
-Feature: allow three different load type in a single game instead of two. One can choose full load all and full load any instead of full load being governed by the "full load any" patch setting.
243 lines
12 KiB
C
243 lines
12 KiB
C
/* $Id$ */
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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 "yapf/yapf_settings.h"
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#include "date_type.h"
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#include "town_type.h"
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#define GAME_DIFFICULTY_NUM 18
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/** Specific type for Game Difficulty to ease changing the type */
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typedef uint16 GDType;
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struct GameDifficulty {
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GDType max_no_competitors;
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GDType competitor_start_time;
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GDType number_towns;
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GDType number_industries;
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GDType max_loan;
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GDType initial_interest;
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GDType vehicle_costs;
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GDType competitor_speed;
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GDType competitor_intelligence; ///< no longer in use
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GDType vehicle_breakdowns;
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GDType subsidy_multiplier;
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GDType construction_cost;
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GDType terrain_type;
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GDType quantity_sea_lakes;
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GDType economy;
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GDType line_reverse_mode;
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GDType disasters;
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GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
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};
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struct GameOptions {
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GameDifficulty diff;
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byte diff_level;
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byte currency;
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byte units;
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byte town_name;
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byte landscape;
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byte snow_line;
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byte autosave;
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byte road_side;
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};
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/* These are the options for the current game
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* either ingame, or loaded. Also used for networking games */
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extern GameOptions _opt;
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/* These are the default options for a new game */
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extern GameOptions _opt_newgame;
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/* Pointer to one of the two _opt OR _opt_newgame structs */
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extern GameOptions *_opt_ptr;
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struct Patches {
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bool modified_catchment; ///< different-size catchment areas
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bool vehicle_speed; ///< show vehicle speed
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bool build_on_slopes; ///< allow building on slopes
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bool mammoth_trains; ///< allow very long trains
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bool join_stations; ///< allow joining of train stations
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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 improved_load; ///< improved loading algorithm
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bool gradual_loading; ///< load vehicles gradually
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byte station_spread; ///< amount a station may spread
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bool inflation; ///< disable inflation
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bool selectgoods; ///< only send the goods to station if a train has been there
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bool longbridges; ///< allow 100 tile long bridges
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bool gotodepot; ///< allow goto depot in orders
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uint8 raw_industry_construction; ///< Type of (raw) industry construction (none, "normal", prospecting)
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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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bool lost_train_warn; ///< if a train can't find its destination, show a warning
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uint8 order_review_system;
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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 signal_side; ///< show signals on right side
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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 roadveh_queue; ///< buggy road vehicle queueing
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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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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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uint32 generation_seed; ///< noise seed for world generation
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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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bool bribe; ///< enable bribing the local authority
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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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bool realistic_acceleration; ///< realistic acceleration for trains
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bool wagon_speed_limits; ///< enable wagon speed limits
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bool forbid_90_deg; ///< forbid trains to make 90 deg turns
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bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled
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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 disable_elrails; ///< when true, the elrails are disabled
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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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UnitID max_trains; ///< max trains in game per player (these are 16bit because the unitnumber field can't hold more)
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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 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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uint8 plane_speed; ///< divisor for speed of aircraft
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bool autorenew;
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int16 autorenew_months;
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int32 autorenew_money;
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byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
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uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
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bool bridge_pillars; ///< show bridge pillars for high bridges
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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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Year starting_year; ///< starting date
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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 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 extra_dynamite; ///< extra dynamite
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bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
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bool 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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bool auto_euro; ///< automatically switch to euro in 2002
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bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
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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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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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uint8 map_x; ///< Size of map
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uint8 map_y;
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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 ainew_active; ///< Is the new AI active?
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bool ai_in_multiplayer; ///< Do we allow AIs in multiplayer
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/*
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* New Path Finding
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*/
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bool new_pathfinding_all; ///< Use the newest pathfinding algorithm for all
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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. This will probably be fixed in a more
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* sophisticated way sometime soon
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*/
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uint32 npf_max_search_nodes;
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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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bool population_in_label; ///< Show the population of a town in his label?
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uint8 freight_trains; ///< Value to multiply the weight of cargo by
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/** YAPF settings */
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YapfSettings yapf;
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uint8 right_mouse_btn_emulation;
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uint8 scrollwheel_scrolling;
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uint8 scrollwheel_multiplier;
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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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bool pause_on_newgame; ///< Whether to start new games paused or not.
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TownLayoutByte town_layout; ///< Select town layout
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bool timetabling; ///< Whether to allow timetabling.
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bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
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bool autoslope; ///< Allow terraforming under things.
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bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits
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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 enable_signal_gui; ///< Show the signal GUI when the signal button is pressed
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};
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extern Patches _patches;
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/** The patch values that are used for new games and/or modified in config file */
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extern Patches _patches_newgame;
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#endif /* SETTINGS_TYPE_H */
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