/* $Id$ */ /** @file settings_type.h Types related to global configuration settings. */ #ifndef SETTINGS_TYPE_H #define SETTINGS_TYPE_H #include "yapf/yapf_settings.h" #include "date_type.h" #include "town_type.h" struct GameOptions { GameDifficulty diff; byte diff_level; byte currency; byte units; byte town_name; byte landscape; byte snow_line; byte autosave; byte road_side; }; /* These are the options for the current game * either ingame, or loaded. Also used for networking games */ extern GameOptions _opt; /* These are the default options for a new game */ extern GameOptions _opt_newgame; /* Pointer to one of the two _opt OR _opt_newgame structs */ extern GameOptions *_opt_ptr; 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 full_load_any; // new full load calculation, any cargo must be full 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 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 invisible_trees; // don't show trees when buildings are transparent 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 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 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 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 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 uint8 map_x; // Size of map uint8 map_y; 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 */ /** * 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 */ 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; 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 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 bool exclusive_rights; ///< allow buying exclusive rights bool give_money; ///< allow giving other players money bool enable_signal_gui; ///< Show the signal GUI when the signal button is pressed }; extern Patches _patches; /** The patch values that are used for new games and/or modified in config file */ extern Patches _patches_newgame; #endif /* SETTINGS_TYPE_H */