author | Tero Marttila <terom@fixme.fi> |
Fri, 18 Jul 2008 21:28:42 +0300 | |
changeset 11175 | 020c61e39c94 |
parent 10835 | 976b9d25c2be |
permissions | -rw-r--r-- |
2186 | 1 |
/* $Id$ */ |
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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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/** 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 competitor_start_time; ///< how long to wait for the first competitors (AIs) |
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byte number_towns; ///< the amount of towns |
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byte number_industries; ///< the amount of industries |
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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 competitor_intelligence; ///< the competior's (AI) intelligence |
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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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byte economy; ///< how volatile is the economy |
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byte line_reverse_mode; ///< reversing at stations or not |
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byte 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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byte diff_level; ///< the difficulty level |
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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 vehicle_speed; ///< show vehicle speed |
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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_train_warn; ///< if a train 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 train_income_warn; ///< if train is generating little income, show a warning |
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bool status_long_date; ///< always show long date in status bar |
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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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bool autoscroll; ///< scroll when moving mouse to the edge |
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byte errmsg_duration; ///< duration of error message |
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bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars |
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bool reverse_scroll; ///< right-Click-Scrolling scrolls in the opposite direction |
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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 players, 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 window_snap_radius; ///< windows snap at each other if closer than this |
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bool always_build_infrastructure; ///< always allow building of infrastructure, even when you do not have the vehicles for it |
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byte autosave; ///< how often should we do autosaves? |
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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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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 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 ending_year; ///< end of the game (just show highscore) |
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Year colored_news_year; ///< when does newspaper become colored? |
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bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days |
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bool bridge_pillars; ///< show bridge pillars for high bridges |
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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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Year semaphore_build_before; ///< build semaphore signals automatically before this year |
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bool autorenew; ///< should autorenew be enabled for new companies? |
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int16 autorenew_months; ///< how many months from EOL of vehicles should autorenew trigger for new companies? |
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int32 autorenew_money; ///< how much money before autorenewing for new companies? |
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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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}; |
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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; ///< unit system we show everything |
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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 max_join_time; ///< maximum amount of time, in game ticks, a client may take to join |
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bool pause_on_join; ///< pause the game when people join |
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char server_bind_ip[NETWORK_HOSTNAME_LENGTH]; ///< IP address the server binds to |
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uint16 server_port; ///< port the server listens on |
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char server_name[NETWORK_NAME_LENGTH]; ///< name of the server |
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char server_password[NETWORK_PASSWORD_LENGTH]; ///< passowrd for joining this server |
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char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< passowrd for rconsole (server side) |
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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 player_name[NETWORK_NAME_LENGTH]; ///< name of the player |
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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_UNIQUE_ID_LENGTH]; ///< semi-unique ID of the client |
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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 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_players; ///< minimum amount of players 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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#else /* ENABLE_NETWORK */ |
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#endif |
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}; |
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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; ///< a number 0-15 that 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 snow_line; ///< the snowline level in this game |
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}; |
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/** Settings related to construction in-game */ |
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struct ConstructionSettings { |
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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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bool longbridges; ///< allow 100 tile long bridges |
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bool signal_side; ///< show signals on 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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uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting) |
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}; |
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|
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/** Settings related to the AI. */ |
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struct AISettings { |
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bool ainew_active; ///< is the new AI active? |
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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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|
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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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|
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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 |
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uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy |
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uint32 npf_water_curve_penalty; ///< the penalty for curves |
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uint32 npf_road_curve_penalty; ///< the penalty for curves |
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uint32 npf_crossing_penalty; ///< the penalty for level crossings |
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uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop |
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}; |
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/** Settings related to the yet another pathfinder. */ |
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struct YAPFSettings { |
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bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key |
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uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited |
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bool ship_use_yapf; ///< use YAPF for ships |
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bool road_use_yapf; ///< use YAPF for road |
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bool rail_use_yapf; ///< use YAPF for rail |
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uint32 road_slope_penalty; ///< penalty for up-hill slope |
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uint32 road_curve_penalty; ///< penalty for curves |
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uint32 road_crossing_penalty; ///< penalty for level crossing |
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uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop |
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bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end |
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uint32 rail_firstred_penalty; ///< penalty for first red signal |
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uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal |
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uint32 rail_lastred_penalty; ///< penalty for last red signal |
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uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal |
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uint32 rail_station_penalty; ///< penalty for non-target station tile |
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uint32 rail_slope_penalty; ///< penalty for up-hill slope |
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uint32 rail_curve45_penalty; ///< penalty for curve |
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uint32 rail_curve90_penalty; ///< penalty for 90-deg curve |
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uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot |
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uint32 rail_crossing_penalty; ///< penalty for level crossing |
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uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer |
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int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function |
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int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function |
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int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function |
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uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train |
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uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile) |
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uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train |
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uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile) |
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}; |
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/** Settings related to all pathfinders. */ |
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struct PathfinderSettings { |
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uint8 pathfinder_for_trains; ///< the pathfinder to use for trains |
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uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles |
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uint8 pathfinder_for_ships; ///< the pathfinder to use for ships |
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bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all |
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bool roadveh_queue; ///< buggy road vehicle queueing |
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bool forbid_90_deg; ///< forbid trains to make 90 deg turns |
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byte wait_oneway_signal; ///< waitingtime in days before a oneway signal |
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byte wait_twoway_signal; ///< waitingtime in days before a twoway signal |
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OPFSettings opf; ///< pathfinder settings for the old pathfinder |
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NPFSettings npf; ///< pathfinder settings for the new pathfinder |
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YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder |
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}; |
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/** Settings related to orders. */ |
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struct OrderSettings { |
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bool improved_load; ///< improved loading algorithm |
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bool gradual_loading; ///< load vehicles gradually |
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bool selectgoods; ///< only send the goods to station if a train has been there |
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bool gotodepot; ///< allow goto depot in orders |
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bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled |
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bool timetabling; ///< whether to allow timetabling |
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bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot) |
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}; |
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/** Settings related to vehicles. */ |
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struct VehicleSettings { |
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bool mammoth_trains; ///< allow very long trains |
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bool realistic_acceleration; ///< realistic acceleration for trains |
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bool wagon_speed_limits; ///< enable wagon speed limits |
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bool disable_elrails; ///< when true, the elrails are disabled |
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UnitID max_trains; ///< max trains in game per player |
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UnitID max_roadveh; ///< max trucks in game per player |
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UnitID max_aircraft; ///< max planes in game per player |
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UnitID max_ships; ///< max ships in game per player |
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bool servint_ispercent; ///< service intervals are in percents |
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uint16 servint_trains; ///< service interval for trains |
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uint16 servint_roadveh; ///< service interval for road vehicles |
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uint16 servint_aircraft; ///< service interval for aircraft |
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uint16 servint_ships; ///< service interval for ships |
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uint8 plane_speed; ///< divisor for speed of aircraft |
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uint8 freight_trains; ///< value to multiply the weight of cargo by |
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bool dynamic_engines; ///< enable dynamic allocation of engine data |
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bool never_expire_vehicles; ///< never expire vehicles |
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byte extend_vehicle_life; ///< extend vehicle life by this many years |
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byte road_side; ///< the side of the road vehicles drive on |
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}; |
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/** Settings related to the economy. */ |
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struct EconomySettings { |
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bool inflation; ///< disable inflation |
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bool bribe; ///< enable bribing the local authority |
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bool smooth_economy; ///< smooth economy |
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bool allow_shares; ///< allow the buying/selling of shares |
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byte dist_local_authority; ///< distance for town local authority, default 20 |
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bool exclusive_rights; ///< allow buying exclusive rights |
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bool give_money; ///< allow giving other players money |
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bool mod_road_rebuild; ///< roadworks remove unneccesary RoadBits |
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bool multiple_industry_per_town; ///< allow many industries of the same type per town |
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bool same_industry_close; ///< allow same type industries to be built close to each other |
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uint8 town_growth_rate; ///< town growth rate |
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uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast |
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uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns |
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TownLayoutByte town_layout; ///< select town layout |
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bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits |
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uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance) |
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}; |
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/** Settings related to stations. */ |
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struct StationSettings { |
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bool modified_catchment; ///< different-size catchment areas |
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bool join_stations; ///< allow joining of train stations |
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bool nonuniform_stations; ///< allow nonuniform train stations |
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bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations |
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bool always_small_airport; ///< always allow small airports |
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byte station_spread; ///< amount a station may spread |
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}; |
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|
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/** All settings together for the game. */ |
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struct GameSettings { |
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DifficultySettings difficulty; ///< settings related to the difficulty |
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GameCreationSettings game_creation; ///< settings used during the creation of a game (map) |
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ConstructionSettings construction; ///< construction of things in-game |
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AISettings ai; ///< what may the AI do? |
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PathfinderSettings pf; ///< settings for all pathfinders |
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OrderSettings order; ///< settings related to orders |
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VehicleSettings vehicle; ///< options for vehicles |
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EconomySettings economy; ///< settings to change the economy |
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StationSettings station; ///< settings related to station management |
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LocaleSettings locale; ///< settings related to used currency/unit system in the current game |
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}; |
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/** All settings that are only important for the local client. */ |
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struct ClientSettings { |
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GUISettings gui; ///< settings related to the GUI |
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NetworkSettings network; ///< settings related to the network |
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}; |
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/** The current settings for this game. */ |
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extern ClientSettings _settings_client; |
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|
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/** The current settings for this game. */ |
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extern GameSettings _settings_game; |
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/** The settings values that are used for new games and/or modified in config file. */ |
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extern GameSettings _settings_newgame; |
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#endif /* SETTINGS_TYPE_H */ |