bool   show_track_reservation;           ///< highlight reserved tracks.
158 	byte   station_numtracks;                ///< the number of platforms to default on for rail stations
159 	byte   station_platlength;               ///< the platform length, in tiles, for rail stations
160 	bool   station_dragdrop;                 ///< whether drag and drop is enabled for stations
161 	bool   station_show_coverage;            ///< whether to highlight coverage area
162 	bool   persistent_buildingtools;         ///< keep the building tools active after usage
163 	bool   expenses_layout;                  ///< layout of expenses window
164 	uint32 last_newgrf_count;                ///< the numbers of NewGRFs we found during the last scan
165 	byte   missing_strings_threshold;        ///< the number of missing strings before showing the warning
166 	uint8  graph_line_thickness;             ///< the thickness of the lines in the various graph guis
167 	uint8  osk_activation;                   ///< Mouse gesture to trigger the OSK.
168 	byte   starting_colour;                  ///< default color scheme for the company to start a new game with
169 	bool   show_newgrf_name;                 ///< Show the name of the NewGRF in the build vehicle window
170 	bool   auto_remove_signals;              ///< automatically remove signals when in the way during rail construction
171 	uint16 refresh_rate;                     ///< How often we refresh the screen (time between draw-ticks).
172 	uint16 fast_forward_speed_limit;         ///< Game speed to use when fast-forward is enabled.
173 
174 	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.
175 	uint16 console_backlog_length;           ///< the minimum amount of items in the console backlog before items will be removed.
176 
177 	uint8  station_gui_group_order;          ///< the order of grouping cargo entries in the station gui
178 	uint8  station_gui_sort_by;              ///< sort cargo entries in the station gui by station name or amount
179 	uint8  station_gui_sort_order;           ///< the sort order of entries in the station gui - ascending or descending
180 	uint16 network_chat_box_width_pct;       ///< width of the chat box in percent
181 	uint8  network_chat_box_height;          ///< height of the chat box in lines
182 	uint16 network_chat_timeout;             ///< timeout of chat messages in seconds
183 
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
192 
193 	/**
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
196 	 */
UserIsAllowedToChangeNewGRFsGUISettings197 	bool UserIsAllowedToChangeNewGRFs() const
198 	{
199 		return this->scenario_developer || this->newgrf_developer_tools;
200 	}
201 };
202 
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 successful 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.
213 };
214 
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
224 };
225 
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 	std::string digit_group_separator;            ///< thousand separator for non-currencies
236 	std::string digit_group_separator_currency;   ///< thousand separator for currencies
237 	std::string digit_decimal_separator;          ///< decimal separator
238 };
239 
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
257 };
258 
259 /** All settings related to the network. */
260 struct NetworkSettings {
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 	ServerGameType server_game_type;                      ///< Server type: local / public / invite-only.
277 	std::string server_invite_code;                       ///< Invite code to use when registering as server.
278 	std::string server_invite_code_secret;                ///< Secret to proof we got this invite code from the Game Coordinator.
279 	std::string server_name;                              ///< name of the server
280 	std::string server_password;                          ///< password for joining this server
281 	std::string rcon_password;                            ///< password for rconsole (server side)
282 	std::string admin_password;                           ///< password for the admin network
283 	std::string client_name;                              ///< name of the player (as client)
284 	std::string default_company_pass;                     ///< default password for new companies in encrypted form
285 	std::string connect_to_ip;                            ///< default for the "Add server" query
286 	std::string network_id;                               ///< 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 	Year        restart_game_year;                        ///< year the server restarts
294 	uint8       min_active_clients;                       ///< minimum amount of active clients to unpause the game
295 	bool        reload_cfg;                               ///< reload the config file before restarting
296 	std::string last_joined;                              ///< Last joined server
297 	bool        no_http_content_downloads;                ///< do not do content downloads over HTTP
298 	UseRelayService use_relay_service;                        ///< Use relay service?
299 };
300 
301 /** Settings related to the creation of games. */
302 struct GameCreationSettings {
303 	uint32 generation_seed;                  ///< noise seed for world generation
304 	Year   starting_year;                    ///< starting date
305 	Year   ending_year;                      ///< scoring end date
306 	uint8  map_x;                            ///< X size of map
307 	uint8  map_y;                            ///< Y size of map
308 	byte   land_generator;                   ///< the landscape generator
309 	byte   oil_refinery_limit;               ///< distance oil refineries allowed from map edge
310 	byte   snow_line_height;                 ///< the configured snow line height (deduced from "snow_coverage")
311 	byte   snow_coverage;                    ///< the amount of snow coverage on the map
312 	byte   desert_coverage;                  ///< the amount of desert coverage on the map
313 	byte   heightmap_height;                 ///< highest mountain for heightmap (towards what it scales)
314 	byte   tgen_smoothness;                  ///< how rough is the terrain from 0-3
315 	byte   tree_placer;                      ///< the tree placer algorithm
316 	byte   heightmap_rotation;               ///< rotation director for the heightmap
317 	byte   se_flat_world_height;             ///< land height a flat world gets in SE
318 	byte   town_name;                        ///< the town name generator used for town names
319 	byte   landscape;                        ///< the landscape we're currently in
320 	byte   water_borders;                    ///< bitset of the borders that are water
321 	uint16 custom_town_number;               ///< manually entered number of towns
322 	byte   variety;                          ///< variety level applied to TGP
323 	byte   custom_terrain_type;              ///< manually entered height for TGP to aim for
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 };
329 
330 /** Settings related to construction in-game */
331 struct ConstructionSettings {
332 	uint8  map_height_limit;                 ///< the maximum allowed heightlevel
333 	bool   build_on_slopes;                  ///< allow building on slopes
334 	bool   autoslope;                        ///< allow terraforming under things
335 	uint16 max_bridge_length;                ///< maximum length of bridges
336 	byte   max_bridge_height;                ///< maximum height of bridges
337 	uint16 max_tunnel_length;                ///< maximum length of tunnels
338 	byte   train_signal_side;                ///< show signals on left / driving / right side
339 	bool   extra_dynamite;                   ///< extra dynamite
340 	bool   road_stop_on_town_road;           ///< allow building of drive-through road stops on town owned roads
341 	bool   road_stop_on_competitor_road;     ///< allow building of drive-through road stops on roads owned by competitors
342 	uint8  raw_industry_construction;        ///< type of (raw) industry construction (none, "normal", prospecting)
343 	uint8  industry_platform;                ///< the amount of flat land around an industry
344 	bool   freeform_edges;                   ///< allow terraforming the tiles at the map edges
345 	uint8  extra_tree_placement;             ///< (dis)allow building extra trees in-game
346 	uint8  command_pause_level;              ///< level/amount of commands that can't be executed while paused
347 
348 	uint32 terraform_per_64k_frames;         ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
349 	uint16 terraform_frame_burst;            ///< how many tile heights may, over a short period, be terraformed?
350 	uint32 clear_per_64k_frames;             ///< how many tiles may, over a long period, be cleared per 65536 frames?
351 	uint16 clear_frame_burst;                ///< how many tiles may, over a short period, be cleared?
352 	uint32 tree_per_64k_frames;              ///< how many trees may, over a long period, be planted per 65536 frames?
353 	uint16 tree_frame_burst;                 ///< how many trees may, over a short period, be planted?
354 };
355 
356 /** Settings related to the AI. */
357 struct AISettings {
358 	bool   ai_in_multiplayer;                ///< so we allow AIs in multiplayer
359 	bool   ai_disable_veh_train;             ///< disable types for AI
360 	bool   ai_disable_veh_roadveh;           ///< disable types for AI
361 	bool   ai_disable_veh_aircraft;          ///< disable types for AI
362 	bool   ai_disable_veh_ship;              ///< disable types for AI
363 };
364 
365 /** Settings related to scripts. */
366 struct ScriptSettings {
367 	uint8  settings_profile;                 ///< difficulty profile to set initial settings of scripts, esp. random AIs
368 	uint32 script_max_opcode_till_suspend;   ///< max opcode calls till scripts will suspend
369 	uint32 script_max_memory_megabytes;      ///< limit on memory a single script instance may have allocated
370 };
371 
372 /** Settings related to the new pathfinder. */
373 struct NPFSettings {
374 	/**
375 	 * The maximum amount of search nodes a single NPF run should take. This
376 	 * limit should make sure performance stays at acceptable levels at the cost
377 	 * of not being perfect anymore.
378 	 */
379 	uint32 npf_max_search_nodes;
380 	uint32 maximum_go_to_depot_penalty;      ///< What is the maximum penalty that may be endured for going to a depot
381 
382 	uint32 npf_rail_firstred_penalty;        ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
383 	uint32 npf_rail_firstred_exit_penalty;   ///< the penalty for when the first signal is red (and it is an exit or combo signal)
384 	uint32 npf_rail_lastred_penalty;         ///< the penalty for when the last signal is red
385 	uint32 npf_rail_station_penalty;         ///< the penalty for station tiles
386 	uint32 npf_rail_slope_penalty;           ///< the penalty for sloping upwards
387 	uint32 npf_rail_curve_penalty;           ///< the penalty for curves
388 	uint32 npf_rail_depot_reverse_penalty;   ///< the penalty for reversing in depots
389 	uint32 npf_rail_pbs_cross_penalty;       ///< the penalty for crossing a reserved rail track
390 	uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
391 	uint32 npf_buoy_penalty;                 ///< the penalty for going over (through) a buoy
392 	uint32 npf_water_curve_penalty;          ///< the penalty for curves
393 	uint32 npf_road_curve_penalty;           ///< the penalty for curves
394 	uint32 npf_crossing_penalty;             ///< the penalty for level crossings
395 	uint32 npf_road_drive_through_penalty;   ///< the penalty for going through a drive-through road stop
396 	uint32 npf_road_dt_occupied_penalty;     ///< the penalty multiplied by the fill percentage of a drive-through road stop
397 	uint32 npf_road_bay_occupied_penalty;    ///< the penalty multiplied by the fill percentage of a road bay
398 };
399 
400 /** Settings related to the yet another pathfinder. */
401 struct YAPFSettings {
402 	bool   disable_node_optimization;        ///< whether to use exit-dir instead of trackdir in node key
403 	uint32 max_search_nodes;                 ///< stop path-finding when this number of nodes visited
404 	uint32 maximum_go_to_depot_penalty;      ///< What is the maximum penalty that may be endured for going to a depot
405 	bool   ship_use_yapf;                    ///< use YAPF for ships
406 	bool   road_use_yapf;                    ///< use YAPF for road
407 	bool   rail_use_yapf;                    ///< use YAPF for rail
408 	uint32 road_slope_penalty;               ///< penalty for up-hill slope
409 	uint32 road_curve_penalty;               ///< penalty for curves
410 	uint32 road_crossing_penalty;            ///< penalty for level crossing
411 	uint32 road_stop_penalty;                ///< penalty for going through a drive-through road stop
412 	uint32 road_stop_occupied_penalty;       ///< penalty multiplied by the fill percentage of a drive-through road stop
413 	uint32 road_stop_bay_occupied_penalty;   ///< penalty multiplied by the fill percentage of a road bay
414 	bool   rail_firstred_twoway_eol;         ///< treat first red two-way signal as dead end
415 	uint32 rail_firstred_penalty;            ///< penalty for first red signal
416 	uint32 rail_firstred_exit_penalty;       ///< penalty for first red exit signal
417 	uint32 rail_lastred_penalty;             ///< penalty for last red signal
418 	uint32 rail_lastred_exit_penalty;        ///< penalty for last red exit signal
419 	uint32 rail_station_penalty;             ///< penalty for non-target station tile
420 	uint32 rail_slope_penalty;               ///< penalty for up-hill slope
421 	uint32 rail_curve45_penalty;             ///< penalty for curve
422 	uint32 rail_curve90_penalty;             ///< penalty for 90-deg curve
423 	uint32 rail_depot_reverse_penalty;       ///< penalty for reversing in the depot
424 	uint32 rail_crossing_penalty;            ///< penalty for level crossing
425 	uint32 rail_look_ahead_max_signals;      ///< max. number of signals taken into consideration in look-ahead load balancer
426 	int32  rail_look_ahead_signal_p0;        ///< constant in polynomial penalty function
427 	int32  rail_look_ahead_signal_p1;        ///< constant in polynomial penalty function
428 	int32  rail_look_ahead_signal_p2;        ///< constant in polynomial penalty function
429 	uint32 rail_pbs_cross_penalty;           ///< penalty for crossing a reserved tile
430 	uint32 rail_pbs_station_penalty;         ///< penalty for crossing a reserved station tile
431 	uint32 rail_pbs_signal_back_penalty;     ///< penalty for passing a pbs signal from the backside
432 	uint32 rail_doubleslip_penalty;          ///< penalty for passing a double slip switch
433 
434 	uint32 rail_longer_platform_penalty;           ///< penalty for longer  station platform than train
435 	uint32 rail_longer_platform_per_tile_penalty;  ///< penalty for longer  station platform than train (per tile)
436 	uint32 rail_shorter_platform_penalty;          ///< penalty for shorter station platform than train
437 	uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
438 	uint32 ship_curve45_penalty;                   ///< penalty for 45-deg curve for ships
439 	uint32 ship_curve90_penalty;                   ///< penalty for 90-deg curve for ships
440 };
441 
442 /** Settings related to all pathfinders. */
443 struct PathfinderSettings {
444 	uint8  pathfinder_for_trains;            ///< the pathfinder to use for trains
445 	uint8  pathfinder_for_roadvehs;          ///< the pathfinder to use for roadvehicles
446 	uint8  pathfinder_for_ships;             ///< the pathfinder to use for ships
447 	bool   new_pathfinding_all;              ///< use the newest pathfinding algorithm for all
448 
449 	bool   roadveh_queue;                    ///< buggy road vehicle queueing
450 	bool   forbid_90_deg;                    ///< forbid trains to make 90 deg turns
451 
452 	bool   reverse_at_signals;               ///< whether to reverse at signals at all
453 	byte   wait_oneway_signal;               ///< waitingtime in days before a oneway signal
454 	byte   wait_twoway_signal;               ///< waitingtime in days before a twoway signal
455 
456 	bool   reserve_paths;                    ///< always reserve paths regardless of signal type.
457 	byte   wait_for_pbs_path;                ///< how long to wait for a path reservation.
458 	byte   path_backoff_interval;            ///< ticks between checks for a free path.
459 
460 	NPFSettings  npf;                        ///< pathfinder settings for the new pathfinder
461 	YAPFSettings yapf;                       ///< pathfinder settings for the yet another pathfinder
462 };
463 
464 /** Settings related to orders. */
465 struct OrderSettings {
466 	bool   improved_load;                    ///< improved loading algorithm
467 	bool   gradual_loading;                  ///< load vehicles gradually
468 	bool   selectgoods;                      ///< only send the goods to station if a train has been there
469 	bool   no_servicing_if_no_breakdowns;    ///< don't send vehicles to depot when breakdowns are disabled
470 	bool   serviceathelipad;                 ///< service helicopters at helipads automatically (no need to send to depot)
471 };
472 
473 /** Settings related to vehicles. */
474 struct VehicleSettings {
475 	uint8  max_train_length;                 ///< maximum length for trains
476 	uint8  smoke_amount;                     ///< amount of smoke/sparks locomotives produce
477 	uint8  train_acceleration_model;         ///< realistic acceleration for trains
478 	uint8  roadveh_acceleration_model;       ///< realistic acceleration for road vehicles
479 	uint8  train_slope_steepness;            ///< Steepness of hills for trains when using realistic acceleration
480 	uint8  roadveh_slope_steepness;          ///< Steepness of hills for road vehicles when using realistic acceleration
481 	bool   wagon_speed_limits;               ///< enable wagon speed limits
482 	bool   disable_elrails;                  ///< when true, the elrails are disabled
483 	UnitID max_trains;                       ///< max trains in game per company
484 	UnitID max_roadveh;                      ///< max trucks in game per company
485 	UnitID max_aircraft;                     ///< max planes in game per company
486 	UnitID max_ships;                        ///< max ships in game per company
487 	uint8  plane_speed;                      ///< divisor for speed of aircraft
488 	uint8  freight_trains;                   ///< value to multiply the weight of cargo by
489 	bool   dynamic_engines;                  ///< enable dynamic allocation of engine data
490 	bool   never_expire_vehicles;            ///< never expire vehicles
491 	byte   extend_vehicle_life;              ///< extend vehicle life by this many years
492 	byte   road_side;                        ///< the side of the road vehicles drive on
493 	uint8  plane_crashes;                    ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
494 };
495 
496 /** Settings related to the economy. */
497 struct EconomySettings {
498 	bool   inflation;                        ///< disable inflation
499 	bool   bribe;                            ///< enable bribing the local authority
500 	EconomyType type;                        ///< economy type (original/smooth/frozen)
501 	bool   allow_shares;                     ///< allow the buying/selling of shares
502 	uint8  min_years_for_shares;             ///< minimum age of a company for it to trade shares
503 	uint8  feeder_payment_share;             ///< percentage of leg payment to virtually pay in feeder systems
504 	byte   dist_local_authority;             ///< distance for town local authority, default 20
505 	bool   exclusive_rights;                 ///< allow buying exclusive rights
506 	bool   fund_buildings;                   ///< allow funding new buildings
507 	bool   fund_roads;                       ///< allow funding local road reconstruction
508 	bool   give_money;                       ///< allow giving other companies money
509 	bool   mod_road_rebuild;                 ///< roadworks remove unnecessary RoadBits
510 	bool   multiple_industry_per_town;       ///< allow many industries of the same type per town
511 	uint8  town_growth_rate;                 ///< town growth rate
512 	uint8  larger_towns;                     ///< the number of cities to build. These start off larger and grow twice as fast
513 	uint8  initial_city_size;                ///< multiplier for the initial size of the cities compared to towns
514 	TownLayout town_layout;                  ///< select town layout, @see TownLayout
515 	TownCargoGenMode town_cargogen_mode;     ///< algorithm for generating cargo from houses, @see TownCargoGenMode
516 	bool   allow_town_roads;                 ///< towns are allowed to build roads (always allowed when generating world / in SE)
517 	TownFounding found_town;                 ///< town founding.
518 	bool   station_noise_level;              ///< build new airports when the town noise level is still within accepted limits
519 	uint16 town_noise_population[3];         ///< population to base decision on noise evaluation (@see town_council_tolerance)
520 	bool   allow_town_level_crossings;       ///< towns are allowed to build level crossings
521 	bool   infrastructure_maintenance;       ///< enable monthly maintenance fee for owner infrastructure
522 };
523 
524 struct LinkGraphSettings {
525 	uint16 recalc_time;                     ///< time (in days) for recalculating each link graph component.
526 	uint16 recalc_interval;                 ///< time (in days) between subsequent checks for link graphs to be calculated.
527 	DistributionType distribution_pax;      ///< distribution type for passengers
528 	DistributionType distribution_mail;     ///< distribution type for mail
529 	DistributionType distribution_armoured; ///< distribution type for armoured cargo class
530 	DistributionType distribution_default;  ///< distribution type for all other goods
531 	uint8 accuracy;                         ///< accuracy when calculating things on the link graph. low accuracy => low running time
532 	uint8 demand_size;                      ///< influence of supply ("station size") on the demand function
533 	uint8 demand_distance;                  ///< influence of distance between stations on the demand function
534 	uint8 short_path_saturation;            ///< percentage up to which short paths are saturated before saturating most capacious paths
535 
GetDistributionTypeLinkGraphSettings536 	inline DistributionType GetDistributionType(CargoID cargo) const {
537 		if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
538 		if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
539 		if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
540 		return this->distribution_default;
541 	}
542 };
543 
544 /** Settings related to stations. */
545 struct StationSettings {
546 	bool   modified_catchment;               ///< different-size catchment areas
547 	bool   serve_neutral_industries;         ///< company stations can serve industries with attached neutral stations
548 	bool   adjacent_stations;                ///< allow stations to be built directly adjacent to other stations
549 	bool   distant_join_stations;            ///< allow to join non-adjacent stations
550 	bool   never_expire_airports;            ///< never expire airports
551 	byte   station_spread;                   ///< amount a station may spread
552 };
553 
554 /** Default settings for vehicles. */
555 struct VehicleDefaultSettings {
556 	bool   servint_ispercent;                ///< service intervals are in percents
557 	uint16 servint_trains;                   ///< service interval for trains
558 	uint16 servint_roadveh;                  ///< service interval for road vehicles
559 	uint16 servint_aircraft;                 ///< service interval for aircraft
560 	uint16 servint_ships;                    ///< service interval for ships
561 };
562 
563 /** Settings that can be set per company. */
564 struct CompanySettings {
565 	bool engine_renew;                       ///< is autorenew enabled
566 	int16 engine_renew_months;               ///< months before/after the maximum vehicle age a vehicle should be renewed
567 	uint32 engine_renew_money;               ///< minimum amount of money before autorenew is used
568 	bool renew_keep_length;                  ///< sell some wagons if after autoreplace the train is longer than before
569 	VehicleDefaultSettings vehicle;          ///< default settings for vehicles
570 };
571 
572 /** All settings together for the game. */
573 struct GameSettings {
574 	DifficultySettings   difficulty;         ///< settings related to the difficulty
575 	GameCreationSettings game_creation;      ///< settings used during the creation of a game (map)
576 	ConstructionSettings construction;       ///< construction of things in-game
577 	AISettings           ai;                 ///< what may the AI do?
578 	ScriptSettings       script;             ///< settings for scripts
579 	class AIConfig      *ai_config[MAX_COMPANIES]; ///< settings per company
580 	class GameConfig    *game_config;        ///< settings for gamescript
581 	PathfinderSettings   pf;                 ///< settings for all pathfinders
582 	OrderSettings        order;              ///< settings related to orders
583 	VehicleSettings      vehicle;            ///< options for vehicles
584 	EconomySettings      economy;            ///< settings to change the economy
585 	LinkGraphSettings    linkgraph;          ///< settings for link graph calculations
586 	StationSettings      station;            ///< settings related to station management
587 	LocaleSettings       locale;             ///< settings related to used currency/unit system in the current game
588 };
589 
590 /** All settings that are only important for the local client. */
591 struct ClientSettings {
592 	GUISettings          gui;                ///< settings related to the GUI
593 	NetworkSettings      network;            ///< settings related to the network
594 	CompanySettings      company;            ///< default values for per-company settings
595 	SoundSettings        sound;              ///< sound effect settings
596 	MusicSettings        music;              ///< settings related to music/sound
597 	NewsSettings         news_display;       ///< news display settings.
598 };
599 
600 /** The current settings for this game. */
601 extern ClientSettings _settings_client;
602 
603 /** The current settings for this game. */
604 extern GameSettings _settings_game;
605 
606 /** The settings values that are used for new games and/or modified in config file. */
607 extern GameSettings _settings_newgame;
608 
609 /** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
610 extern VehicleDefaultSettings _old_vds;
611 
612 /**
613  * Get the settings-object applicable for the current situation: the newgame settings
614  * when we're in the main menu and otherwise the settings of the current game.
615  */
GetGameSettings()616 static inline GameSettings &GetGameSettings()
617 {
618 	return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
619 }
620 
621 #endif /* SETTINGS_TYPE_H */
622