summaryrefslogtreecommitdiff
path: root/src/settings_type.h
blob: 3550c2ad92afd9d4145600b2e6363c78e82c37b9 (plain)
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
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
/* $Id$ */

/*
 * 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 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
	uint8  stop_location;                    ///< what is the default stop location of trains?
	bool   autoscroll;                       ///< scroll when moving mouse to the edge
	byte   errmsg_duration;                  ///< duration of error message
	byte   hover_delay;                      ///< time required to activate a hover event, in seconds
	bool   link_terraform_toolbar;           ///< display terraform toolbar when displaying rail, road, water and airport toolbars
	uint8  smallmap_land_colour;             ///< colour used for land and heightmap at the smallmap
	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  statusbar_pos;                    ///< position of statusbar, 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   threaded_saves;                   ///< should we do threaded saves?
	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   timetable_arrival_departure;      ///< show arrivals and departures in vehicle timetables
	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
	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

	uint8  developer;                        ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
	bool   show_date_in_logs;                ///< whether to show dates in console logs
	bool   newgrf_developer_tools;           ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
	bool   ai_developer_tools;               ///< activate AI developer tools
	bool   scenario_developer;               ///< activate scenario developer: allow modifying NewGRFs in an existing game
	bool   newgrf_show_old_versions;         ///< whether to show old versions in the NewGRF list

	/**
	 * Returns true when the user has sufficient privileges to edit newgrfs on a running game
	 * @return whether the user has sufficient privileges to edit newgrfs in an existing game
	 */
	bool UserIsAllowedToChangeNewGRFs() const
	{
		return this->scenario_developer || this->newgrf_developer_tools;
	}
};

/** Settings related to currency/unit systems. */
struct LocaleSettings {
	byte   currency;                         ///< currency we currently use
	byte   units;                            ///< unit system we show everything
	char  *digit_group_separator;            ///< thousand separator for non-currencies
	char  *digit_group_separator_currency;   ///< thousand separator for currencies
	char  *digit_decimal_separator;          ///< decimal separator
};

/** 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 commands_per_frame;                            ///< how many commands may be sent each frame_freq frames?
	uint16 max_commands_in_queue;                         ///< how many commands may there be in the incoming queue before dropping the connection?
	uint16 bytes_per_frame;                               ///< how many bytes may, over a long period, be received per frame?
	uint16 bytes_per_frame_burst;                         ///< how many bytes may, over a short period, be received?
	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
	uint16 server_port;                                   ///< port the server listens on
	uint16 server_admin_port;                             ///< port the server listens on for the admin network
	bool   server_admin_chat;                             ///< allow private chat for the server to be distributed to the admin network
	char   server_name[NETWORK_NAME_LENGTH];              ///< name of the server
	char   server_password[NETWORK_PASSWORD_LENGTH];      ///< password for joining this server
	char   rcon_password[NETWORK_PASSWORD_LENGTH];        ///< password for rconsole (server side)
	char   admin_password[NETWORK_PASSWORD_LENGTH];       ///< password for the admin network
	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_SERVER_ID_LENGTH];          ///< network ID for servers
	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
	bool   no_http_content_downloads;                     ///< do not do content downloads over HTTP
#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
	byte   variety;                          ///< variety level applied to TGP
	byte   custom_sea_level;                 ///< manually entered percentage of water in the map
};

/** 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)
	uint8  industry_platform;                ///< the amount of flat land around an industry
	bool   freeform_edges;                   ///< allow terraforming the tiles at the map edges
	uint8  extra_tree_placement;             ///< (dis)allow building extra trees in-game
};

/** 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 maximum_go_to_depot_penalty;      ///< What is the maximum penalty that may be endured for going to a depot

	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
	uint32 npf_road_dt_occupied_penalty;     ///< the penalty multiplied by the fill percentage of a drive-through road stop
	uint32 npf_road_bay_occupied_penalty;    ///< the penalty multiplied by the fill percentage of a road bay
};

/** 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
	uint32 maximum_go_to_depot_penalty;      ///< What is the maximum penalty that may be endured for going to a depot
	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
	uint32 road_stop_occupied_penalty;       ///< penalty multiplied by the fill percentage of a drive-through road stop
	uint32 road_stop_bay_occupied_penalty;   ///< penalty multiplied by the fill percentage of a road bay
	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  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   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
	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, @see TownLayout
	bool   allow_town_roads;                 ///< towns are allowed to build roads (always allowed when generating world / in SE)
	TownFoundingByte found_town;             ///< town founding, @see TownFounding
	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
};

/** 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   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?
	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
	CompanySettings      company;            ///< default values for per-company 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;

#endif /* SETTINGS_TYPE_H */