_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
#include <settings.h>
Public Member Functions | |
bool | GetUserGameSetting (int i) |
void | SetUserGameSetting (int i, bool v) |
bool | operator== (const Settings &other) const |
void | Save (const std::function< void(std::string)> &f, bool withPlayers=true) |
bool | SetField (std::string field, int value) |
void | Init () |
Public Attributes | |
NetGameTypes | NetGameType |
SettingsPresets | Presets [PlayerMax] |
Multiplayer or single player. More... | |
int8_t | Resources |
int8_t | NumUnits |
Preset resource factor. More... | |
int8_t | Opponents |
Preset # of units. More... | |
int8_t | Difficulty |
Preset # of ai-opponents. More... | |
GameTypes | GameType |
Terrain type (summer,winter,...) More... | |
FieldOfViewTypes | FoV |
Game type (melee, free for all,...) More... | |
MapRevealModes | RevealMap |
Which field of view is used - important to be shared for unit sight. More... | |
RevealTypes | DefeatReveal |
Reveal map kind. More... | |
union { | |
struct { | |
unsigned NoFogOfWar:1 | |
unsigned Inside:1 | |
if dynamic fog of war is disabled More... | |
unsigned AiExplores:1 | |
if game uses interior tileset or is generally "inside" for the purpose of obstacles More... | |
unsigned SimplifiedAutoTargeting:1 | |
If true, AI sends explorers to search for resources (almost useless thing) More... | |
unsigned AiChecksDependencies:1 | |
Use alternate target choosing algorithm for auto attack mode (idle, attack-move, patrol, etc.) More... | |
unsigned UserGameSettings:27 | |
If false, the AI can do upgrades even if the dependencies are not met. This can be desirable to simplify AI scripting. More... | |
} | |
uint32_t _Bitfield | |
}; | |
Settings structure
This structure one day should contain all common game settings, in-game, or pre-start, and the individual (per player) presets. This allows central maintenance, easy (network-)negotiation, simplifies load/save/reinitialization, etc...
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union { ... } |
uint32_t Settings::_Bitfield |
unsigned Settings::AiChecksDependencies |
Use alternate target choosing algorithm for auto attack mode (idle, attack-move, patrol, etc.)
unsigned Settings::AiExplores |
if game uses interior tileset or is generally "inside" for the purpose of obstacles
RevealTypes Settings::DefeatReveal |
Reveal map kind.
int8_t Settings::Difficulty |
Preset # of ai-opponents.
FieldOfViewTypes Settings::FoV |
Game type (melee, free for all,...)
GameTypes Settings::GameType |
Terrain type (summer,winter,...)
unsigned Settings::Inside |
if dynamic fog of war is disabled
NetGameTypes Settings::NetGameType |
unsigned Settings::NoFogOfWar |
int8_t Settings::NumUnits |
Preset resource factor.
int8_t Settings::Opponents |
Preset # of units.
SettingsPresets Settings::Presets[PlayerMax] |
Multiplayer or single player.
int8_t Settings::Resources |
MapRevealModes Settings::RevealMap |
Which field of view is used - important to be shared for unit sight.
unsigned Settings::SimplifiedAutoTargeting |
If true, AI sends explorers to search for resources (almost useless thing)
unsigned Settings::UserGameSettings |
If false, the AI can do upgrades even if the dependencies are not met. This can be desirable to simplify AI scripting.