05612d60ae
The original idea was that people could find a server they could talk in their native language on. This isn't really used in that way. There are several reasons for removing this: - the client also sends his "language" to the server, but nothing is doing anything with this. - flags are a bad way to represent languages, and over the years we had several (rightfully) complaints about this. - most servers have their language set to "All", and prefix the servername with the language it is about. This is a much more efficient way to do the same. All in all, this feature should go back to the drawing board. Maybe it could work in another form, but this form is not it.
192 lines
6.9 KiB
INI
192 lines
6.9 KiB
INI
; This file is part of OpenTTD.
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; 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.
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; 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.
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; 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/>.
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;
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[pre-amble]
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static const uint GAME_DIFFICULTY_NUM = 18;
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static uint16 _old_diff_custom[GAME_DIFFICULTY_NUM];
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uint8 _old_diff_level; ///< Old difficulty level from old savegames
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uint8 _old_units; ///< Old units from old savegames
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/* Most of these strings are used both for gameopt-backward compatibility
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* and the settings tables. The rest is here for consistency. */
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static const char *_locale_currencies = "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|RON|RUR|SIT|SEK|YTL|SKK|BRL|EEK|custom";
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static const char *_locale_units = "imperial|metric|si|gameunits";
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static const char *_town_names = "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovak|norwegian|hungarian|austrian|romanian|czech|swiss|danish|turkish|italian|catalan";
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static const char *_climates = "temperate|arctic|tropic|toyland";
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static const char *_autosave_interval = "off|monthly|quarterly|half year|yearly";
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static const char *_roadsides = "left|right";
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static const char *_savegame_date = "long|short|iso";
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static const char *_osk_activation = "disabled|double|single|immediately";
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static const char *_settings_profiles = "easy|medium|hard";
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static const char *_news_display = "off|summarized|full";
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static const SettingDesc _gameopt_settings[] = {
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/* In version 4 a new difficulty setting has been added to the difficulty settings,
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* town attitude towards demolishing. Needs special handling because some dimwit thought
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* it funny to have the GameDifficulty struct be an array while it is a struct of
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* same-sized members
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* XXX - To save file-space and since values are never bigger than about 10? only
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* save the first 16 bits in the savegame. Question is why the values are still int32
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* and why not byte for example?
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* 'SLE_FILE_I16 | SLE_VAR_U16' in "diff_custom" is needed to get around SlArray() hack
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* for savegames version 0 - though it is an array, it has to go through the byteswap process */
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[post-amble]
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};
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[templates]
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SDTG_GENERAL = SDTG_GENERAL($name, $sdt_cmd, $sle_cmd, $type, $flags, $guiflags, $var, $length, $def, $min, $max, $interval, $full, $str, $strhelp, $strval, $proc, $from, $to, $cat, $extra, $startup),
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SDTG_VAR = SDTG_VAR($name, $type, $flags, $guiflags, $var, $def, $min, $max, $interval, $str, $strhelp, $strval, $proc, $from, $to, $cat, $extra, $startup),
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SDT_NULL = SDT_NULL($length, $from, $to),
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SDTC_OMANY = SDTC_OMANY( $var, $type, $flags, $guiflags, $def, $max, $full, $str, $strhelp, $strval, $proc, $from, $to, $cat, $extra, $startup),
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SDTG_OMANY = SDTG_OMANY($name, $type, $flags, $guiflags, $var, $def, $max, $full, $str, $strhelp, $strval, $proc, $from, $to, $cat, $extra, $startup),
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SDT_OMANY = SDT_OMANY($base, $var, $type, $flags, $guiflags, $def, $max, $full, $str, $strhelp, $strval, $proc, $from, $to, $load, $cat, $extra, $startup),
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SDT_VAR = SDT_VAR($base, $var, $type, $flags, $guiflags, $def, $min, $max, $interval, $str, $strhelp, $strval, $proc, $from, $to, $cat, $extra, $startup),
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SDT_END = SDT_END()
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[validation]
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SDTG_VAR = static_assert($max <= MAX_$type, "Maximum value for $var exceeds storage size");
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SDTG_OMANY = static_assert($max <= MAX_$type, "Maximum value for $var exceeds storage size");
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SDTC_OMANY = static_assert($max <= MAX_$type, "Maximum value for $var exceeds storage size");
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SDT_OMANY = static_assert($max <= MAX_$type, "Maximum value for $base.$var exceeds storage size");
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SDT_VAR = static_assert($max <= MAX_$type, "Maximum value for $base.$var exceeds storage size");
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[defaults]
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flags = 0
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guiflags = SGF_NONE
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interval = 0
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str = STR_NULL
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strhelp = STR_CONFIG_SETTING_NO_EXPLANATION_AVAILABLE_HELPTEXT
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strval = STR_NULL
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proc = nullptr
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load = nullptr
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from = SL_MIN_VERSION
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to = SL_MAX_VERSION
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cat = SC_ADVANCED
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extra = 0
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startup = false
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[SDTG_GENERAL]
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name = ""diff_custom""
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sdt_cmd = SDT_INTLIST
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sle_cmd = SL_ARR
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type = SLE_FILE_I16 | SLE_VAR_U16
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flags = SLF_NOT_IN_CONFIG
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var = _old_diff_custom
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length = 17
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def = 0
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min = 0
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max = 0
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full = nullptr
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to = SLV_4
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[SDTG_GENERAL]
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name = ""diff_custom""
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sdt_cmd = SDT_INTLIST
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sle_cmd = SL_ARR
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type = SLE_UINT16
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flags = SLF_NOT_IN_CONFIG
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var = _old_diff_custom
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length = 18
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def = 0
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min = 0
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max = 0
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full = nullptr
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from = SLV_4
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##
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[SDTG_VAR]
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name = ""diff_level""
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var = _old_diff_level
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type = SLE_UINT8
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flags = SLF_NOT_IN_CONFIG
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def = SP_CUSTOM
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min = SP_EASY
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max = SP_CUSTOM
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cat = SC_BASIC
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[SDT_OMANY]
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base = GameSettings
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var = locale.currency
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type = SLE_UINT8
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flags = SLF_NO_NETWORK_SYNC
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def = 0
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max = CURRENCY_END - 1
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full = _locale_currencies
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cat = SC_BASIC
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[SDTG_OMANY]
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name = ""units""
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var = _old_units
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type = SLE_UINT8
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flags = SLF_NOT_IN_CONFIG
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def = 1
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max = 2
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full = _locale_units
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cat = SC_BASIC
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# There are only 21 predefined town_name values (0-20), but you can have more with newgrf action F so allow
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# these bigger values (21-255). Invalid values will fallback to english on use and (undefined string) in GUI.
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[SDT_OMANY]
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base = GameSettings
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var = game_creation.town_name
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type = SLE_UINT8
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def = 0
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max = 255
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full = _town_names
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cat = SC_BASIC
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[SDT_OMANY]
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base = GameSettings
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var = game_creation.landscape
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type = SLE_UINT8
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def = 0
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max = 3
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full = _climates
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load = ConvertLandscape
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cat = SC_BASIC
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[SDT_VAR]
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base = GameSettings
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var = game_creation.snow_line_height
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type = SLE_UINT8
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def = DEF_SNOWLINE_HEIGHT * TILE_HEIGHT
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min = MIN_SNOWLINE_HEIGHT * TILE_HEIGHT
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# "max" used to be MAX_SNOWLINE_HEIGHT * TILE_HEIGHT, but this would overflow the storage.
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max = UINT8_MAX
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to = SLV_22
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[SDT_NULL]
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length = 1
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from = SLV_22
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to = SLV_165
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[SDT_NULL]
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length = 1
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to = SLV_23
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[SDTC_OMANY]
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var = gui.autosave
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type = SLE_UINT8
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from = SLV_23
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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def = 1
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max = 4
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full = _autosave_interval
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cat = SC_BASIC
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[SDT_OMANY]
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base = GameSettings
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var = vehicle.road_side
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type = SLE_UINT8
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def = 1
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max = 1
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full = _roadsides
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cat = SC_BASIC
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[SDT_END]
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