Changeset - r23682:d65b8fe9f89d
[Not reviewed]
master
0 2 0
Charles Pigott - 5 years ago 2019-04-22 21:57:37
charlespigott@googlemail.com
Codechange: Remove DistributionTypeByte
2 files changed with 5 insertions and 6 deletions:
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src/linkgraph/linkgraph_type.h
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/* $Id$ */
 

	
 
/*
 
 * 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 linkgraph_type.h Declaration of link graph types used for cargo distribution. */
 

	
 
#ifndef LINKGRAPH_TYPE_H
 
#define LINKGRAPH_TYPE_H
 

	
 
typedef uint16 LinkGraphID;
 
static const LinkGraphID INVALID_LINK_GRAPH = UINT16_MAX;
 

	
 
typedef uint16 LinkGraphJobID;
 
static const LinkGraphID INVALID_LINK_GRAPH_JOB = UINT16_MAX;
 

	
 
typedef uint16 NodeID;
 
static const NodeID INVALID_NODE = UINT16_MAX;
 

	
 
enum DistributionType {
 
enum DistributionType : byte {
 
	DT_BEGIN = 0,
 
	DT_MIN = 0,
 
	DT_MANUAL = 0,           ///< Manual distribution. No link graph calculations are run.
 
	DT_ASYMMETRIC = 1,       ///< Asymmetric distribution. Usually cargo will only travel in one direction.
 
	DT_MAX_NONSYMMETRIC = 1, ///< Maximum non-symmetric distribution.
 
	DT_SYMMETRIC = 2,        ///< Symmetric distribution. The same amount of cargo travels in each direction between each pair of nodes.
 
	DT_MAX = 2,
 
	DT_NUM = 3,
 
	DT_END = 3
 
};
 

	
 
/* It needs to be 8bits, because we save and load it as such
 
 * Define basic enum properties
 
 */
 
template <> struct EnumPropsT<DistributionType> : MakeEnumPropsT<DistributionType, byte, DT_BEGIN, DT_END, DT_NUM> {};
 
typedef TinyEnumT<DistributionType> DistributionTypeByte; // typedefing-enumification of DistributionType
 

	
 
/**
 
 * Special modes for updating links. 'Restricted' means that vehicles with
 
 * 'no loading' orders are serving the link. If a link is only served by
 
 * such vehicles it's 'fully restricted'. This means the link can be used
 
 * by cargo arriving in such vehicles, but not by cargo generated or
 
 * transferring at the source station of the link. In order to find out
 
 * about this condition we keep two update timestamps in each link, one for
 
 * the restricted and one for the unrestricted part of it. If either one
 
 * times out while the other is still valid the link becomes fully
 
 * restricted or fully unrestricted, respectively.
 
 * Refreshing a link makes just sure a minimum capacity is kept. Increasing
 
 * actually adds the given capacity.
 
 */
 
enum EdgeUpdateMode {
 
	EUM_INCREASE     = 1,      ///< Increase capacity.
 
	EUM_REFRESH      = 1 << 1, ///< Refresh capacity.
 
	EUM_RESTRICTED   = 1 << 2, ///< Use restricted link.
 
	EUM_UNRESTRICTED = 1 << 3, ///< Use unrestricted link.
 
};
 

	
 
DECLARE_ENUM_AS_BIT_SET(EdgeUpdateMode)
 

	
 
#endif /* LINKGRAPH_TYPE_H */
src/settings_type.h
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@@ -402,191 +402,191 @@ struct YAPFSettings {
 
	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.
 

	
 
	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
 
	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)
 
	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   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
 
	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
 
	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 */
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