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OpenTTD-patches/src/settings_type.h

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/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file settings_type.h Types related to global configuration settings. */
#ifndef SETTINGS_TYPE_H
#define SETTINGS_TYPE_H
#include "date_type.h"
#include "economy_type.h"
#include "town_type.h"
#include "transport_type.h"
#include "network/network_type.h"
#include "company_type.h"
#include "cargotype.h"
#include "linkgraph/linkgraph_type.h"
#include "zoom_type.h"
#include "openttd.h"
#include "rail_gui_type.h"
#include "station_type.h"
#include "signal_type.h"
/* Used to validate sizes of "max" value in settings. */
const size_t MAX_SLE_UINT8 = UINT8_MAX;
const size_t MAX_SLE_UINT16 = UINT16_MAX;
const size_t MAX_SLE_UINT32 = UINT32_MAX;
const size_t MAX_SLE_UINT = UINT_MAX;
const size_t MAX_SLE_INT8 = INT8_MAX;
const size_t MAX_SLE_INT16 = INT16_MAX;
const size_t MAX_SLE_INT32 = INT32_MAX;
const size_t MAX_SLE_INT = INT_MAX;
/** Settings profiles and highscore tables. */
enum SettingsProfile {
SP_BEGIN = 0,
SP_EASY = SP_BEGIN, ///< Easy difficulty.
SP_MEDIUM, ///< Medium difficulty.
SP_HARD, ///< Hard difficulty.
SP_END, ///< End of setting profiles.
SP_CUSTOM = SP_END, ///< No profile, special "custom" highscore.
SP_SAVED_HIGHSCORE_END, ///< End of saved highscore tables.
SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END, ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
SP_HIGHSCORE_END, ///< End of highscore tables.
};
/** Available industry map generation densities. */
enum IndustryDensity {
ID_FUND_ONLY, ///< The game does not build industries.
ID_MINIMAL, ///< Start with just the industries that must be present.
ID_VERY_LOW, ///< Very few industries at game start.
ID_LOW, ///< Few industries at game start.
ID_NORMAL, ///< Normal amount of industries at game start.
ID_HIGH, ///< Many industries at game start.
ID_CUSTOM, ///< Custom number of industries.
ID_END, ///< Number of industry density settings.
};
/** Possible values for "userelayservice" setting. */
enum UseRelayService {
URS_NEVER = 0,
URS_ASK,
URS_ALLOW,
};
/** Settings related to the difficulty of the game */
struct DifficultySettings {
byte competitor_start_time; ///< Unused value, used to load old savegames.
byte competitor_intelligence; ///< Unused value, used to load old savegames.
byte max_no_competitors; ///< the number of competitors (AIs)
byte number_towns; ///< the amount of towns
byte industry_density; ///< The industry density. @see IndustryDensity
uint32 max_loan; ///< the maximum initial loan
byte initial_interest; ///< amount of interest (to pay over the loan)
byte vehicle_costs; ///< amount of money spent on vehicle running cost
uint8 vehicle_costs_in_depot; ///< amount of money spent on vehicle running cost when in depot
uint8 vehicle_costs_when_stopped; ///< amount of money spent on vehicle running cost when vehicle is stopped
byte competitor_speed; ///< the speed at which the AI builds
byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
byte subsidy_multiplier; ///< payment multiplier for subsidized deliveries
uint16 subsidy_duration; ///< duration of subsidies
byte construction_cost; ///< how expensive is building
byte terrain_type; ///< the mountainousness of the landscape
byte quantity_sea_lakes; ///< the amount of seas/lakes
bool economy; ///< how volatile is the economy
bool line_reverse_mode; ///< reversing at stations or not
bool disasters; ///< are disasters enabled
byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
bool money_cheat_in_multiplayer; ///< is the money cheat permitted for non-admin multiplayer clients
bool rename_towns_in_multiplayer; ///< is renaming towns permitted for non-admin multiplayer clients
};
/** Settings relating to viewport/smallmap scrolling. */
enum ViewportScrollMode {
VSM_VIEWPORT_RMB_FIXED, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
VSM_MAP_RMB_FIXED, ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
VSM_MAP_RMB, ///< Map moves with mouse movement on holding right mouse button, cursor moves.
VSM_MAP_LMB, ///< Map moves with mouse movement on holding left mouse button, cursor moves.
VSM_END, ///< Number of scroll mode settings.
};
/** Settings related to time display. This may be loaded from the savegame and/or overriden by the client. */
struct TimeSettings {
bool time_in_minutes; ///< whether to use the hh:mm conversion when printing dates
uint16 ticks_per_minute; ///< how many ticks per minute
uint16 clock_offset; ///< clock offset in minutes
};
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
struct GUISettings : public TimeSettings {
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
bool restriction_wait_vehicle_warn; ///< if a vehicle is waiting for an extended time due to a routing restriction, show a warning
uint8 order_review_system; ///< perform order reviews on vehicles
bool no_depot_order_warn; ///< if a non-air vehicle doesn't have at least one depot order, show a warning
bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
bool show_finances; ///< show finances at end of year
bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
bool new_nonstop; ///< ttdpatch compatible nonstop handling
uint8 stop_location; ///< what is the default stop location of trains?
uint8 auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
byte errmsg_duration; ///< duration of error message
uint16 hover_delay_ms; ///< time required to activate a hover event, in milliseconds
bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
uint8 smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
uint8 scroll_mode; ///< viewport scroll mode
bool smooth_scroll; ///< smooth scroll viewports
bool measure_tooltip; ///< show a permanent tooltip when dragging tools
byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
uint8 loading_indicators; ///< show loading indicators
uint8 default_rail_type; ///< the default rail type for the rail GUI
uint8 default_road_type; ///< the default road/tram types for the road/tram GUI
uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
uint8 statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
uint8 window_snap_radius; ///< windows snap at each other if closer than this
uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
ZoomLevel zoom_min; ///< minimum zoom out level
ZoomLevel zoom_max; ///< maximum zoom out level
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
byte autosave; ///< how often should we do autosaves?
uint16 autosave_custom_days; ///< custom autosave interval in days
uint16 autosave_custom_minutes; ///< custom autosave interval in real-time minutes
bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
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)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
uint8 savegame_overwrite_confirm; ///< Mode for when to warn about overwriting an existing savegame
bool population_in_label; ///< show the population of a town in its label?
uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
bool viewport_map_scan_surroundings; ///< look for the most important tile in surroundings
bool show_slopes_on_viewport_map; ///< use slope orientation to render the ground
uint32 default_viewport_map_mode; ///< the mode to use by default when a viewport is in map mode, 0=owner, 1=industry, 2=vegetation
uint32 action_when_viewport_map_is_dblclicked; ///< what to do when a doubleclick occurs on the viewport map
uint32 show_scrolling_viewport_on_map; ///< when a no map viewport is scrolled, its location is marked on the other map viewports
bool show_bridges_on_map; ///< bridges are rendered on a viewport in map mode
bool show_tunnels_on_map; ///< tunnels are rendered on a viewport in map mode
uint32 show_vehicle_route; ///< show a vehicle's route when its orders/timetable window is focused
uint32 dash_level_of_route_lines; ///< the dash level passed to GfxDrawLine() (plain if 0)
bool use_owner_colour_for_tunnelbridge;///< bridges and tunnels are rendered with their owner's colour
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
uint8 max_departures; ///< maximum number of departures to show per station
uint16 max_departure_time; ///< maximum time in advance to show departures
uint16 departure_calc_frequency; ///< how often to calculate departures (in ticks)
bool departure_show_vehicle; ///< whether to show vehicle names with departures
bool departure_show_group; ///< whether to show group names with departures
bool departure_show_company; ///< whether to show company names with departures
bool departure_show_vehicle_type; ///< whether to show vehicle type icons with departures
bool departure_show_vehicle_color; ///< whether to show vehicle type icons in silver instead of orange
bool departure_larger_font; ///< whether to show the calling at list in a larger font
bool departure_destination_type; ///< whether to show destination types for ports and airports
bool departure_show_both; ///< whether to show departure and arrival times on the same line
bool departure_only_passengers; ///< whether to only show passenger services
bool departure_smart_terminus; ///< whether to only show passenger services
uint8 departure_conditionals; ///< how to handle conditional orders
bool departure_show_all_stops; ///< whether to show stops regardless of loading/unloading done at them
bool departure_merge_identical; ///< whether to merge identical departures
bool right_mouse_wnd_close; ///< close window with right click
bool pause_on_newgame; ///< whether to start new games paused or not
SignalGUISettings signal_gui_mode; ///< select which signal types are shown in the signal GUI
SignalCycleSettings cycle_signal_types; ///< Which signal types to cycle with the build signal tool.
SignalType default_signal_type; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
Year coloured_news_year; ///< when does newspaper become coloured?
bool override_time_settings; ///< Whether to override time display settings stored in savegame.
bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
bool timetable_leftover_ticks; ///< whether to show leftover ticks after converting to minutes/days, in the timetable
bool timetable_start_text_entry; ///< whether to enter timetable start times as text (hhmm format)
uint8 date_with_time; ///< whether to show the month and year with the time
bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
bool auto_euro; ///< automatically switch to euro in 2002
byte drag_signals_density; ///< many signals density
bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
Year semaphore_build_before; ///< build semaphore signals automatically before this year
byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
bool show_track_reservation; ///< highlight reserved tracks.
byte station_numtracks; ///< the number of platforms to default on for rail stations
byte station_platlength; ///< the platform length, in tiles, for rail stations
bool station_dragdrop; ///< whether drag and drop is enabled for stations
bool station_show_coverage; ///< whether to highlight coverage area
bool persistent_buildingtools; ///< keep the building tools active after usage
uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
byte missing_strings_threshold; ///< the number of missing strings before showing the warning
uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
bool show_train_length_in_details; ///< show train length in vehicle details window top widget
bool show_train_weight_ratios_in_details; ///< show train weight ratios in vehicle details window top widget
bool show_vehicle_group_in_details; ///< show vehicle group in vehicle details window top widget
bool show_restricted_signal_default; ///< Show restricted electric signals using the default sprite
bool show_all_signal_default; ///< Show all signals using the default sprite
bool show_adv_tracerestrict_features; ///< Show advanced trace restrict features in UI
bool show_progsig_ui; ///< Show programmable pre-signals feature in UI
bool show_noentrysig_ui; ///< Show no-entry signals feature in UI
bool show_veh_list_cargo_filter; ///< Show cargo list filter in UI
uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
byte starting_colour; ///< default color scheme for the company to start a new game with
bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
uint16 refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
uint16 fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
bool show_vehicle_route_steps; ///< when a window related to a specific vehicle is focused, show route steps
bool show_vehicle_list_company_colour; ///< show the company colour of vehicles which have an owner different to the owner of the vehicle list
bool enable_single_veh_shared_order_gui; ///< enable showing a single vehicle in the shared order GUI window
bool show_adv_load_mode_features; ///< enable advanced loading mode features in UI
bool disable_top_veh_list_mass_actions; ///< disable mass actions buttons for non-group vehicle lists
bool adv_sig_bridge_tun_modes; ///< Enable advanced modes for signals on bridges/tunnels.
bool sort_track_types_by_speed; ///< Sorts track types by compatibility first, and speed next, instead of newGRF slot
bool show_depot_sell_gui; ///< Show go to depot and sell in UI
bool open_vehicle_gui_clone_share; ///< Open vehicle GUI when share-cloning vehicle from depot GUI
uint8 linkgraph_colours; ///< linkgraph overlay colours
uint8 vehicle_names; ///< Vehicle naming scheme
bool shade_trees_on_slopes; ///< Shade trees on slopes
uint8 station_rating_tooltip_mode; ///< Station rating tooltip mode
uint8 demolish_confirm_mode; ///< Demolition confirmation mode
bool dual_pane_train_purchase_window; ///< Dual pane train purchase window
bool allow_hiding_waypoint_labels; ///< Allow hiding waypoint viewport labels
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.
uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
uint16 network_chat_box_width_pct; ///< width of the chat box in percent
uint8 network_chat_box_height; ///< height of the chat box in lines
uint16 network_chat_timeout; ///< timeout of chat messages in seconds
uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
bool show_date_in_logs; ///< whether to show dates in console logs
bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
bool ai_developer_tools; ///< activate AI developer tools
bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
bool console_show_unlisted; ///< whether to show unlisted console commands
bool newgrf_disable_big_gui; ///< whether to disable "big GUI" NewGRFs
/**
* Returns true when the user has sufficient privileges to edit newgrfs on a running game
* @return whether the user has sufficient privileges to edit newgrfs in an existing game
*/
bool UserIsAllowedToChangeNewGRFs() const
{
return this->scenario_developer || this->newgrf_developer_tools;
}
};
/** Settings related to sound effects. */
struct SoundSettings {
bool news_ticker; ///< Play a ticker sound when a news item is published.
bool news_full; ///< Play sound effects associated to certain news types.
bool new_year; ///< Play sound on new year, summarising the performance during the last year.
bool confirm; ///< Play sound effect on successful constructions or other actions.
bool click_beep; ///< Beep on a random selection of buttons.
bool disaster; ///< Play disaster and accident sounds.
bool vehicle; ///< Play vehicle sound effects.
bool ambient; ///< Play ambient, industry and town sounds.
};
/** Settings related to music. */
struct MusicSettings {
byte playlist; ///< The playlist (number) to play
byte music_vol; ///< The requested music volume
byte effect_vol; ///< The requested effects volume
byte custom_1[33]; ///< The order of the first custom playlist
byte custom_2[33]; ///< The order of the second custom playlist
bool playing; ///< Whether music is playing
bool shuffle; ///< Whether to shuffle the music
};
/** Settings related to currency/unit systems. */
struct LocaleSettings {
byte currency; ///< currency we currently use
byte units_velocity; ///< unit system for velocity
byte units_power; ///< unit system for power
byte units_weight; ///< unit system for weight
byte units_volume; ///< unit system for volume
byte units_force; ///< unit system for force
byte units_height; ///< unit system for height
std::string digit_group_separator; ///< thousand separator for non-currencies
std::string digit_group_separator_currency; ///< thousand separator for currencies
std::string digit_decimal_separator; ///< decimal separator
};
/** Settings related to news */
struct NewsSettings {
uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
uint8 accident; ///< NewsDisplay of accidents that occur
uint8 accident_other; ///< NewsDisplay if a vehicle from another company is involved in an accident
uint8 company_info; ///< NewsDisplay of general company information
uint8 open; ///< NewsDisplay on new industry constructions
uint8 close; ///< NewsDisplay about closing industries
uint8 economy; ///< NewsDisplay on economical changes
uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
uint8 subsidies; ///< NewsDisplay of changes on subsidies
uint8 general; ///< NewsDisplay of other topics
};
/** All settings related to the network. */
struct NetworkSettings {
uint16 sync_freq; ///< how often do we check whether we are still in-sync
uint8 frame_freq; ///< how often do we send commands to the clients
uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
bool pause_on_join; ///< pause the game when people join
uint16 server_port; ///< port the server listens on
uint16 server_admin_port; ///< port the server listens on for the admin network
bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
ServerGameType server_game_type; ///< Server type: local / public / invite-only.
std::string server_invite_code; ///< Invite code to use when registering as server.
std::string server_invite_code_secret; ///< Secret to proof we got this invite code from the Game Coordinator.
std::string server_name; ///< name of the server
std::string server_password; ///< password for joining this server
std::string rcon_password; ///< password for rconsole (server side)
std::string admin_password; ///< password for the admin network
std::string settings_password; ///< password for game settings (server side)
std::string client_name; ///< name of the player (as client)
std::string default_company_pass; ///< default password for new companies in encrypted form
std::string connect_to_ip; ///< default for the "Add server" query
std::string network_id; ///< network ID for servers
std::string company_password_storage_token; ///< company password storage token
std::string company_password_storage_secret; ///< company password storage secret
bool autoclean_companies; ///< automatically remove companies that are not in use
uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
uint8 max_companies; ///< maximum amount of companies
uint8 max_clients; ///< maximum amount of clients
Year restart_game_year; ///< year the server restarts
uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
bool reload_cfg; ///< reload the config file before restarting
std::string last_joined; ///< Last joined server
bool no_http_content_downloads; ///< do not do content downloads over HTTP
UseRelayService use_relay_service; ///< Use relay service?
};
/** Settings related to the creation of games. */
struct GameCreationSettings {
uint32 generation_seed; ///< noise seed for world generation
uint32 generation_unique_id; ///< random id to differentiate savegames
Year starting_year; ///< starting date
Year ending_year; ///< scoring end date
uint8 map_x; ///< X size of map
uint8 map_y; ///< Y size of map
byte land_generator; ///< the landscape generator
byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
byte snow_line_height; ///< the configured snow line height (deduced from "snow_coverage")
byte snow_coverage; ///< the amount of snow coverage on the map
byte rainforest_line_height; ///< the configured rainforest line height
byte desert_coverage; ///< the amount of desert coverage on the map
byte climate_threshold_mode; ///< climate threshold mode
byte heightmap_height; ///< highest mountain for heightmap (towards what it scales)
byte tgen_smoothness; ///< how rough is the terrain from 0-3
byte tree_placer; ///< the tree placer algorithm
byte heightmap_rotation; ///< rotation director for the heightmap
byte se_flat_world_height; ///< land height a flat world gets in SE
byte town_name; ///< the town name generator used for town names
byte landscape; ///< the landscape we're currently in
byte water_borders; ///< bitset of the borders that are water
uint16 custom_town_number; ///< manually entered number of towns
byte variety; ///< variety level applied to TGP
byte custom_terrain_type; ///< manually entered height for TGP to aim for
byte custom_sea_level; ///< manually entered percentage of water in the map
byte min_river_length; ///< the minimum river length
byte river_route_random; ///< the amount of randomicity for the route finding
byte amount_of_rivers; ///< the amount of rivers
bool rivers_top_of_hill; ///< do rivers require starting near the tops of hills?
uint8 river_tropics_width; ///< the configured width of tropics around rivers
uint8 lake_tropics_width; ///< the configured width of tropics around lakes
uint8 coast_tropics_width; ///< the configured width of tropics around coasts
uint8 lake_size; ///< how large can lakes get?
bool lakes_allowed_in_deserts; ///< are lakes allowed in deserts?
uint8 amount_of_rocks; ///< the amount of rocks
uint8 height_affects_rocks; ///< the affect that map height has on rocks
uint8 build_public_roads; ///< build public roads connecting towns
uint16 custom_industry_number; ///< manually entered number of industries
};
/** Settings related to construction in-game */
struct ConstructionSettings {
uint8 map_height_limit; ///< the maximum allowed heightlevel
bool build_on_slopes; ///< allow building on slopes
bool autoslope; ///< allow terraforming under things
uint16 max_bridge_length; ///< maximum length of bridges
byte max_bridge_height; ///< maximum height of bridges
uint16 max_tunnel_length; ///< maximum length of tunnels
byte train_signal_side; ///< show signals on left / driving / right side
bool extra_dynamite; ///< extra dynamite
bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
uint8 industry_platform; ///< the amount of flat land around an industry
bool freeform_edges; ///< allow terraforming the tiles at the map edges
uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
uint8 trees_around_snow_line_range; ///< range around snowline for mixed and arctic forest.
bool trees_around_snow_line_enabled; ///< enable mixed and arctic forest around snowline, and no trees above snowline
uint8 trees_around_snow_line_dynamic_range; ///< how much of the snow line dynamic range to use as the snowline for arctic tree placement
uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
uint16 maximum_signal_evaluations; ///< maximum number of programmable pre-signals which may be evaluated in one pass
bool enable_build_river; ///< enable building rivers in-game
bool enable_remove_water; ///< enable removing sea and rivers in-game
uint8 road_custom_bridge_heads; ///< allow construction of road custom bridge heads
bool chunnel; ///< allow construction of tunnels under water
uint8 rail_custom_bridge_heads; ///< allow construction of rail custom bridge heads
bool allow_grf_objects_under_bridges; ///< allow all NewGRF objects under bridges
bool allow_stations_under_bridges; ///< allow NewGRF rail station/waypoint tiles that do not specify clearance under bridges
bool allow_road_stops_under_bridges; ///< allow road/tram stops under bridges
bool allow_docks_under_bridges; ///< allow docks under bridges
byte purchase_land_permitted; ///< whether and how purchasing land is permitted
bool build_object_area_permitted; ///< whether building objects by area is permitted
uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
uint32 purchase_land_per_64k_frames; ///< how many tiles may, over a long period, be purchased per 65536 frames?
uint16 purchase_land_frame_burst; ///< how many tiles may, over a short period, be purchased?
uint32 build_object_per_64k_frames; ///< how many tiles may, over a long period, have objects built on them per 65536 frames?
uint16 build_object_frame_burst; ///< how many tiles may, over a short period, have objects built on them?
uint8 tree_growth_rate; ///< tree growth rate
byte old_simulated_wormhole_signals; ///< moved to company settings: simulate signals in tunnel
};
/** Settings related to the AI. */
struct AISettings {
bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
bool ai_disable_veh_train; ///< disable types for AI
bool ai_disable_veh_roadveh; ///< disable types for AI
bool ai_disable_veh_aircraft; ///< disable types for AI
bool ai_disable_veh_ship; ///< disable types for AI
};
/** Settings related to scripts. */
struct ScriptSettings {
uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
uint32 script_max_memory_megabytes; ///< limit on memory a single script instance may have allocated
};
/** Settings related to the new pathfinder. */
struct NPFSettings {
/**
* The maximum amount of search nodes a single NPF run should take. This
* limit should make sure performance stays at acceptable levels at the cost
* of not being perfect anymore.
*/
uint32 npf_max_search_nodes;
uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
uint32 npf_rail_station_penalty; ///< the penalty for station tiles
uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
uint32 npf_rail_curve_penalty; ///< the penalty for curves
uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
uint32 npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy
uint32 npf_water_curve_penalty; ///< the penalty for curves
uint32 npf_road_curve_penalty; ///< the penalty for curves
uint32 npf_crossing_penalty; ///< the penalty for level crossings
uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
uint32 npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
uint32 npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
};
/** Settings related to the yet another pathfinder. */
struct YAPFSettings {
bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
bool ship_use_yapf; ///< use YAPF for ships
bool road_use_yapf; ///< use YAPF for road
bool rail_use_yapf; ///< use YAPF for rail
uint32 road_slope_penalty; ///< penalty for up-hill slope
uint32 road_curve_penalty; ///< penalty for curves
uint32 road_crossing_penalty; ///< penalty for level crossing
uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
uint32 road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
uint32 road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
uint32 rail_firstred_penalty; ///< penalty for first red signal
uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
uint32 rail_lastred_penalty; ///< penalty for last red signal
uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
uint32 rail_station_penalty; ///< penalty for non-target station tile
uint32 rail_slope_penalty; ///< penalty for up-hill slope
uint32 rail_curve45_penalty; ///< penalty for curve
uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
uint32 rail_crossing_penalty; ///< penalty for level crossing
uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
uint32 rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
uint32 rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
uint32 rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
uint32 rail_doubleslip_penalty; ///< penalty for passing a double slip switch
uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train
uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
uint32 ship_curve45_penalty; ///< penalty for 45-deg curve for ships
uint32 ship_curve90_penalty; ///< penalty for 90-deg curve for ships
};
/** Settings related to all pathfinders. */
struct PathfinderSettings {
uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
bool roadveh_queue; ///< buggy road vehicle queueing
bool forbid_90_deg; ///< forbid trains to make 90 deg turns
bool back_of_one_way_pbs_waiting_point;///< whether the back of one-way PBS signals is a safe waiting point
uint8 reroute_rv_on_layout_change; ///< whether to re-route road vehicles when the layout changes
bool reverse_at_signals; ///< whether to reverse at signals at all
byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
bool reserve_paths; ///< always reserve paths regardless of signal type.
byte wait_for_pbs_path; ///< how long to wait for a path reservation.
byte path_backoff_interval; ///< ticks between checks for a free path.
NPFSettings npf; ///< pathfinder settings for the new pathfinder
YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
};
/** Settings related to orders. */
struct OrderSettings {
bool improved_load; ///< improved loading algorithm
bool gradual_loading; ///< load vehicles gradually
bool selectgoods; ///< only send the goods to station if a train has been there
bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
bool nonstop_only; ///< allow non-stop orders only
uint8 old_occupancy_smoothness; ///< moved to company settings: percentage smoothness of occupancy measurement changes
bool old_timetable_separation; ///< moved to company settings: whether to perform automatic separation based on timetable
uint8 old_timetable_separation_rate; ///< moved to company settings: percentage of timetable separation change to apply
};
/** Settings related to vehicles. */
struct VehicleSettings {
uint8 max_train_length; ///< maximum length for trains
uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce
uint8 train_acceleration_model; ///< realistic acceleration for trains
uint8 train_braking_model; ///< braking model for trains
uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles
uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
bool wagon_speed_limits; ///< enable wagon speed limits
bool train_speed_adaptation; ///< Faster trains slow down when behind slower trains
bool slow_road_vehicles_in_curves; ///< Road vehicles slow down in curves.
bool disable_elrails; ///< when true, the elrails are disabled
UnitID max_trains; ///< max trains in game per company
UnitID max_roadveh; ///< max trucks in game per company
UnitID max_aircraft; ///< max planes in game per company
UnitID max_ships; ///< max ships in game per company
uint8 plane_speed; ///< divisor for speed of aircraft
uint8 freight_trains; ///< value to multiply the weight of cargo by
bool dynamic_engines; ///< enable dynamic allocation of engine data
bool never_expire_vehicles; ///< never expire vehicles
Year no_expire_vehicles_after; ///< do not expire vehicles ater this year
Year no_introduce_vehicles_after; ///< do not introduce vehicles ater this year
byte extend_vehicle_life; ///< extend vehicle life by this many years
byte road_side; ///< the side of the road vehicles drive on
uint8 plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
bool adjacent_crossings; ///< enable closing of adjacent level crossings
bool safer_crossings; ///< enable safer level crossings
bool improved_breakdowns; ///< different types, chances and severities of breakdowns
bool pay_for_repair; ///< pay for repairing vehicle
uint8 repair_cost; ///< cost of repairing vehicle
bool ship_collision_avoidance; ///< ships try to avoid colliding with each other
bool no_train_crash_other_company; ///< trains cannot crash with trains from other companies
bool flip_direction_all_trains; ///< enable flipping direction in depot for all train engine types
bool roadveh_articulated_overtaking; ///< enable articulated road vehicles overtaking other vehicles
bool roadveh_cant_quantum_tunnel; ///< enable or disable vehicles quantum tunelling through over vehicles when blocked
bool drive_through_train_depot; ///< enable drive-through train depot emulation
uint16 through_load_speed_limit; ///< maximum speed for through load
};
/** Settings related to the economy. */
struct EconomySettings {
bool inflation; ///< disable inflation
bool inflation_fixed_dates; ///< whether inflation is applied between fixed dates
bool bribe; ///< enable bribing the local authority
EconomyType type; ///< economy type (original/smooth/frozen)
bool allow_shares; ///< allow the buying/selling of shares
uint8 min_years_for_shares; ///< minimum age of a company for it to trade shares
uint8 feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
byte dist_local_authority; ///< distance for town local authority, default 20
bool exclusive_rights; ///< allow buying exclusive rights
bool fund_buildings; ///< allow funding new buildings
bool fund_roads; ///< allow funding local road reconstruction
bool give_money; ///< allow giving other companies money
bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
bool multiple_industry_per_town; ///< allow many industries of the same type per town
int8 town_growth_rate; ///< town growth rate
uint8 town_growth_cargo_transported; ///< percentage of town growth rate which depends on proportion of transported cargo in the last month
bool town_zone_calc_mode; ///< calc mode for town zones
uint16 town_zone_0_mult; ///< multiplier for the size of town zone 0
uint16 town_zone_1_mult; ///< multiplier for the size of town zone 1
uint16 town_zone_2_mult; ///< multiplier for the size of town zone 2
uint16 town_zone_3_mult; ///< multiplier for the size of town zone 3
uint16 town_zone_4_mult; ///< multiplier for the size of town zone 4
uint16 city_zone_0_mult; ///< multiplier for the size of city zone 0
uint16 city_zone_1_mult; ///< multiplier for the size of city zone 1
uint16 city_zone_2_mult; ///< multiplier for the size of city zone 2
uint16 city_zone_3_mult; ///< multiplier for the size of city zone 3
uint16 city_zone_4_mult; ///< multiplier for the size of city zone 4
uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
TownLayout town_layout; ///< select town layout, @see TownLayout
TownCargoGenMode town_cargogen_mode; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
uint16 town_min_distance; ///< minimum distance between towns
uint8 max_town_heightlevel; ///< maximum height level for towns
uint16 min_town_land_area; ///< minimum contiguous lang area for towns.
uint16 min_city_land_area; ///< minimum contiguous lang area for cities.
TownFounding found_town; ///< town founding.
bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
bool infrastructure_sharing[4]; ///< enable infrastructure sharing for rail/road/water/air
uint sharing_fee[4]; ///< fees for infrastructure sharing for rail/road/water/air
bool sharing_payment_in_debt; ///< allow fee payment for companies with more loan than money (switch off to prevent MP exploits)
bool allow_town_level_crossings; ///< towns are allowed to build level crossings
int8 old_town_cargo_factor; ///< old power-of-two multiplier for town (passenger, mail) generation. May be negative.
int16 town_cargo_scale_factor; ///< scaled power-of-two multiplier for town (passenger, mail) generation. May be negative.
int16 industry_cargo_scale_factor; ///< scaled power-of-two multiplier for primary industry generation. May be negative.
bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
uint8 day_length_factor; ///< factor which the length of day is multiplied
uint16 random_road_reconstruction; ///< chance out of 1000 per tile loop for towns to start random road re-construction
};
struct LinkGraphSettings {
uint16 recalc_time; ///< time (in days) for recalculating each link graph component.
uint16 recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
bool recalc_not_scaled_by_daylength; ///< whether the time should be in daylength-scaled days (false) or unscaled days (true)
DistributionType distribution_pax; ///< distribution type for passengers
DistributionType distribution_mail; ///< distribution type for mail
DistributionType distribution_armoured; ///< distribution type for armoured cargo class
DistributionType distribution_default; ///< distribution type for all other goods
DistributionType distribution_per_cargo[NUM_CARGO]; ///< per cargo distribution types
uint8 accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
uint8 demand_size; ///< influence of supply ("station size") on the demand function
uint8 demand_distance; ///< influence of distance between stations on the demand function
uint8 short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
uint16 aircraft_link_scale; ///< scale effective distance of aircraft links
inline DistributionType GetDistributionType(CargoID cargo) const {
if (this->distribution_per_cargo[cargo] != DT_PER_CARGO_DEFAULT) return this->distribution_per_cargo[cargo];
if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
return this->distribution_default;
}
};
/** Settings related to stations. */
struct StationSettings {
bool modified_catchment; ///< different-size catchment areas
bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
bool distant_join_stations; ///< allow to join non-adjacent stations
bool never_expire_airports; ///< never expire airports
byte station_spread; ///< amount a station may spread
byte catchment_increase; ///< amount by which station catchment is increased
bool cargo_class_rating_wait_time; ///< station rating tolerance to time since last cargo pickup depends on cargo class
bool station_size_rating_cargo_amount; ///< station rating tolerance to waiting cargo amount depends on station size
StationDelivery station_delivery_mode; ///< method to use for distributing cargo from stations to accepting industries
};
/** Default settings for vehicles. */
struct VehicleDefaultSettings {
bool servint_ispercent; ///< service intervals are in percents
uint16 servint_trains; ///< service interval for trains
uint16 servint_roadveh; ///< service interval for road vehicles
uint16 servint_aircraft; ///< service interval for aircraft
uint16 servint_ships; ///< service interval for ships
bool auto_timetable_by_default; ///< use automatic timetables by default
bool auto_separation_by_default; ///< use automatic timetable separation by default
};
/** Settings that can be set per company. */
struct CompanySettings {
bool engine_renew; ///< is autorenew enabled
int16 engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
uint32 engine_renew_money; ///< minimum amount of money before autorenew is used
bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
VehicleDefaultSettings vehicle; ///< default settings for vehicles
uint8 order_occupancy_smoothness; ///< percentage smoothness of occupancy measurement changes
uint8 auto_timetable_separation_rate; ///< percentage of auto timetable separation change to apply
bool infra_others_buy_in_depot[4]; ///< other companies can buy/autorenew in this companies depots (where infra sharing enabled)
uint16 timetable_autofill_rounding; ///< round up timetable times to be a multiple of this number of ticks
bool advance_order_on_clone; ///< when cloning a vehicle or copying/sharing an order list, advance the current order to a suitable point
bool copy_clone_add_to_group; ///< whether to add cloned vehicles to the source vehicle's group, when cloning a vehicle without sharing orders
byte simulated_wormhole_signals; ///< tunnel/bridge signal simulation spacing
};
/** Debug settings. */
struct DebugSettings {
uint32 chicken_bits; ///< chicken bits
};
/** Scenario editor settings. */
struct ScenarioSettings {
bool multiple_buildings; ///< allow manually adding more than one church/stadium
bool house_ignore_dates; ///< allow manually adding houses regardless of date restrictions
uint8 house_ignore_zones; ///< allow manually adding houses regardless of zone restrictions
bool house_ignore_grf; ///< allow manually adding houses regardless of GRF restrictions
};
/** Settings related to currency/unit systems. */
struct ClientLocaleSettings {
bool sync_locale_network_server; ///< sync locale settings with network server
};
/** All settings together for the game. */
struct GameSettings {
DifficultySettings difficulty; ///< settings related to the difficulty
GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
ConstructionSettings construction; ///< construction of things in-game
AISettings ai; ///< what may the AI do?
ScriptSettings script; ///< settings for scripts
class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
class GameConfig *game_config; ///< settings for gamescript
PathfinderSettings pf; ///< settings for all pathfinders
OrderSettings order; ///< settings related to orders
VehicleSettings vehicle; ///< options for vehicles
EconomySettings economy; ///< settings to change the economy
LinkGraphSettings linkgraph; ///< settings for link graph calculations
StationSettings station; ///< settings related to station management
LocaleSettings locale; ///< settings related to used currency/unit system in the current game
DebugSettings debug; ///< debug settings
TimeSettings game_time; ///< time display settings.
};
/** All settings that are only important for the local client. */
struct ClientSettings {
GUISettings gui; ///< settings related to the GUI
ClientLocaleSettings client_locale; ///< settings related to used currency/unit system in the client
NetworkSettings network; ///< settings related to the network
CompanySettings company; ///< default values for per-company settings
SoundSettings sound; ///< sound effect settings
MusicSettings music; ///< settings related to music/sound
NewsSettings news_display; ///< news display settings.
ScenarioSettings scenario; ///< scenario editor settings
};
/** The current settings for this game. */
extern ClientSettings _settings_client;
/** The current settings for this game. */
extern GameSettings _settings_game;
/** The settings values that are used for new games and/or modified in config file. */
extern GameSettings _settings_newgame;
/** The effective settings that are used for time display. */
extern TimeSettings _settings_time;
/** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
extern VehicleDefaultSettings _old_vds;
/**
* Get the settings-object applicable for the current situation: the newgame settings
* when we're in the main menu and otherwise the settings of the current game.
*/
static inline GameSettings &GetGameSettings()
{
return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
}
#endif /* SETTINGS_TYPE_H */