(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
/* $Id$ */
#ifndef CURRENCY_H
#define CURRENCY_H
enum {
CF_NOEURO = 0,
CF_ISEURO = 1,
};
typedef struct {
uint16 rate;
char separator;
uint16 to_euro;
char prefix[16];
char suffix[16];
} CurrencySpec;
extern CurrencySpec _currency_specs[];
extern const StringID _currency_string_list[];
// XXX small hack, but makes the rest of the code a bit nicer to read
#define _custom_currency (_currency_specs[23])
#define _currency ((const CurrencySpec*)&_currency_specs[_opt_ptr->currency])
uint GetMaskOfAllowedCurrencies(void);
void CheckSwitchToEuro(void);
#endif /* CURRENCY_H */