306 }; |
307 }; |
307 |
308 |
308 static const GameSettingData _game_setting_info[] = { |
309 static const GameSettingData _game_setting_info[] = { |
309 { 0, 7, 1, STR_NULL}, |
310 { 0, 7, 1, STR_NULL}, |
310 { 0, 3, 1, STR_6830_IMMEDIATE}, |
311 { 0, 3, 1, STR_6830_IMMEDIATE}, |
311 { 0, 2, 1, STR_6816_LOW}, |
312 { 0, 3, 1, STR_NUM_VERY_LOW}, |
312 { 0, 3, 1, STR_26816_NONE}, |
313 { 0, 4, 1, STR_26816_NONE}, |
313 {100, 500, 50, STR_NULL}, |
314 {100, 500, 50, STR_NULL}, |
314 { 2, 4, 1, STR_NULL}, |
315 { 2, 4, 1, STR_NULL}, |
315 { 0, 2, 1, STR_6820_LOW}, |
316 { 0, 2, 1, STR_6820_LOW}, |
316 { 0, 4, 1, STR_681B_VERY_SLOW}, |
317 { 0, 4, 1, STR_681B_VERY_SLOW}, |
317 { 0, 2, 1, STR_6820_LOW}, |
318 { 0, 2, 1, STR_6820_LOW}, |
329 }; |
330 }; |
330 |
331 |
331 /* |
332 /* |
332 * A: competitors |
333 * A: competitors |
333 * B: start time in months / 3 |
334 * B: start time in months / 3 |
334 * C: town count (2 = high, 0 = low) |
335 * C: town count (2 = high, 0 = very low) |
335 * D: industry count (3 = high, 0 = none) |
336 * D: industry count (4 = high, 0 = none) |
336 * E: inital loan / 1000 (in GBP) |
337 * E: inital loan / 1000 (in GBP) |
337 * F: interest rate |
338 * F: interest rate |
338 * G: running costs (0 = low, 2 = high) |
339 * G: running costs (0 = low, 2 = high) |
339 * H: construction speed of competitors (0 = very slow, 4 = very fast) |
340 * H: construction speed of competitors (0 = very slow, 4 = very fast) |
340 * I: intelligence (0-2) |
341 * I: intelligence (0-2) |
350 * S: Economic Growth |
351 * S: Economic Growth |
351 * T: Economic Model |
352 * T: Economic Model |
352 */ |
353 */ |
353 static const int16 _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /* |
354 static const int16 _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /* |
354 A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T*/ |
355 A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T*/ |
355 {2, 2, 1, 3, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0, 2, 1}, //easy |
356 {2, 2, 1, 4, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0, 2, 1}, //easy |
356 {4, 1, 1, 2, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 2}, //medium |
357 {4, 1, 1, 3, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 2}, //medium |
357 {7, 0, 2, 2, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2, 0, 3}, //hard |
358 {7, 0, 2, 2, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2, 0, 3}, //hard |
358 }; |
359 }; |
359 |
360 |
360 void SetDifficultyLevel(int mode, GameOptions *gm_opt) |
361 void SetDifficultyLevel(int mode, GameOptions *gm_opt) |
361 { |
362 { |
598 /* While the horizontal scrollwheel scrolling is written as general code, only |
599 /* While the horizontal scrollwheel scrolling is written as general code, only |
599 * the cocoa (OSX) driver generates input for it. |
600 * the cocoa (OSX) driver generates input for it. |
600 * Since it's also able to completely disable the scrollwheel will we display it on all platforms anyway */ |
601 * Since it's also able to completely disable the scrollwheel will we display it on all platforms anyway */ |
601 "scrollwheel_scrolling", |
602 "scrollwheel_scrolling", |
602 "scrollwheel_multiplier", |
603 "scrollwheel_multiplier", |
|
604 "pause_on_newgame", |
|
605 "advanced_vehicle_list", |
603 }; |
606 }; |
604 |
607 |
605 static const char *_patches_construction[] = { |
608 static const char *_patches_construction[] = { |
606 "build_on_slopes", |
609 "build_on_slopes", |
607 "extra_dynamite", |
610 "extra_dynamite", |