/*
 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
 */

/** @file settings_type.h Types related to global configuration settings. */

#ifndef SETTINGS_TYPE_H
#define SETTINGS_TYPE_H

#include "command_type.h"
#include "timer/timer_game_calendar.h"
#include "economy_type.h"
#include "town_type.h"
#include "transport_type.h"
#include "network/network_type.h"
#include "company_type.h"
#include "cargotype.h"
#include "currency_type.h"
#include "linkgraph/linkgraph_type.h"
#include "zoom_type.h"
#include "openttd.h"
#include "rail_gui.h"
#include "signal_type.h"
#include "timetable.h"

/** @{
 * Used to validate sizes of "max" value in settings. */
const size_t MAX_SLE_UINT8 = UINT8_MAX;
const size_t MAX_SLE_UINT16 = UINT16_MAX;
const size_t MAX_SLE_UINT32 = UINT32_MAX;
const size_t MAX_SLE_UINT = UINT_MAX;
const size_t MAX_SLE_INT8 = INT8_MAX;
const size_t MAX_SLE_INT16 = INT16_MAX;
const size_t MAX_SLE_INT32 = INT32_MAX;
const size_t MAX_SLE_INT = INT_MAX;
/** @} */

/** Settings profiles and highscore tables. */
enum SettingsProfile : uint8_t {
	SP_BEGIN = 0,
	SP_EASY = SP_BEGIN,                       ///< Easy difficulty.
	SP_MEDIUM,                                ///< Medium difficulty.
	SP_HARD,                                  ///< Hard difficulty.

	SP_END,                                   ///< End of setting profiles.

	SP_CUSTOM = SP_END,                       ///< No profile, special "custom" highscore.
	SP_SAVED_HIGHSCORE_END,                   ///< End of saved highscore tables.

	SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END,  ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
	SP_HIGHSCORE_END,                         ///< End of highscore tables.
};

/** Available industry map generation densities. */
enum class IndustryDensity : uint8_t {
	FundedOnly, ///< The game does not build industries.
	Minimal, ///< Start with just the industries that must be present.
	VeryLow, ///< Very few industries at game start.
	Low, ///< Few industries at game start.
	Normal, ///< Normal amount of industries at game start.
	High, ///< Many industries at game start.

	Custom, ///< Custom number of industries.

	End, ///< Number of industry density settings.
};

/** Possible options for the Maximum Height pulldown in the Genworld GUI. */
enum class GenworldMaxHeight : uint8_t {
	VeryFlat,
	Flat,
	Hilly,
	Mountainous,
	Alpinist,
	Custom,
};

/** Possible options for the Average Height pulldown in the Genworld GUI. */
enum class GenworldAverageHeight : uint8_t {
	Auto,
	Lowlands,
	Normal,
	Plateaus,
};

/** Possible options for the Borders pulldown in the Genworld GUI. */
enum class BorderFlagPresets : uint8_t {
	Random = 0,
	Manual,
	InfiniteWater,
};

/** Possible values for the "timekeeping_units" setting. */
enum class TimekeepingUnits : uint8_t {
	Calendar = 0,
	Wallclock,
};

/** Possible values for "use_relay_service" setting. */
enum class UseRelayService : uint8_t {
	Never = 0,
	Ask,
	Allow,
};

/** Possible values for "participate_survey" setting. */
enum class ParticipateSurvey : uint8_t {
	Ask = 0,
	No,
	Yes,
};

/** Right-click to close window actions. */
enum class RightClickClose : uint8_t {
	No = 0,
	Yes,
	YesExceptSticky,
};

/**
 * List of tree placer algorithm.
 *
 * This enumeration defines all possible tree placer algorithm in the game.
 */
enum class TreePlacer: uint8_t {
	None, ///< No tree placer algorithm
	Original, ///< The original algorithm
	Improved, ///< A 'improved' algorithm
};

/** Possible values for "place_houses" setting. */
enum class PlaceHouses : uint8_t {
	Forbidden = 0,
	Allowed,
	AllowedConstructed,
};

/** Possible values for "vehicle_breakdowns" setting. */
enum class VehicleBreakdowns : uint8_t {
	None = 0,
	Reduced,
	Normal,
};

/** Possible values for "train_flip_reverse_allowed" setting. */
enum class TrainFlipReversingAllowed : uint8_t {
	All = 0, ///< Trains can flip anywhere.
	EndOfLineOnly, ///< Trains can only flip when the track ends.
	None, ///< Trains cannot flip anywhere and must back up if the track ends.
};

/** Settings related to the difficulty of the game */
struct DifficultySettings {
	uint8_t competitor_start_time; ///< Unused value, used to load old savegames.
	uint8_t competitor_intelligence; ///< Unused value, used to load old savegames.
	uint8_t line_reverse_mode; ///< Unused value, used to load old savegames.

	uint8_t max_no_competitors; ///< the number of competitors (AIs)
	uint16_t competitors_interval; ///< the interval (in minutes) between adding competitors
	uint8_t number_towns; ///< the amount of towns
	IndustryDensity industry_density; ///< The industry density. @see IndustryDensity
	uint32_t max_loan; ///< the maximum initial loan
	uint8_t initial_interest; ///< amount of interest (to pay over the loan)
	uint8_t vehicle_costs; ///< amount of money spent on vehicle running cost
	uint8_t competitor_speed; ///< the speed at which the AI builds
	VehicleBreakdowns vehicle_breakdowns; ///< likelihood of vehicles breaking down
	uint8_t subsidy_multiplier; ///< payment multiplier for subsidized deliveries
	uint16_t subsidy_duration; ///< duration of subsidies
	uint8_t construction_cost; ///< how expensive is building
	GenworldMaxHeight terrain_type; ///< the mountainousness of the landscape
	uint8_t quantity_sea_lakes; ///< the amount of seas/lakes
	bool economy; ///< how volatile is the economy
	TrainFlipReversingAllowed train_flip_reverse_allowed; ///< which stations can the train reverse at?
	bool disasters; ///< are disasters enabled
	uint8_t town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
	bool infinite_money; ///< whether spending money despite negative balance is allowed
};

/** Possible values for the `order_review_system` setting. */
enum class OrderReviewSystem : uint8_t {
	Off, ///< Do not review orders.
	ExcludeStopped, ///< Review orders of vehicles which are not stopped in a depot, or manually by the player.
	All, ///< Review orders of all vehicles.
};

/** Settings relating to viewport/smallmap scrolling. */
enum class ViewportScrollMode : uint8_t {
	ViewportRMBFixed, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
	MapRMBFixed, ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
	MapRMB, ///< Map moves with mouse movement on holding right mouse button, cursor moves.
	MapLMB, ///< Map moves with mouse movement on holding left mouse button, cursor moves.
	End, ///< Number of scroll mode settings.
};

/** Settings related to scroll wheel behavior. */
enum class ScrollWheelScrolling : uint8_t {
	ZoomMap = 0, ///< Scroll wheel zooms the map.
	ScrollMap = 1, ///< Scroll wheel scrolls the map.
	Off = 2, ///< Scroll wheel has no effect.
};

/** Method to open the on screen keyboard. */
enum class OskActivation : uint8_t {
	Disabled, ///< The OSK shall not be activated at all.
	DoubleClick, ///< Double click on the edit box opens OSK.
	SingleClick, ///< Single click after focus click opens OSK.
	Immediately, ///< Focusing click already opens OSK.
};

/** How to select the default rail/road types */
enum class DefaultRailRoadType : uint8_t {
	FirstAvailable, ///< Use the first available to the player
	LastAvailable, ///< Use the latest available to the player
	MostUsed, ///< Use the most used by the company controlled by the player
};

/** Values for _settings_client.gui.auto_scrolling */
enum class ViewportAutoscrolling : uint8_t {
	Disabled, ///< Do not autoscroll when mouse is at edge of viewport.
	MainViewportFullscreen, ///< Scroll main viewport at edge when using fullscreen.
	MainViewport, ///< Scroll main viewport at edge.
	EveryViewport, ///< Scroll all viewports at their edges.
};

/** Settings related to the GUI and other stuff that is not saved in the savegame. */
struct GUISettings {
	bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
	bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
	OrderReviewSystem order_review_system; ///< perform order reviews on vehicles
	bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
	bool old_vehicle_warn; ///< if a vehicle is getting old, show a warning
	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
	OrderStopLocation stop_location; ///< what is the default stop location of trains?
	ViewportAutoscrolling auto_scrolling; ///< scroll when moving mouse to the edge.
	uint8_t errmsg_duration; ///< duration of error message
	uint16_t hover_delay_ms; ///< time required to activate a hover event, in milliseconds
	bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
	uint8_t smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
	uint8_t linkgraph_colours; ///< linkgraph overlay colours
	ViewportScrollMode scroll_mode; ///< viewport scroll mode
	bool smooth_scroll; ///< smooth scroll viewports
	bool measure_tooltip; ///< show a permanent tooltip when dragging tools
	uint8_t 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_t advanced_vehicle_list; ///< use the "advanced" vehicle list
	uint8_t loading_indicators; ///< show loading indicators
	DefaultRailRoadType default_rail_road_type; ///< the default rail type for the rail/road/tram GUI
	uint8_t toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
	uint8_t statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
	uint8_t window_snap_radius; ///< windows snap at each other if closer than this
	uint8_t window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
	ZoomLevel zoom_min; ///< minimum zoom out level
	ZoomLevel zoom_max; ///< maximum zoom out level
	ZoomLevel sprite_zoom_min; ///< maximum zoom level at which higher-resolution alternative sprites will be used (if available) instead of scaling a lower resolution sprite
	uint32_t autosave_interval; ///< 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?"
	bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
	uint8_t 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)
	uint8_t 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 its label?
	uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
	ScrollWheelScrolling scrollwheel_scrolling; ///< scrolling using the scroll wheel?
	uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
	bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
	RightClickClose right_click_wnd_close; ///< close window with right click
	bool toolbar_dropdown_autoselect; ///< should toolbar dropdown buttons autoselect when releasing the mouse button
	bool pause_on_newgame; ///< whether to start new games paused or not
	SignalGUISettings signal_gui_mode; ///< select which signal types are shown in the signal GUI
	SignalCycleSettings cycle_signal_types; ///< Which signal types to cycle with the build signal tool.
	SignalType default_signal_type; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
	TimerGameCalendar::Year coloured_news_year; ///< when does newspaper become coloured?
	TimetableMode timetable_mode; ///< Time units for timetables: days, seconds, or ticks
	bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
	bool auto_euro; ///< automatically switch to euro in 2002
	uint8_t drag_signals_density; ///< many signals density
	bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
	TimerGameCalendar::Year semaphore_build_before; ///< build semaphore signals automatically before this year
	uint8_t 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_t station_numtracks; ///< the number of platforms to default on for rail stations
	uint8_t 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
	bool expenses_layout; ///< layout of expenses window
	uint32_t last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
	uint8_t missing_strings_threshold; ///< the number of missing strings before showing the warning
	uint8_t graph_line_thickness; ///< the thickness of the lines in the various graph guis
	OskActivation osk_activation; ///< Mouse gesture to trigger the OSK.
	Colours starting_colour; ///< default colour scheme for the company to start a new game with
	Colours starting_colour_secondary; ///< default secondary colour scheme for the company to start a new game with
	bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
	bool show_cargo_in_vehicle_lists; ///< Show the cargoes the vehicles can carry in the list windows
	bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
	uint16_t refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
	uint16_t fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.

	uint16_t 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_t console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.

	uint8_t station_gui_group_order; ///< the order of grouping cargo entries in the station gui
	uint8_t station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
	uint8_t station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
	uint16_t network_chat_box_width_pct; ///< width of the chat box in percent
	uint8_t network_chat_box_height; ///< height of the chat box in lines
	uint16_t network_chat_timeout; ///< timeout of chat messages in seconds

	uint8_t 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/GS developer tools
	bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
	uint8_t settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
	bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
	uint8_t newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information

	bool scale_bevels; ///< bevels are scaled with GUI scale.

	/**
	 * 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 sound effects. */
struct SoundSettings {
	bool news_ticker; ///< Play a ticker sound when a news item is published.
	bool news_full; ///< Play sound effects associated to certain news types.
	bool new_year; ///< Play sound on new year, summarising the performance during the last year.
	bool confirm; ///< Play sound effect on successful constructions or other actions.
	bool click_beep; ///< Beep on a random selection of buttons.
	bool disaster; ///< Play disaster and accident sounds.
	bool vehicle; ///< Play vehicle sound effects.
	bool ambient; ///< Play ambient, industry and town sounds.
};

/** Playlists */
enum class PlaylistChoice : uint8_t {
	All, ///< Play all music (except theme).
	OldStyle, ///< Play "old style" music.
	NewStyle, ///< Play "new style" music.
	EzyStreet, ///< Play "Ezy Street" music.
	Custom1, ///< Play the first custom playlist.
	Custom2, ///< Play the second custom playlist.
	ThemeOnly, ///< Play only the theme music.
	End, ///< End marker.
};

/** Settings related to music. */
struct MusicSettings {
	PlaylistChoice playlist; ///< The playlist (number) to play
	uint8_t music_vol; ///< The requested music volume
	uint8_t effect_vol; ///< The requested effects volume
	uint8_t custom_1[33]; ///< The order of the first custom playlist
	uint8_t custom_2[33]; ///< The order of the second custom playlist
	bool playing; ///< Whether music is playing
	bool shuffle; ///< Whether to shuffle the music
};

/** Settings related to currency/unit systems. */
struct LocaleSettings {
	Currency currency; ///< Currency we currently use
	uint8_t units_velocity; ///< unit system for velocity of trains and road vehicles
	uint8_t units_velocity_nautical; ///< unit system for velocity of ships and aircraft
	uint8_t units_power; ///< unit system for power
	uint8_t units_weight; ///< unit system for weight
	uint8_t units_volume; ///< unit system for volume
	uint8_t units_force; ///< unit system for force
	uint8_t units_height; ///< unit system for height
	std::string digit_group_separator; ///< thousand separator for non-currencies
	std::string digit_group_separator_currency; ///< thousand separator for currencies
	std::string digit_decimal_separator; ///< decimal separator
};

/** Settings related to news */
struct NewsSettings {
	uint8_t arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
	uint8_t arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
	uint8_t accident; ///< NewsDisplay of accidents that occur
	uint8_t accident_other; ///< NewsDisplay if a vehicle from another company is involved in an accident
	uint8_t company_info; ///< NewsDisplay of general company information
	uint8_t open; ///< NewsDisplay on new industry constructions
	uint8_t close; ///< NewsDisplay about closing industries
	uint8_t economy; ///< NewsDisplay on economical changes
	uint8_t production_player; ///< NewsDisplay of production changes of industries affecting current player
	uint8_t production_other; ///< NewsDisplay of production changes of industries affecting competitors
	uint8_t production_nobody; ///< NewsDisplay of production changes of industries affecting no one
	uint8_t advice; ///< NewsDisplay on advice affecting the player's vehicles
	uint8_t new_vehicles; ///< NewsDisplay of new vehicles becoming available
	uint8_t acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
	uint8_t subsidies; ///< NewsDisplay of changes on subsidies
	uint8_t general; ///< NewsDisplay of other topics
};

/** All settings related to the network. */
struct NetworkSettings {
	uint16_t sync_freq; ///< how often do we check whether we are still in-sync
	uint8_t frame_freq; ///< how often do we send commands to the clients
	uint16_t commands_per_frame; ///< how many commands may be sent each frame_freq frames?
	uint16_t commands_per_frame_server; ///< how many commands may be sent each frame_freq frames? (server-originating commands)
	uint16_t max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
	uint16_t bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
	uint16_t bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
	uint16_t max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
	uint16_t max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
	uint16_t max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
	uint16_t max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
	uint16_t max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
	bool pause_on_join; ///< pause the game when people join
	uint16_t server_port; ///< port the server listens on
	uint16_t 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
	ServerGameType server_game_type; ///< Server type: local / public / invite-only.
	std::string server_invite_code; ///< Invite code to use when registering as server.
	std::string server_invite_code_secret; ///< Secret to proof we got this invite code from the Game Coordinator.
	std::string server_name; ///< name of the server
	std::string server_password; ///< password for joining this server
	NetworkAuthorizedKeys server_authorized_keys; ///< Public keys of clients that are authorized to connect to the game.
	std::string rcon_password; ///< password for rconsole (server side)
	NetworkAuthorizedKeys rcon_authorized_keys; ///< Public keys of clients that are authorized to use the rconsole (server side).
	bool allow_insecure_admin_login; ///< Whether to allow logging in as admin using the insecure old JOIN packet.
	std::string admin_password; ///< password for the admin network
	NetworkAuthorizedKeys admin_authorized_keys; ///< Public keys of clients that are authorized to use the admin network.
	std::string client_name; ///< name of the player (as client)
	std::string client_secret_key; ///< The secret key of the client for authorized key logins.
	std::string client_public_key; ///< The public key of the client for authorized key logins.
	std::string connect_to_ip; ///< default for the "Add server" query
	bool autoclean_companies; ///< automatically remove companies that are not in use
	uint8_t autoclean_protected; ///< Remove companies after this many months.
	uint8_t autoclean_novehicles; ///< remove companies with no vehicles after this many months
	uint8_t max_companies; ///< maximum amount of companies
	uint8_t max_clients; ///< maximum amount of clients
	TimerGameCalendar::Year restart_game_year; ///< year the server restarts
	uint16_t restart_hours; ///< number of hours to run the server before automatic restart
	uint8_t min_active_clients; ///< minimum amount of active clients to unpause the game
	bool reload_cfg; ///< reload the config file before restarting
	std::string last_joined; ///< Last joined server
	UseRelayService use_relay_service; ///< Use relay service?
	ParticipateSurvey participate_survey; ///< Participate in the automated survey

	bool AdminAuthenticationConfigured() const { return !this->admin_password.empty() || !this->admin_authorized_keys.empty(); }
};

/** Settings related to the creation of games. */
struct GameCreationSettings {
	uint32_t generation_seed; ///< noise seed for world generation
	TimerGameCalendar::Year starting_year; ///< starting date
	TimerGameCalendar::Year ending_year; ///< scoring end date
	uint8_t map_x; ///< X size of map
	uint8_t map_y; ///< Y size of map
	uint8_t land_generator; ///< the landscape generator
	uint8_t oil_refinery_limit; ///< distance oil refineries allowed from map edge
	uint8_t snow_line_height; ///< the configured snow line height (deduced from "snow_coverage")
	uint8_t snow_coverage; ///< the amount of snow coverage on the map
	uint8_t desert_coverage; ///< the amount of desert coverage on the map
	uint8_t heightmap_height; ///< highest mountain for heightmap (towards what it scales)
	uint8_t tgen_smoothness; ///< how rough is the terrain from 0-3
	TreePlacer tree_placer; ///< the tree placer algorithm
	uint8_t heightmap_rotation; ///< rotation director for the heightmap
	uint8_t se_flat_world_height; ///< land height a flat world gets in SE
	uint8_t town_name; ///< the town name generator used for town names
	LandscapeType landscape; ///< the landscape we're currently in
	BorderFlags water_borders; ///< bitset of the borders that are water
	BorderFlagPresets water_border_presets; ///< presets for map border options
	uint16_t custom_town_number; ///< manually entered number of towns
	uint16_t custom_industry_number; ///< manually entered number of industries
	uint8_t variety; ///< variety level applied to TGP
	GenworldAverageHeight average_height; ///< adjustment applied to TGP based on climate, or manually set by the player.
	uint8_t custom_terrain_type; ///< manually entered height for TGP to aim for
	uint8_t custom_sea_level; ///< manually entered percentage of water in the map
	uint8_t min_river_length; ///< the minimum river length
	uint8_t river_route_random; ///< the amount of randomicity for the route finding
	uint8_t amount_of_rivers; ///< the amount of rivers
};

/** Enumerations of the setting for the side of train signals. */
enum class TrainSignalSide : uint8_t {
	Left, ///< Signals at the left side.
	RoadVehicleDrivingSide, ///< Signals at the driving side of road vehicles.
	Right, ///< Signals at the right side.
};

/** Settings related to construction in-game */
struct ConstructionSettings {
	uint8_t map_height_limit; ///< the maximum allowed heightlevel
	bool build_on_slopes; ///< allow building on slopes
	bool autoslope; ///< allow terraforming under things
	uint16_t max_bridge_length; ///< maximum length of bridges
	uint8_t max_bridge_height; ///< maximum height of bridges
	uint16_t max_tunnel_length; ///< maximum length of tunnels
	TrainSignalSide train_signal_side; ///< show signals on left / driving / 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
	bool crossing_with_competitor; ///< allow building of level crossings with competitor roads or rails
	uint8_t raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
	uint8_t industry_platform; ///< the amount of flat land around an industry
	bool freeform_edges; ///< allow terraforming the tiles at the map edges
	uint8_t extra_tree_placement; ///< (dis)allow building extra trees in-game
	CommandPauseLevel command_pause_level; ///< level/amount of commands that can't be executed while paused

	uint32_t terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
	uint16_t terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
	uint32_t clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
	uint16_t clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
	uint32_t tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
	uint16_t tree_frame_burst; ///< how many trees may, over a short period, be planted?
	uint32_t build_object_per_64k_frames; ///< how many tiles may, over a long period, be purchased or have objects built on them per 65536 frames?
	uint16_t build_object_frame_burst; ///< how many tiles may, over a short period, be purchased or have objects built on them?
};

/** 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
};

/** Settings related to scripts. */
struct ScriptSettings {
	uint32_t script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
	uint32_t script_max_memory_megabytes; ///< limit on memory a single script instance may have allocated
};

/** Settings related to the yet another pathfinder. */
struct YAPFSettings {
	uint32_t max_search_nodes; ///< stop path-finding when this number of nodes visited
	uint32_t maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
	uint32_t road_slope_penalty; ///< penalty for up-hill slope
	uint32_t road_curve_penalty; ///< penalty for curves
	uint32_t road_crossing_penalty; ///< penalty for level crossing
	uint32_t road_stop_penalty; ///< penalty for going through a drive-through road stop
	uint32_t road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
	uint32_t 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_t rail_firstred_penalty; ///< penalty for first red signal
	uint32_t rail_firstred_exit_penalty; ///< penalty for first red exit signal
	uint32_t rail_lastred_penalty; ///< penalty for last red signal
	uint32_t rail_lastred_exit_penalty; ///< penalty for last red exit signal
	uint32_t rail_station_penalty; ///< penalty for non-target station tile
	uint32_t rail_slope_penalty; ///< penalty for up-hill slope
	uint32_t rail_curve45_penalty; ///< penalty for curve
	uint32_t rail_curve90_penalty; ///< penalty for 90-deg curve
	uint32_t rail_depot_reverse_penalty; ///< penalty for reversing in the depot
	uint32_t rail_crossing_penalty; ///< penalty for level crossing
	uint32_t rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
	int32_t rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
	int32_t rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
	int32_t rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
	uint32_t rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
	uint32_t rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
	uint32_t rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
	uint32_t rail_doubleslip_penalty; ///< penalty for passing a double slip switch

	uint32_t rail_longer_platform_penalty; ///< penalty for longer station platform than train
	uint32_t rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
	uint32_t rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
	uint32_t rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
	uint32_t ship_curve45_penalty; ///< penalty for 45-deg curve for ships
	uint32_t ship_curve90_penalty; ///< penalty for 90-deg curve for ships
};

/** Settings related to all pathfinders. */
struct PathfinderSettings {
	bool roadveh_queue; ///< buggy road vehicle queueing
	bool forbid_90_deg; ///< forbid trains to make 90 deg turns

	bool reverse_at_signals; ///< whether to reverse at signals at all
	uint8_t wait_oneway_signal; ///< waitingtime in days before a oneway signal
	uint8_t wait_twoway_signal; ///< waitingtime in days before a twoway signal

	bool reserve_paths; ///< always reserve paths regardless of signal type.
	uint8_t wait_for_pbs_path; ///< how long to wait for a path reservation.
	uint8_t path_backoff_interval; ///< ticks between checks for a free path.

	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 no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
	bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
	bool station_length_loading_penalty; ///< make trains longer than the station load more slowly
};

/** Enumeration of the driving sides of a road vehicle. */
enum class RoadVehicleDrivingSide : uint8_t {
	Left, ///< Drive on the left side.
	Right, ///< Drive on the right side.
};

/** Settings related to vehicles. */
struct VehicleSettings {
	uint8_t max_train_length; ///< maximum length for trains
	uint8_t smoke_amount; ///< amount of smoke/sparks locomotives produce
	AccelerationModel train_acceleration_model; ///< realistic acceleration for trains
	AccelerationModel roadveh_acceleration_model; ///< realistic acceleration for road vehicles
	uint8_t train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
	uint8_t 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_t plane_speed; ///< divisor for speed of aircraft
	uint8_t 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
	uint8_t extend_vehicle_life; ///< extend vehicle life by this many years
	RoadVehicleDrivingSide road_side; ///< the side of the road vehicles drive on
	uint8_t plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
	bool aircraft_range; ///< enable range limits for aircraft
};

/** Settings related to the economy. */
struct EconomySettings {
	bool inflation; ///< disable inflation
	bool bribe; ///< enable bribing the local authority
	EconomyType type; ///< economy type (original/smooth/frozen)
	uint8_t feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
	uint8_t dist_local_authority; ///< distance for town local authority, default 20
	bool exclusive_rights; ///< allow buying exclusive rights
	bool fund_buildings; ///< allow funding new buildings
	bool fund_roads; ///< allow funding local road reconstruction
	bool give_money; ///< allow giving other companies money
	bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
	bool multiple_industry_per_town; ///< allow many industries of the same type per town
	uint8_t town_growth_rate; ///< town growth rate
	uint8_t larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
	uint8_t initial_city_size; ///< multiplier for the initial size of the cities compared to towns
	TownLayout town_layout; ///< select town layout, @see TownLayout
	TownCargoGenMode town_cargogen_mode; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
	bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
	TownFounding found_town; ///< town founding.
	PlaceHouses place_houses; ///< players are allowed to place town houses.
	bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
	uint16_t town_noise_population[4]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
	bool allow_town_level_crossings; ///< towns are allowed to build level crossings
	bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
	TimekeepingUnits timekeeping_units; ///< time units to use for the game economy, either calendar or wallclock
	uint16_t minutes_per_calendar_year; ///< minutes per calendar year. Special value 0 means that calendar time is frozen.
	uint16_t town_cargo_scale; ///< scale cargo production of towns by this percentage.
	uint16_t industry_cargo_scale; ///< scale cargo production of industries by this percentage.
	uint8_t cargo_aging_rate; ///< scale the delivery time factor of cargo delivery payments by this percentage.
	uint16_t town_min_distance; ///< minimum distance between towns.
};

struct LinkGraphSettings {
	uint16_t recalc_time; ///< time (in days) for recalculating each link graph component.
	uint16_t recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
	DistributionType distribution_pax; ///< distribution type for passengers
	DistributionType distribution_mail; ///< distribution type for mail
	DistributionType distribution_armoured; ///< distribution type for armoured cargo class
	DistributionType distribution_default; ///< distribution type for all other goods
	uint8_t accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
	uint8_t demand_size; ///< influence of supply ("station size") on the demand function
	uint8_t demand_distance; ///< influence of distance between stations on the demand function
	uint8_t short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths

	inline DistributionType GetDistributionType(CargoType cargo) const
	{
		if (IsCargoInClass(cargo, CargoClass::Passengers)) return this->distribution_pax;
		if (IsCargoInClass(cargo, CargoClass::Mail)) return this->distribution_mail;
		if (IsCargoInClass(cargo, CargoClass::Armoured)) return this->distribution_armoured;
		return this->distribution_default;
	}
};

/** Settings related to stations. */
struct StationSettings {
	bool modified_catchment; ///< different-size catchment areas
	bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
	bool distant_join_stations; ///< allow to join non-adjacent stations
	bool never_expire_airports; ///< never expire airports
	uint8_t station_spread; ///< amount a station may spread
};

/** Default settings for vehicles. */
struct VehicleDefaultSettings {
	bool servint_ispercent = false; ///< service intervals are in percents
	uint16_t servint_trains = 0; ///< service interval for trains
	uint16_t servint_roadveh = 0; ///< service interval for road vehicles
	uint16_t servint_aircraft = 0; ///< service interval for aircraft
	uint16_t servint_ships = 0; ///< service interval for ships
};

/** Settings that can be set per company. */
struct CompanySettings {
	bool engine_renew = false; ///< is autorenew enabled
	int16_t engine_renew_months = 0; ///< months before/after the maximum vehicle age a vehicle should be renewed
	uint32_t engine_renew_money = 0; ///< minimum amount of money before autorenew is used
	bool renew_keep_length = false; ///< sell some wagons if after autoreplace the train is longer than before
	VehicleDefaultSettings vehicle{}; ///< default settings for vehicles
};

/** Container for AI and Game script configuration. */
struct ScriptConfigSettings
{
	TypedIndexContainer<std::array<std::unique_ptr<class AIConfig>, MAX_COMPANIES>, CompanyID> ai; ///< settings per company
	std::unique_ptr<class GameConfig> game; ///< settings for gamescript

	ScriptConfigSettings();
	~ScriptConfigSettings();

	ScriptConfigSettings(const ScriptConfigSettings &other);
	ScriptConfigSettings &operator=(const ScriptConfigSettings &other);
};

/** 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?
	ScriptSettings script; ///< settings for scripts
	ScriptConfigSettings script_config; ///< AI and Gamescript configuration.
	PathfinderSettings pf; ///< settings for all pathfinders
	OrderSettings order; ///< settings related to orders
	VehicleSettings vehicle; ///< options for vehicles
	EconomySettings economy; ///< settings to change the economy
	LinkGraphSettings linkgraph; ///< settings for link graph calculations
	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
	SoundSettings sound; ///< sound effect settings
	MusicSettings music; ///< settings related to music/sound
	NewsSettings news_display; ///< news display 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;

/** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
extern VehicleDefaultSettings _old_vds;

/**
 * Get the settings-object applicable for the current situation: the newgame settings
 * when we're in the main menu and otherwise the settings of the current game.
 * @return A reference to the new game (in the menu) or current game settings.
 */
inline GameSettings &GetGameSettings()
{
	return (_game_mode == GameMode::Menu) ? _settings_newgame : _settings_game;
}

#endif /* SETTINGS_TYPE_H */
