src/settings.cpp
branchNewGRF_ports
changeset 6877 889301acc299
parent 6872 1c4a4a609f85
child 6878 7d1ff2f621c7
equal deleted inserted replaced
6876:2c40faeef7a5 6877:889301acc299
  1322 	 * town attitude towards demolishing. Needs special handling because some dimwit thought
  1322 	 * town attitude towards demolishing. Needs special handling because some dimwit thought
  1323 	 * it funny to have the GameDifficulty struct be an array while it is a struct of
  1323 	 * it funny to have the GameDifficulty struct be an array while it is a struct of
  1324 	 * same-sized members
  1324 	 * same-sized members
  1325 	 * XXX - To save file-space and since values are never bigger than about 10? only
  1325 	 * XXX - To save file-space and since values are never bigger than about 10? only
  1326 	 * save the first 16 bits in the savegame. Question is why the values are still int32
  1326 	 * save the first 16 bits in the savegame. Question is why the values are still int32
  1327 	 * and why not byte for example? */
  1327 	 * and why not byte for example?
  1328 	SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_UINT16, 0, 0, GameOptions, diff, 17, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 0, 3),
  1328 	 * 'SLE_FILE_I16 | SLE_VAR_U16' in "diff_custom" is needed to get around SlArray() hack
       
  1329 	 * for savegames version 0 - though it is an array, it has to go through the byteswap process */
       
  1330 	SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_FILE_I16 | SLE_VAR_U16, 0, 0, GameOptions, diff, 17, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 0, 3),
  1329 	SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_UINT16, 0, 0, GameOptions, diff, 18, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 4, SL_MAX_VERSION),
  1331 	SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_UINT16, 0, 0, GameOptions, diff, 18, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 4, SL_MAX_VERSION),
  1330 	    SDT_VAR(GameOptions, diff_level, SLE_UINT8, 0, 0, 0, 0,  3, 0, STR_NULL, NULL),
  1332 	    SDT_VAR(GameOptions, diff_level, SLE_UINT8, 0, 0, 0, 0,  3, 0, STR_NULL, NULL),
  1331 	  SDT_OMANY(GameOptions, currency,  SLE_UINT8, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL, NULL),
  1333 	  SDT_OMANY(GameOptions, currency,  SLE_UINT8, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL, NULL),
  1332 	  SDT_OMANY(GameOptions, units,     SLE_UINT8, N, 0, 1,     2, "imperial|metric|si", STR_NULL, NULL, NULL),
  1334 	  SDT_OMANY(GameOptions, units,     SLE_UINT8, N, 0, 1,     2, "imperial|metric|si", STR_NULL, NULL, NULL),
  1333 	/* There are only 21 predefined town_name values (0-20), but you can have more with newgrf action F so allow these bigger values (21-255). Invalid values will fallback to english on use and (undefined string) in GUI. */
  1335 	/* There are only 21 predefined town_name values (0-20), but you can have more with newgrf action F so allow these bigger values (21-255). Invalid values will fallback to english on use and (undefined string) in GUI. */