Files
@ r11628:3696f71b5a6c
Branch filter:
Location: cpp/openttd-patchpack/source/src/settings_type.h
r11628:3696f71b5a6c
25.0 KiB
text/x-c
(svn r16013) -Codechange: Add nested widgets to music windows.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 | /* $Id$ */
/** @file settings_type.h Types related to global configuration settings. */
#ifndef SETTINGS_TYPE_H
#define SETTINGS_TYPE_H
#include "date_type.h"
#include "town_type.h"
#include "transport_type.h"
#include "network/core/config.h"
#include "company_type.h"
/** Settings related to the difficulty of the game */
struct DifficultySettings {
byte max_no_competitors; ///< the number of competitors (AIs)
byte number_towns; ///< the amount of towns
byte number_industries; ///< the amount of industries
uint32 max_loan; ///< the maximum initial loan
byte initial_interest; ///< amount of interest (to pay over the loan)
byte vehicle_costs; ///< amount of money spent on vehicle running cost
byte competitor_speed; ///< the speed at which the AI builds
byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
byte subsidy_multiplier; ///< amount of subsidy
byte construction_cost; ///< how expensive is building
byte terrain_type; ///< the mountainousness of the landscape
byte quantity_sea_lakes; ///< the amount of seas/lakes
byte economy; ///< how volatile is the economy
byte line_reverse_mode; ///< reversing at stations or not
byte disasters; ///< are disasters enabled
byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
byte diff_level; ///< the difficulty level
};
/** 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 vehicle_income_warn; ///< if a vehicle isn't generating 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 <ENTER>, true=all clients, false=your team
uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
uint8 loading_indicators; ///< show loading indicators
uint8 default_rail_type; ///< the default rail type for the rail GUI
uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
uint8 window_snap_radius; ///< windows snap at each other if closer than this
uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
bool always_build_infrastructure; ///< always allow building of infrastructure, even when you do not have the vehicles for it
byte autosave; ///< how often should we do autosaves?
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?"
uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
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 left_mouse_btn_scrolling; ///< left mouse button scroll
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 coloured_news_year; ///< when does newspaper become coloured?
bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
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?
byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
bool show_track_reservation; ///< highlight reserved tracks.
uint8 default_signal_type; ///< the signal type to build by default.
uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
byte station_numtracks; ///< the number of platforms to default on for rail stations
byte station_platlength; ///< the platform length, in tiles, for rail stations
bool station_dragdrop; ///< whether drag and drop is enabled for stations
bool station_show_coverage; ///< whether to highlight coverage area
bool persistent_buildingtools; ///< keep the building tools active after usage
uint8 expenses_layout; ///< layout of expenses window
uint16 console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
#ifdef ENABLE_NETWORK
uint16 network_chat_box_width; ///< width of the chat box in pixels
uint8 network_chat_box_height; ///< height of the chat box in lines
#endif
};
/** Settings related to currency/unit systems. */
struct LocaleSettings {
byte currency; ///< currency we currently use
byte units; ///< unit system we show everything
};
/** All settings related to the network. */
struct NetworkSettings {
#ifdef ENABLE_NETWORK
uint16 sync_freq; ///< how often do we check whether we are still in-sync
uint8 frame_freq; ///< how often do we send commands to the clients
uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to join
bool pause_on_join; ///< pause the game when people join
char server_bind_ip[NETWORK_HOSTNAME_LENGTH]; ///< IP address the server binds to
uint16 server_port; ///< port the server listens on
char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
char server_password[NETWORK_PASSWORD_LENGTH]; ///< passowrd for joining this server
char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< passowrd for rconsole (server side)
bool server_advertise; ///< advertise the server to the masterserver
uint8 lan_internet; ///< search on the LAN or internet for servers
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
char network_id[NETWORK_UNIQUE_ID_LENGTH]; ///< semi-unique ID of the client
bool autoclean_companies; ///< automatically remove companies that are not in use
uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
uint8 max_companies; ///< maximum amount of companies
uint8 max_clients; ///< maximum amount of clients
uint8 max_spectators; ///< maximum amount of spectators
Year restart_game_year; ///< year the server restarts
uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
uint8 server_lang; ///< language of the server
bool reload_cfg; ///< reload the config file before restarting
char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
uint16 last_port; ///< port of the last joined server
#else /* ENABLE_NETWORK */
#endif
};
/** 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
byte town_name; ///< the town name generator used for town names
byte landscape; ///< the landscape we're currently in
byte snow_line; ///< the snowline level in this game
byte water_borders; ///< bitset of the borders that are water
uint16 custom_town_number; ///< manually entered number of towns
};
/** 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
bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
bool freeform_edges; ///< allow terraforming the tiles at the map edges
};
/** Settings related to the AI. */
struct AISettings {
bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
bool ai_disable_veh_train; ///< disable types for AI
bool ai_disable_veh_roadveh; ///< disable types for AI
bool ai_disable_veh_aircraft; ///< disable types for AI
bool ai_disable_veh_ship; ///< disable types for AI
uint32 ai_max_opcode_till_suspend; ///< max opcode calls till AI will suspend
};
/** 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
};
/** Settings related to the new pathfinder. */
struct NPFSettings {
/**
* The maximum amount of search nodes a single NPF run should take. This
* limit should make sure performance stays at acceptable levels at the cost
* of not being perfect anymore.
*/
uint32 npf_max_search_nodes;
uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
uint32 npf_rail_station_penalty; ///< the penalty for station tiles
uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
uint32 npf_rail_curve_penalty; ///< the penalty for curves
uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
uint32 npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy
uint32 npf_water_curve_penalty; ///< the penalty for curves
uint32 npf_road_curve_penalty; ///< the penalty for curves
uint32 npf_crossing_penalty; ///< the penalty for level crossings
uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
};
/** 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
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)
};
/** 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
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 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
uint8 train_acceleration_model; ///< 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 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
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
byte road_side; ///< the side of the road vehicles drive on
};
/** 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 companies 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 allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
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 distant_join_stations; ///< allow to join non-adjacent stations
bool always_small_airport; ///< always allow small airports
byte station_spread; ///< amount a station may spread
};
/** 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?
class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
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
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
};
/** 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;
#endif /* SETTINGS_TYPE_H */
|