diff --git a/src/settings_type.h b/src/settings_type.h --- a/src/settings_type.h +++ b/src/settings_type.h @@ -5,7 +5,6 @@ #ifndef SETTINGS_TYPE_H #define SETTINGS_TYPE_H -#include "yapf/yapf_settings.h" #include "date_type.h" #include "town_type.h" #include "transport_type.h" @@ -19,7 +18,7 @@ enum { GAME_DIFFICULTY_INITIAL_INTEREST, GAME_DIFFICULTY_VEHICLE_COST, GAME_DIFFICULTY_AI_SPEED, - GAME_DIFFICULTY_AI_INTELLIGENCE, ///< no longer in use + GAME_DIFFICULTY_AI_INTELLIGENCE, ///< no longer in use GAME_DIFFICULTY_VEHICLES_BREAKDOWN, GAME_DIFFICULTY_SUBSIDY_MULTIPLIER, GAME_DIFFICULTY_CONSTRUCTION_COST, @@ -52,7 +51,7 @@ struct GameDifficulty { GDType economy; GDType line_reverse_mode; GDType disasters; - GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff + GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff }; struct GameOptions { @@ -74,191 +73,247 @@ extern GameOptions _opt; /* These are the default options for a new game */ extern GameOptions _opt_newgame; -struct Patches { - bool modified_catchment; ///< different-size catchment areas - bool vehicle_speed; ///< show vehicle speed - bool build_on_slopes; ///< allow building on slopes - bool mammoth_trains; ///< allow very long trains - bool join_stations; ///< allow joining of train stations - bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames - bool improved_load; ///< improved loading algorithm - bool gradual_loading; ///< load vehicles gradually - byte station_spread; ///< amount a station may spread - bool inflation; ///< disable inflation - bool selectgoods; ///< only send the goods to station if a train has been there - bool longbridges; ///< allow 100 tile long bridges - bool gotodepot; ///< allow goto depot in orders - uint8 raw_industry_construction; ///< Type of (raw) industry construction (none, "normal", prospecting) - bool multiple_industry_per_town; ///< allow many industries of the same type per town - bool same_industry_close; ///< allow same type industries to be built close to each other - bool lost_train_warn; ///< if a train can't find its destination, show a warning - uint8 order_review_system; - bool train_income_warn; ///< if train is generating little income, show a warning - bool status_long_date; ///< always show long date in status bar - bool signal_side; ///< show signals on right side - bool show_finances; ///< show finances at end of year - bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames - bool new_nonstop; ///< ttdpatch compatible nonstop handling - bool roadveh_queue; ///< buggy road vehicle queueing - bool autoscroll; ///< scroll when moving mouse to the edge. - byte errmsg_duration; ///< duration of error message - byte land_generator; ///< the landscape generator - byte oil_refinery_limit; ///< distance oil refineries allowed from map edge - byte snow_line_height; ///< a number 0-15 that configured snow line height - byte tgen_smoothness; ///< how rough is the terrain from 0-3 - uint32 generation_seed; ///< noise seed for world generation - byte tree_placer; ///< the tree placer algorithm - byte heightmap_rotation; ///< rotation director for the heightmap - byte se_flat_world_height; ///< land height a flat world gets in SE - bool bribe; ///< enable bribing the local authority - bool nonuniform_stations; ///< allow nonuniform train stations - bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations - bool always_small_airport; ///< always allow small airports - bool realistic_acceleration; ///< realistic acceleration for trains - bool wagon_speed_limits; ///< enable wagon speed limits - bool forbid_90_deg; ///< forbid trains to make 90 deg turns - bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled - bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars - bool reverse_scroll; ///< Right-Click-Scrolling scrolls in the opposite direction - bool smooth_scroll; ///< Smooth scroll viewports - bool disable_elrails; ///< when true, the elrails are disabled - bool measure_tooltip; ///< Show a permanent tooltip when dragging tools - byte liveries; ///< Options for displaying company liveries, 0=none, 1=self, 2=all - bool prefer_teamchat; ///< Choose the chat message target with , true=all players, false=your team - uint8 advanced_vehicle_list; ///< Use the "advanced" vehicle list - uint8 loading_indicators; ///< Show loading indicators - uint8 default_rail_type; ///< The default rail type for the rail GUI - - uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right - uint8 window_snap_radius; ///< Windows snap at each other if closer than this +/** Settings related to the GUI and other stuff that is not saved in the savegame. */ +struct GUISettings { + bool vehicle_speed; ///< show vehicle speed + bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames + bool lost_train_warn; ///< if a train can't find its destination, show a warning + uint8 order_review_system; ///< perform order reviews on vehicles + bool train_income_warn; ///< if train is generating little income, show a warning + bool status_long_date; ///< always show long date in status bar + bool show_finances; ///< show finances at end of year + bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames + bool new_nonstop; ///< ttdpatch compatible nonstop handling + bool autoscroll; ///< scroll when moving mouse to the edge + byte errmsg_duration; ///< duration of error message + bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars + bool reverse_scroll; ///< right-Click-Scrolling scrolls in the opposite direction + bool smooth_scroll; ///< smooth scroll viewports + bool measure_tooltip; ///< show a permanent tooltip when dragging tools + byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all + bool prefer_teamchat; ///< choose the chat message target with , true=all players, false=your team + uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list + uint8 loading_indicators; ///< show loading indicators + uint8 default_rail_type; ///< the default rail type for the rail GUI + uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right + uint8 window_snap_radius; ///< windows snap at each other if closer than this + bool always_build_infrastructure; ///< always allow building of infrastructure, even when you do not have the vehicles for it + bool keep_all_autosave; ///< name the autosave in a different way + bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?" + byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) + bool population_in_label; ///< show the population of a town in his label? + uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking? + uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel? + uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS? + bool pause_on_newgame; ///< whether to start new games paused or not + bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed + Year ending_year; ///< end of the game (just show highscore) + Year colored_news_year; ///< when does newspaper become colored? + bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days + bool bridge_pillars; ///< show bridge pillars for high bridges + bool auto_euro; ///< automatically switch to euro in 2002 + byte drag_signals_density; ///< many signals density + Year semaphore_build_before; ///< build semaphore signals automatically before this year + bool autorenew; ///< should autorenew be enabled for new companies? + int16 autorenew_months; ///< how many months from EOL of vehicles should autorenew trigger for new companies? + int32 autorenew_money; ///< how much money before autorenewing for new companies? +}; - bool always_build_infrastructure; ///< Always allow building of infrastructure, even when you do not have the vehicles for it - UnitID max_trains; ///< max trains in game per player (these are 16bit because the unitnumber field can't hold more) - UnitID max_roadveh; ///< max trucks in game per player - UnitID max_aircraft; ///< max planes in game per player - UnitID max_ships; ///< max ships in game per player - - 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 - - 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 - - uint8 plane_speed; ///< divisor for speed of aircraft - - bool autorenew; - int16 autorenew_months; - int32 autorenew_money; - - byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder - uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder - - bool bridge_pillars; ///< show bridge pillars for high bridges +/** Settings related to the creation of games. */ +struct GameCreationSettings { + uint32 generation_seed; ///< noise seed for world generation + Year starting_year; ///< starting date + uint8 map_x; ///< X size of map + uint8 map_y; ///< Y size of map + byte land_generator; ///< the landscape generator + byte oil_refinery_limit; ///< distance oil refineries allowed from map edge + byte snow_line_height; ///< a number 0-15 that configured snow line height + byte tgen_smoothness; ///< how rough is the terrain from 0-3 + byte tree_placer; ///< the tree placer algorithm + byte heightmap_rotation; ///< rotation director for the heightmap + byte se_flat_world_height; ///< land height a flat world gets in SE +}; - bool ai_disable_veh_train; ///< disable types for AI - bool ai_disable_veh_roadveh; ///< disable types for AI - bool ai_disable_veh_aircraft; ///< disable types for AI - bool ai_disable_veh_ship; ///< disable types for AI - Year starting_year; ///< starting date - Year ending_year; ///< end of the game (just show highscore) - Year colored_news_year; ///< when does newspaper become colored? - - bool keep_all_autosave; ///< name the autosave in a different way. - bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?" - byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) - bool extra_dynamite; ///< extra dynamite - bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads - - bool never_expire_vehicles; ///< never expire vehicles - byte extend_vehicle_life; ///< extend vehicle life by this many years +/** Settings related to construction in-game */ +struct ConstructionSettings { + bool build_on_slopes; ///< allow building on slopes + bool autoslope; ///< allow terraforming under things + bool longbridges; ///< allow 100 tile long bridges + bool signal_side; ///< show signals on right side + bool extra_dynamite; ///< extra dynamite + bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads + uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting) +}; - bool auto_euro; ///< automatically switch to euro in 2002 - bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot) - bool smooth_economy; ///< smooth economy - bool allow_shares; ///< allow the buying/selling of shares - byte dist_local_authority; ///< distance for town local authority, default 20 - - byte wait_oneway_signal; ///< waitingtime in days before a oneway signal - byte wait_twoway_signal; ///< waitingtime in days before a twoway signal +/** Settings related to the AI. */ +struct AISettings { + bool ainew_active; ///< is the new AI active? + bool ai_in_multiplayer; ///< so we allow AIs in multiplayer + bool ai_disable_veh_train; ///< disable types for AI + bool ai_disable_veh_roadveh; ///< disable types for AI + bool ai_disable_veh_aircraft; ///< disable types for AI + bool ai_disable_veh_ship; ///< disable types for AI +}; - uint8 map_x; ///< Size of map - uint8 map_y; +/** Settings related to the old pathfinder. */ +struct OPFSettings { + uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder + byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder +}; - byte drag_signals_density; ///< many signals density - Year semaphore_build_before; ///< Build semaphore signals automatically before this year - bool ainew_active; ///< Is the new AI active? - bool ai_in_multiplayer; ///< Do we allow AIs in multiplayer - - /* - * New Path Finding - */ - bool new_pathfinding_all; ///< Use the newest pathfinding algorithm for all - +/** Settings related to the new pathfinder. */ +struct NPFSettings { /** * The maximum amount of search nodes a single NPF run should take. This * limit should make sure performance stays at acceptable levels at the cost - * of not being perfect anymore. This will probably be fixed in a more - * sophisticated way sometime soon + * of not being perfect anymore. */ uint32 npf_max_search_nodes; - uint32 npf_rail_firstred_penalty; ///< The penalty for when the first signal is red (and it is not an exit or combo signal) - uint32 npf_rail_firstred_exit_penalty; ///< The penalty for when the first signal is red (and it is an exit or combo signal) - uint32 npf_rail_lastred_penalty; ///< The penalty for when the last signal is red - uint32 npf_rail_station_penalty; ///< The penalty for station tiles - uint32 npf_rail_slope_penalty; ///< The penalty for sloping upwards - uint32 npf_rail_curve_penalty; ///< The penalty for curves - uint32 npf_rail_depot_reverse_penalty; ///< The penalty for reversing in depots - uint32 npf_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 - - bool population_in_label; ///< Show the population of a town in his label? - - uint8 freight_trains; ///< Value to multiply the weight of cargo by - - /** YAPF settings */ - YapfSettings yapf; - - uint8 right_mouse_btn_emulation; + uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal) + uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal) + uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red + uint32 npf_rail_station_penalty; ///< the penalty for station tiles + uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards + uint32 npf_rail_curve_penalty; ///< the penalty for curves + uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots + uint32 npf_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 +}; - uint8 scrollwheel_scrolling; - uint8 scrollwheel_multiplier; - - 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 - - bool pause_on_newgame; ///< Whether to start new games paused or not. - - TownLayoutByte town_layout; ///< Select town layout - 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) +/** 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 + 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 + 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 - bool timetabling; ///< Whether to allow timetabling. - bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days. - - bool autoslope; ///< Allow terraforming under things. - - bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits + 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) +}; - bool exclusive_rights; ///< allow buying exclusive rights - bool give_money; ///< allow giving other players money +/** 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 enable_signal_gui; ///< Show the signal GUI when the signal button is pressed + bool roadveh_queue; ///< buggy road vehicle queueing + bool forbid_90_deg; ///< forbid trains to make 90 deg turns - bool dynamic_engines; ///< Enable dynamic allocation of engine data + byte wait_oneway_signal; ///< waitingtime in days before a oneway signal + byte wait_twoway_signal; ///< waitingtime in days before a twoway signal + + 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 }; -extern Patches _patches; +/** 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 gotodepot; ///< allow goto depot in orders + bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled + bool timetabling; ///< whether to allow timetabling + bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot) +}; + +/** Settings related to vehicles. */ +struct VehicleSettings { + bool mammoth_trains; ///< allow very long trains + bool realistic_acceleration; ///< realistic acceleration for trains + 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 player + UnitID max_roadveh; ///< max trucks in game per player + UnitID max_aircraft; ///< max planes in game per player + UnitID max_ships; ///< max ships in game per player + 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 + 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 +}; + +/** 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 + byte dist_local_authority; ///< distance for town local authority, default 20 + bool exclusive_rights; ///< allow buying exclusive rights + bool give_money; ///< allow giving other players money + bool mod_road_rebuild; ///< roadworks remove unneccesary RoadBits + bool multiple_industry_per_town; ///< allow many industries of the same type per town + bool same_industry_close; ///< allow same type industries to be built close to each other + 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 + 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) +}; + +/** Settings related to stations. */ +struct StationSettings { + bool modified_catchment; ///< different-size catchment areas + bool join_stations; ///< allow joining of train stations + bool nonuniform_stations; ///< allow nonuniform train stations + bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations + bool always_small_airport; ///< always allow small airports + byte station_spread; ///< amount a station may spread +}; + +/** All settings together. */ +struct Settings { + GUISettings gui; ///< settings related to the GUI + 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? + PathfinderSettings pf; ///< settings for all pathfinders + OrderSettings order; ///< settings related to orders + VehicleSettings vehicle; ///< options for vehicles + EconomySettings economy; ///< settings to change the economy + StationSettings station; ///< settings related to station management +}; + +extern Settings _settings; /** The patch values that are used for new games and/or modified in config file */ -extern Patches _patches_newgame; +extern Settings _settings_newgame; #endif /* SETTINGS_TYPE_H */