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