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This change is a controlled by a game setting, located under Environment -> Industries which allows toggling the behaviour. It defaults to enabled. "Company stations can serve industries with attached neutral stations" When enabled, industries with attached neutral station (such as Oil Rigs) may also be served by company-owned stations built nearby. This is the traditional behaviour. When disabled, these industries may only be served by their neutral station. Any nearby company-owned stations won't be able to serve them, nor will the neutral station serve anything else other than the industry.
605 lines
41 KiB
C++
605 lines
41 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file settings_type.h Types related to global configuration settings. */
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#ifndef SETTINGS_TYPE_H
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#define SETTINGS_TYPE_H
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#include "date_type.h"
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#include "town_type.h"
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#include "transport_type.h"
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#include "network/core/config.h"
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#include "company_type.h"
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#include "cargotype.h"
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#include "linkgraph/linkgraph_type.h"
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#include "zoom_type.h"
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#include "openttd.h"
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/** Settings profiles and highscore tables. */
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enum SettingsProfile {
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SP_BEGIN = 0,
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SP_EASY = SP_BEGIN, ///< Easy difficulty.
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SP_MEDIUM, ///< Medium difficulty.
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SP_HARD, ///< Hard difficulty.
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SP_END, ///< End of setting profiles.
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SP_CUSTOM = SP_END, ///< No profile, special "custom" highscore.
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SP_SAVED_HIGHSCORE_END, ///< End of saved highscore tables.
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SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END, ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
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SP_HIGHSCORE_END, ///< End of highscore tables.
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};
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/** Available industry map generation densities. */
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enum IndustryDensity {
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ID_FUND_ONLY, ///< The game does not build industries.
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ID_MINIMAL, ///< Start with just the industries that must be present.
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ID_VERY_LOW, ///< Very few industries at game start.
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ID_LOW, ///< Few industries at game start.
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ID_NORMAL, ///< Normal amount of industries at game start.
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ID_HIGH, ///< Many industries at game start.
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ID_END, ///< Number of industry density settings.
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};
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/** Settings related to the difficulty of the game */
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struct DifficultySettings {
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byte max_no_competitors; ///< the number of competitors (AIs)
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byte number_towns; ///< the amount of towns
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byte industry_density; ///< The industry density. @see IndustryDensity
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uint32 max_loan; ///< the maximum initial loan
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byte initial_interest; ///< amount of interest (to pay over the loan)
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byte vehicle_costs; ///< amount of money spent on vehicle running cost
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byte competitor_speed; ///< the speed at which the AI builds
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byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
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byte subsidy_multiplier; ///< amount of subsidy
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byte construction_cost; ///< how expensive is building
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byte terrain_type; ///< the mountainousness of the landscape
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byte quantity_sea_lakes; ///< the amount of seas/lakes
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bool economy; ///< how volatile is the economy
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bool line_reverse_mode; ///< reversing at stations or not
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bool disasters; ///< are disasters enabled
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byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
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};
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/** Settings relating to viewport/smallmap scrolling. */
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enum ViewportScrollMode {
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VSM_VIEWPORT_RMB_FIXED, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
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VSM_MAP_RMB_FIXED, ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
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VSM_MAP_RMB, ///< Map moves with mouse movement on holding right mouse button, cursor moves.
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VSM_MAP_LMB, ///< Map moves with mouse movement on holding left mouse button, cursor moves.
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VSM_END, ///< Number of scroll mode settings.
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};
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/** Settings related to the GUI and other stuff that is not saved in the savegame. */
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struct GUISettings {
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bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
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bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
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uint8 order_review_system; ///< perform order reviews on vehicles
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bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
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bool show_finances; ///< show finances at end of year
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bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
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bool new_nonstop; ///< ttdpatch compatible nonstop handling
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uint8 stop_location; ///< what is the default stop location of trains?
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uint8 auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
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byte errmsg_duration; ///< duration of error message
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uint16 hover_delay_ms; ///< time required to activate a hover event, in milliseconds
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bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
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uint8 smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
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uint8 scroll_mode; ///< viewport scroll mode
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bool smooth_scroll; ///< smooth scroll viewports
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bool measure_tooltip; ///< show a permanent tooltip when dragging tools
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byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
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bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
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uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
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uint8 loading_indicators; ///< show loading indicators
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uint8 default_rail_type; ///< the default rail type for the rail GUI
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uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
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uint8 statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
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uint8 window_snap_radius; ///< windows snap at each other if closer than this
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uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
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ZoomLevelByte zoom_min; ///< minimum zoom out level
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ZoomLevelByte zoom_max; ///< maximum zoom out level
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bool disable_unsuitable_building; ///< disable infrastructure building when no suitable vehicles are available
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byte autosave; ///< how often should we do autosaves?
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bool threaded_saves; ///< should we do threaded saves?
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bool keep_all_autosave; ///< name the autosave in a different way
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bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
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bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
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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)
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byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
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bool population_in_label; ///< show the population of a town in his label?
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uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
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uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
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uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
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bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
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bool right_mouse_wnd_close; ///< close window with right click
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bool pause_on_newgame; ///< whether to start new games paused or not
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bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
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Year coloured_news_year; ///< when does newspaper become coloured?
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bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
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bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
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bool auto_euro; ///< automatically switch to euro in 2002
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byte drag_signals_density; ///< many signals density
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bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
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Year semaphore_build_before; ///< build semaphore signals automatically before this year
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byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
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bool show_track_reservation; ///< highlight reserved tracks.
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uint8 default_signal_type; ///< the signal type to build by default.
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uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
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byte station_numtracks; ///< the number of platforms to default on for rail stations
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byte station_platlength; ///< the platform length, in tiles, for rail stations
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bool station_dragdrop; ///< whether drag and drop is enabled for stations
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bool station_show_coverage; ///< whether to highlight coverage area
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bool persistent_buildingtools; ///< keep the building tools active after usage
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bool expenses_layout; ///< layout of expenses window
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uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
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byte missing_strings_threshold; ///< the number of missing strings before showing the warning
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uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
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uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
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byte starting_colour; ///< default color scheme for the company to start a new game with
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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.
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uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
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uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
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uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
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uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
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#ifdef ENABLE_NETWORK
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uint16 network_chat_box_width_pct; ///< width of the chat box in percent
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uint8 network_chat_box_height; ///< height of the chat box in lines
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uint16 network_chat_timeout; ///< timeout of chat messages in seconds
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#endif
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uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
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bool show_date_in_logs; ///< whether to show dates in console logs
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bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
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bool ai_developer_tools; ///< activate AI developer tools
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bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
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uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
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bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
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uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
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/**
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* Returns true when the user has sufficient privileges to edit newgrfs on a running game
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* @return whether the user has sufficient privileges to edit newgrfs in an existing game
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*/
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bool UserIsAllowedToChangeNewGRFs() const
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{
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return this->scenario_developer || this->newgrf_developer_tools;
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}
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};
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/** Settings related to sound effects. */
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struct SoundSettings {
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bool news_ticker; ///< Play a ticker sound when a news item is published.
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bool news_full; ///< Play sound effects associated to certain news types.
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bool new_year; ///< Play sound on new year, summarising the performance during the last year.
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bool confirm; ///< Play sound effect on succesful constructions or other actions.
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bool click_beep; ///< Beep on a random selection of buttons.
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bool disaster; ///< Play disaster and accident sounds.
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bool vehicle; ///< Play vehicle sound effects.
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bool ambient; ///< Play ambient, industry and town sounds.
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};
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/** Settings related to music. */
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struct MusicSettings {
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byte playlist; ///< The playlist (number) to play
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byte music_vol; ///< The requested music volume
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byte effect_vol; ///< The requested effects volume
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byte custom_1[33]; ///< The order of the first custom playlist
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byte custom_2[33]; ///< The order of the second custom playlist
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bool playing; ///< Whether music is playing
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bool shuffle; ///< Whether to shuffle the music
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};
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/** Settings related to currency/unit systems. */
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struct LocaleSettings {
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byte currency; ///< currency we currently use
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byte units_velocity; ///< unit system for velocity
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byte units_power; ///< unit system for power
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byte units_weight; ///< unit system for weight
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byte units_volume; ///< unit system for volume
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byte units_force; ///< unit system for force
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byte units_height; ///< unit system for height
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char *digit_group_separator; ///< thousand separator for non-currencies
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char *digit_group_separator_currency; ///< thousand separator for currencies
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char *digit_decimal_separator; ///< decimal separator
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};
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/** Settings related to news */
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struct NewsSettings {
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uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
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uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
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uint8 accident; ///< NewsDisplay of accidents that occur
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uint8 company_info; ///< NewsDisplay of general company information
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uint8 open; ///< NewsDisplay on new industry constructions
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uint8 close; ///< NewsDisplay about closing industries
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uint8 economy; ///< NewsDisplay on economical changes
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uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
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uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
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uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
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uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
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uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
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uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
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uint8 subsidies; ///< NewsDisplay of changes on subsidies
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uint8 general; ///< NewsDisplay of other topics
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};
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/** All settings related to the network. */
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struct NetworkSettings {
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#ifdef ENABLE_NETWORK
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uint16 sync_freq; ///< how often do we check whether we are still in-sync
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uint8 frame_freq; ///< how often do we send commands to the clients
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uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
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uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
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uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
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uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
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uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
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uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
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uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
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uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
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uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
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bool pause_on_join; ///< pause the game when people join
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uint16 server_port; ///< port the server listens on
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uint16 server_admin_port; ///< port the server listens on for the admin network
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bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
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char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
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char server_password[NETWORK_PASSWORD_LENGTH]; ///< password for joining this server
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char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< password for rconsole (server side)
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char admin_password[NETWORK_PASSWORD_LENGTH]; ///< password for the admin network
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bool server_advertise; ///< advertise the server to the masterserver
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uint8 lan_internet; ///< search on the LAN or internet for servers
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
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char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
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char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
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char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
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bool autoclean_companies; ///< automatically remove companies that are not in use
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uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
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uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
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uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
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uint8 max_companies; ///< maximum amount of companies
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uint8 max_clients; ///< maximum amount of clients
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uint8 max_spectators; ///< maximum amount of spectators
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Year restart_game_year; ///< year the server restarts
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uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
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uint8 server_lang; ///< language of the server
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bool reload_cfg; ///< reload the config file before restarting
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char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
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uint16 last_port; ///< port of the last joined server
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bool no_http_content_downloads; ///< do not do content downloads over HTTP
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#else /* ENABLE_NETWORK */
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#endif
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};
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/** Settings related to the creation of games. */
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struct GameCreationSettings {
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uint32 generation_seed; ///< noise seed for world generation
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Year starting_year; ///< starting date
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uint8 map_x; ///< X size of map
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uint8 map_y; ///< Y size of map
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byte land_generator; ///< the landscape generator
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byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
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byte snow_line_height; ///< the configured snow line height
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byte tgen_smoothness; ///< how rough is the terrain from 0-3
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byte tree_placer; ///< the tree placer algorithm
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byte heightmap_rotation; ///< rotation director for the heightmap
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byte se_flat_world_height; ///< land height a flat world gets in SE
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byte town_name; ///< the town name generator used for town names
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byte landscape; ///< the landscape we're currently in
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byte water_borders; ///< bitset of the borders that are water
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uint16 custom_town_number; ///< manually entered number of towns
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byte variety; ///< variety level applied to TGP
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byte custom_sea_level; ///< manually entered percentage of water in the map
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byte min_river_length; ///< the minimum river length
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byte river_route_random; ///< the amount of randomicity for the route finding
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byte amount_of_rivers; ///< the amount of rivers
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};
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/** Settings related to construction in-game */
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struct ConstructionSettings {
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uint8 max_heightlevel; ///< maximum allowed heightlevel
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bool build_on_slopes; ///< allow building on slopes
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bool autoslope; ///< allow terraforming under things
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uint16 max_bridge_length; ///< maximum length of bridges
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byte max_bridge_height; ///< maximum height of bridges
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uint16 max_tunnel_length; ///< maximum length of tunnels
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byte train_signal_side; ///< show signals on left / driving / right side
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bool extra_dynamite; ///< extra dynamite
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bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
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bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
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uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
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uint8 industry_platform; ///< the amount of flat land around an industry
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bool freeform_edges; ///< allow terraforming the tiles at the map edges
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uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
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uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
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uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
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uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
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uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
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uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
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uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
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uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
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};
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/** Settings related to the AI. */
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struct AISettings {
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bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
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bool ai_disable_veh_train; ///< disable types for AI
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bool ai_disable_veh_roadveh; ///< disable types for AI
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bool ai_disable_veh_aircraft; ///< disable types for AI
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bool ai_disable_veh_ship; ///< disable types for AI
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};
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/** Settings related to scripts. */
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struct ScriptSettings {
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uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
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uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
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};
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/** Settings related to the old pathfinder. */
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struct OPFSettings {
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uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
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byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
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};
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/** Settings related to the new pathfinder. */
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struct NPFSettings {
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/**
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* The maximum amount of search nodes a single NPF run should take. This
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* limit should make sure performance stays at acceptable levels at the cost
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* of not being perfect anymore.
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*/
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uint32 npf_max_search_nodes;
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uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
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uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
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uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
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uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
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uint32 npf_rail_station_penalty; ///< the penalty for station tiles
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uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
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uint32 npf_rail_curve_penalty; ///< the penalty for curves
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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 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.
|
|
|
|
OPFSettings opf; ///< pathfinder settings for the old pathfinder
|
|
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)
|
|
};
|
|
|
|
/** 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 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 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
|
|
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
|
|
};
|
|
|
|
/** Settings related to the economy. */
|
|
struct EconomySettings {
|
|
bool inflation; ///< disable inflation
|
|
bool bribe; ///< enable bribing the local authority
|
|
bool smooth_economy; ///< smooth economy
|
|
bool allow_shares; ///< allow the buying/selling of 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
|
|
uint8 town_growth_rate; ///< town growth rate
|
|
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
|
|
TownLayoutByte 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)
|
|
TownFoundingByte found_town; ///< town founding, @see TownFounding
|
|
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 allow_town_level_crossings; ///< towns are allowed to build level crossings
|
|
bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
|
|
};
|
|
|
|
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.
|
|
DistributionTypeByte distribution_pax; ///< distribution type for passengers
|
|
DistributionTypeByte distribution_mail; ///< distribution type for mail
|
|
DistributionTypeByte distribution_armoured; ///< distribution type for armoured cargo class
|
|
DistributionTypeByte distribution_default; ///< distribution type for all other goods
|
|
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
|
|
|
|
inline DistributionType GetDistributionType(CargoID cargo) const {
|
|
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
|
|
};
|
|
|
|
/** 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
|
|
};
|
|
|
|
/** 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
|
|
};
|
|
|
|
/** 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
|
|
};
|
|
|
|
/** All settings that are only important for the local client. */
|
|
struct ClientSettings {
|
|
GUISettings gui; ///< settings related to the GUI
|
|
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.
|
|
};
|
|
|
|
/** 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;
|
|
|
|
/** 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 */
|