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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name game.cpp - The game set-up and creation. */
//
// (c) Copyright 1998-2010 by Lutz Sammer, Andreas Arens, and
// Jimmy Salmon
//
// This program 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; only version 2 of the License.
//
// This program 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. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "stratagus.h"
#include "map.h"
#include "minimap.h"
#include "player.h"
#include "unit.h"
#include "unittype.h"
#include "upgrade.h"
#include "pathfinder.h"
#include "ui.h"
#include "font.h"
#include "sound.h"
#include "sound_server.h"
#include "interface.h"
#include "cursor.h"
#include "spells.h"
#include "construct.h"
#include "actions.h"
#include "network.h"
#include "netconnect.h"
#include "missile.h"
#include "settings.h"
#include "results.h"
#include "trigger.h"
#include "replay.h"
#include "iolib.h"
#include "iocompat.h"
#include "script.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
Settings GameSettings; /// Game Settings
static int LcmPreventRecurse; /// prevent recursion through LoadGameMap
GameResults GameResult; /// Outcome of the game
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
static void WriteCreateUnits(FileWriter *f);
static void WriteCreateUnit(FileWriter *f, const CUnit *unit);
/*----------------------------------------------------------------------------
-- Map loading/saving
----------------------------------------------------------------------------*/
/**
** Load a Stratagus map.
**
** @param smpname smp filename
** @param mapname map filename
** @param map map loaded
*/
static void LoadStratagusMap(const std::string &smpname, const std::string &mapname, CMap *map)
{
char mapfull[PATH_MAX];
CFile file;
// Try the same directory as the smp file first
strcpy_s(mapfull, sizeof(mapfull), smpname.c_str());
char *p = strrchr(mapfull, '/');
if (!p) {
p = mapfull;
} else {
++p;
}
strcpy_s(p, sizeof(mapfull) - (p - mapfull), mapname.c_str());
if (file.open(mapfull, CL_OPEN_READ) == -1) {
// Not found, try StratagusLibPath and the smp's dir
strcpy_s(mapfull, sizeof(mapfull), StratagusLibPath.c_str());
strcat_s(mapfull, sizeof(mapfull), "/");
strcat_s(mapfull, sizeof(mapfull), smpname.c_str());
p = strrchr(mapfull, '/');
if (!p) {
p = mapfull;
} else {
++p;
}
strcpy_s(p, sizeof(mapfull) - (p - mapfull), mapname.c_str());
if (file.open(mapfull, CL_OPEN_READ) == -1) {
// Not found again, try StratagusLibPath
strcpy_s(mapfull, sizeof(mapfull), StratagusLibPath.c_str());
strcat_s(mapfull, sizeof(mapfull), "/");
strcat_s(mapfull, sizeof(mapfull), mapname.c_str());
if (file.open(mapfull, CL_OPEN_READ) == -1) {
// Not found, try mapname by itself as a last resort
strcpy_s(mapfull, sizeof(mapfull), mapname.c_str());
} else {
file.close();
}
} else {
file.close();
}
} else {
file.close();
}
if (LcmPreventRecurse) {
fprintf(stderr, "recursive use of load map!\n");
ExitFatal(-1);
}
InitPlayers();
LcmPreventRecurse = 1;
if (LuaLoadFile(mapfull) == -1) {
fprintf(stderr, "Can't load lua file: %s\n", mapfull);
ExitFatal(-1);
}
LcmPreventRecurse = 0;
#if 0
// Not true if multiplayer levels!
if (!ThisPlayer) { /// ARI: bomb if nothing was loaded!
fprintf(stderr, "%s: invalid map\n", mapname.c_str());
ExitFatal(-1);
}
#endif
if (!Map.Info.MapWidth || !Map.Info.MapHeight) {
fprintf(stderr, "%s: invalid map\n", mapname.c_str());
ExitFatal(-1);
}
Map.Info.Filename = mapname;
}
// Write the map presentation file
static int WriteMapPresentation(const std::string &mapname, CMap *map)
{
FileWriter *f = NULL;
int i;
int topplayer;
int numplayers;
const char *type[] = {"", "", "neutral", "nobody",
"computer", "person", "rescue-passive", "rescue-active"};
numplayers = 0;
topplayer = PlayerMax - 2;
try {
f = CreateFileWriter(mapname);
f->printf("-- Stratagus Map Presentation\n");
f->printf("-- File generated by the Bos Wars builtin editor.\n");
// MAPTODO Copyright notice in generated file
f->printf("-- File licensed under the GNU GPL version 2 or later.\n\n");
f->printf("DefinePlayerTypes(");
while (topplayer > 0 && map->Info.PlayerType[topplayer] == PlayerNobody) {
--topplayer;
}
for (i = 0; i <= topplayer; ++i) {
f->printf("%s\"%s\"", (i ? ", " : ""), type[map->Info.PlayerType[i]]);
if (map->Info.PlayerType[i] == PlayerPerson) {
++numplayers;
}
}
f->printf(")\n");
f->printf("PresentMap(\"%s\", %d, %d, %d, %d)\n",
map->Info.Description.c_str(), numplayers, map->Info.MapWidth, map->Info.MapHeight,
map->Info.MapUID + 1);
f->printf("DefineMapSetup(GetCurrentLuaPath()..\"/setup.sms\")\n");
} catch (const FileException &) {
fprintf(stderr, "ERROR: cannot write the map presentation\n");
delete f;
return -1;
}
delete f;
return 1;
}
/**
** Write the map setup file.
**
** @param mapSetup map filename
** @param map map to save
*/
int WriteMapSetup(const char *mapSetup, CMap *map)
{
FileWriter *f = NULL;
int i;
try {
f = CreateFileWriter(mapSetup);
f->printf("-- Stratagus Map Setup\n");
f->printf("-- File generated by the Bos Wars builtin editor.\n");
// MAPTODO Copyright notice in generated file
f->printf("-- File licensed under the GNU GPL version 2 or later.\n\n");
f->printf("-- player configuration\n");
for (i = 0; i < PlayerMax - 1; ++i) {
f->printf("Players[%d]:SetStartView(%d, %d)\n", i, Players[i].StartX, Players[i].StartY);
f->printf("Players[%d].EnergyStored = %d\n", i, Players[i].GetEnergyStored());
f->printf("Players[%d].MagmaStored = %d\n", i, Players[i].GetMagmaStored());
f->printf("Players[%d].AiName = \"%s\"\n", i, Players[i].AiName.c_str());
}
f->printf("\n");
f->printf("Load(GetCurrentLuaPath() .. \"/terrain.lua\")\n");
f->printf("\n");
f->printf("-- place units\n");
WriteCreateUnits(f);
f->printf("\n\n");
} catch (const FileException &) {
fprintf(stderr,"Can't save map setup: `%s' \n", mapSetup);
delete f;
return -1;
}
delete f;
return 1;
}
/**
** Write Lua CreateUnit calls for all existing units to the map setup
** file. When the map is later loaded, these calls will recreate the
** units.
**
** @param f file writer for the map setup file
*/
static void WriteCreateUnits(FileWriter *f)
{
int i;
// Hot-spot units must be created before the magma-pump units
// that are built on top of them. Otherwise, the map would
// not be correctly loaded.
//
// When the user first adds a hot spot and a magma pump in the
// editor, they end up in the correct order in the Units
// array. However, if the user then deletes some other unit,
// CUnit::Release moves the last unit in the array to the slot
// of the deleted unit, and this can move the magma pump in
// front of the hot spot. If the units are saved in that order,
// and the map is then loaded, CclCreateUnit will refuse to
// place the hot spot on top of the magma pump, and will instead
// place it somewhere nearby. This behavior of CclCreateUnit
// is necessary because it can be called from triggers too.
//
// Currently, magma pumps are the only unit type with any
// building rules, so we just check that. This code may have
// to be revised if building rules are added to other unit
// types, especially if the rules are chained (X on top of Y
// on top of Z).
for (i = 0; i < NumUnits; ++i) {
if (Units[i]->Type->BuildingRules.empty()) {
WriteCreateUnit(f, Units[i]);
}
}
for (i = 0; i < NumUnits; ++i) {
if (!Units[i]->Type->BuildingRules.empty()) {
WriteCreateUnit(f, Units[i]);
}
}
}
/**
** Write a Lua CreateUnit call for the specified unit to the map
** setup file. When the map is later loaded, this call will recreate
** the unit.
**
** @param f file writer for the map setup file
** @param unit unit to be created when the map is loaded
*/
static void WriteCreateUnit(FileWriter *f, const CUnit *unit)
{
f->printf("CreateUnit(\"%s\", ", unit->Type->Ident.c_str());
if (unit->Player->Index == PlayerMax - 1) {
f->printf("PlayerNumNeutral");
} else {
f->printf("%d", unit->Player->Index);
}
f->printf(", {%d, %d})\n", unit->X, unit->Y);
}
/**
** Write a terrain into the given file.
**
** @param path pathname of the file to write the terrain into
** @param map whose terrain must be saved
*/
static void WriteTerrain(std::string &path, const CMap *map)
{
FileWriter *f = NULL;
try
{
f = CreateFileWriter(path);
f->printf("-- terrain\n");
f->printf("%s", Map.PatchManager.savePatches(true).c_str());
f->printf("\n");
}
catch (const FileException &)
{
fprintf(stderr,"Can't save map terrain: `%s' \n", path.c_str());
}
delete f;
}
/**
** Save a Stratagus map.
**
** @param mapName map filename
** @param map map to save
*/
int SaveStratagusMap(const std::string &mapName, CMap *map)
{
std::string mapPresentation;
std::string mapSetup;
if (!map->Info.MapWidth || !map->Info.MapHeight) {
fprintf(stderr, "%s: invalid Bos Wars map\n", mapName.c_str());
ExitFatal(-1);
}
if (mapName.find(".map") == std::string::npos) {
fprintf(stderr, "%s: invalid Bos Wars map filename\n", mapName.c_str());
}
makedir(mapName.c_str(), 0777);
mapPresentation = mapName + std::string("/presentation.smp");
mapSetup = mapName + std::string("/setup.sms");
if (WriteMapPresentation(mapPresentation, map) == -1) {
return -1;
}
std::string terrainName = mapName + std::string("/terrain.lua");
WriteTerrain(terrainName, map);
return WriteMapSetup(mapSetup.c_str(), map);
}
/**
** Load any map.
**
** @param filename map filename
** @param map map loaded
*/
static void LoadMap(const std::string &filename, CMap *map)
{
const char *tmp;
const char *name = filename.c_str();
tmp = strrchr(name, '.');
if (tmp) {
if (!strcmp(tmp, ".gz")) {
while (tmp - 1 > name && *--tmp != '.') {
}
}
if (!strcmp(tmp, ".smp") || !strcmp(tmp, ".smp.gz")) {
if (map->Info.Filename.empty()) {
// The map info hasn't been loaded yet => do it now
LoadStratagusMapInfo(filename);
}
Assert(!map->Info.Filename.empty());
map->Create();
LoadStratagusMap(filename, map->Info.Filename.c_str(), map);
return;
}
}
fprintf(stderr, "Unrecognized map format\n");
ExitFatal(-1);
}
/**
** Set the game paused or unpaused
**
** @param paused True to pause game, false to unpause.
*/
void SetGamePaused(bool paused)
{
GamePaused = paused;
}
/**
** Get the game paused or unpaused
**
** @return True if the game is paused, false otherwise
*/
bool GetGamePaused()
{
return GamePaused;
}
/**
** Set the game speed
**
** @param speed New game speed.
*/
void SetGameSpeed(int speed)
{
if (GameCycle == 0 || FastForwardCycle < GameCycle) {
VideoSyncSpeed = speed * 100 / CYCLES_PER_SECOND;
SetVideoSync();
}
}
/**
** Get the game speed
**
** @return Game speed
*/
int GetGameSpeed()
{
return CYCLES_PER_SECOND * VideoSyncSpeed / 100;
}
/*----------------------------------------------------------------------------
-- Game types
----------------------------------------------------------------------------*/
/**
** Free for all
*/
static void GameTypeFreeForAll(void)
{
int i;
int j;
for (i = 0; i < PlayerMax - 1; ++i) {
for (j = 0; j < PlayerMax - 1; ++j) {
if (i != j) {
CommandDiplomacy(i, DiplomacyEnemy, j);
}
}
}
}
/**
** Top vs Bottom
*/
static void GameTypeTopVsBottom(void)
{
int i;
int j;
int top;
int middle;
middle = Map.Info.MapHeight / 2;
for (i = 0; i < PlayerMax - 1; ++i) {
top = Players[i].StartY <= middle;
for (j = 0; j < PlayerMax - 1; ++j) {
if (i != j) {
if ((top && Players[j].StartY <= middle) ||
(!top && Players[j].StartY > middle)) {
CommandDiplomacy(i, DiplomacyAllied, j);
Players[i].SharedVision |= (1 << j);
} else {
CommandDiplomacy(i, DiplomacyEnemy, j);
}
}
}
}
}
/**
** Left vs Right
*/
static void GameTypeLeftVsRight(void)
{
int i;
int j;
int left;
int middle;
middle = Map.Info.MapWidth / 2;
for (i = 0; i < PlayerMax - 1; ++i) {
left = Players[i].StartX <= middle;
for (j = 0; j < PlayerMax - 1; ++j) {
if (i != j) {
if ((left && Players[j].StartX <= middle) ||
(!left && Players[j].StartX > middle)) {
CommandDiplomacy(i, DiplomacyAllied, j);
Players[i].SharedVision |= (1 << j);
} else {
CommandDiplomacy(i, DiplomacyEnemy, j);
}
}
}
}
}
/**
** Man vs Machine
*/
static void GameTypeManVsMachine(void)
{
int i;
int j;
for (i = 0; i < PlayerMax - 1; ++i) {
if (Players[i].Type != PlayerPerson && Players[i].Type != PlayerComputer) {
continue;
}
for (j = 0; j < PlayerMax - 1; ++j) {
if (i != j) {
if (Players[i].Type == Players[j].Type) {
CommandDiplomacy(i, DiplomacyAllied, j);
Players[i].SharedVision |= (1 << j);
} else {
CommandDiplomacy(i, DiplomacyEnemy, j);
}
}
}
}
}
/**
** Man vs Machine whith Humans on a Team
*/
static void GameTypeManTeamVsMachine(void)
{
int i;
int j;
for (i = 0; i < PlayerMax - 1; ++i) {
if (Players[i].Type != PlayerPerson && Players[i].Type != PlayerComputer) {
continue;
}
for (j = 0; j < PlayerMax - 1; ++j) {
if (i != j) {
if (Players[i].Type == Players[j].Type) {
CommandDiplomacy(i, DiplomacyAllied, j);
Players[i].SharedVision |= (1 << j);
} else {
CommandDiplomacy(i, DiplomacyEnemy, j);
}
}
}
if (Players[i].Type == PlayerPerson) {
Players[i].Team = 2;
} else {
Players[i].Team = 1;
}
}
}
/*----------------------------------------------------------------------------
-- Game creation
----------------------------------------------------------------------------*/
/**
** CreateGame.
**
** Load map, graphics, sounds, etc
**
** @param filename map filename
** @param map map loaded
**
** @todo FIXME: use in this function InitModules / LoadModules!!!
*/
void CreateGame(const std::string &filename, CMap *map)
{
int i;
if (SaveGameLoading) {
SaveGameLoading = false;
// Load game, already created game with Init/LoadModules
CommandLog(NULL, NoUnitP, FlushCommands, -1, -1, NoUnitP, NULL, -1);
return;
}
InitVisionTable(); // build vision table for fog of war
InitPlayers();
if (Map.Info.Filename.empty() && !filename.empty()) {
char path[PATH_MAX];
LibraryFileName(filename.c_str(), path, sizeof(path));
if (strcasestr(filename.c_str(), ".smp")) {
LuaLoadFile(path);
}
}
for (i = 0; i < PlayerMax; ++i) {
PlayerTypes playertype = (PlayerTypes)Map.Info.PlayerType[i];
// Network games only:
if (GameSettings.Presets[i].Type != SettingsPresetMapDefault) {
playertype = GameSettings.Presets[i].Type;
}
CreatePlayer(playertype);
}
if (!filename.empty()) {
if (CurrentMapPath != filename) {
strcpy_s(CurrentMapPath, sizeof(CurrentMapPath), filename.c_str());
}
//
// Load the map.
//
InitUnitTypes(1);
LoadMap(filename, map);
}
GameCycle = 0;
SyncHash = 0;
InitSyncRand();
if (IsNetworkGame()) { // Prepare network play
DebugPrint("Client setup: Calling InitNetwork2\n");
InitNetwork2();
} else {
if (!LocalPlayerName.empty() && LocalPlayerName != "Anonymous") {
ThisPlayer->SetName(LocalPlayerName);
}
}
CallbackMusicOn();
#if 0
GamePaused = true;
#endif
if (FlagRevealMap) {
Map.Reveal();
}
//
// Setup game types
//
if (GameSettings.GameType != SettingsGameTypeMapDefault) {
switch (GameSettings.GameType) {
case SettingsGameTypeMelee:
break;
case SettingsGameTypeFreeForAll:
GameTypeFreeForAll();
break;
case SettingsGameTypeTopVsBottom:
GameTypeTopVsBottom();
break;
case SettingsGameTypeLeftVsRight:
GameTypeLeftVsRight();
break;
case SettingsGameTypeManVsMachine:
GameTypeManVsMachine();
break;
case SettingsGameTypeManTeamVsMachine:
GameTypeManTeamVsMachine();
}
}
//
// Graphic part
//
SetPlayersPalette();
InitIcons();
LoadIcons();
LoadCursors();
UnitUnderCursor = NoUnitP;
InitMissileTypes();
LoadMissileSprites();
InitConstructions();
LoadConstructions();
LoadUnitTypes();
LoadDecorations();
InitSelections();
InitUserInterface();
UI.Load();
Map.Init();
UI.Minimap.Create();
//
// Sound part
//
LoadUnitSounds();
MapUnitSounds();
if (SoundEnabled()) {
InitSoundClient();
}
//
// Spells
//
InitSpells();
//
// Init units' groups
//
InitGroups();
//
// Init players?
//
DebugPlayers();
PlayersInitAi();
//
// Buttons (botpanel)
//
InitButtons();
//
// Triggers
//
InitTriggers();
SetDefaultTextColors(UI.NormalFontColor, UI.ReverseFontColor);
#if 0
if (!UI.SelectedViewport) {
UI.SelectedViewport = UI.Viewports;
}
#endif
UI.SelectedViewport->Center(
ThisPlayer->StartX, ThisPlayer->StartY, TileSizeX / 2, TileSizeY / 2);
//
// Various hacks wich must be done after the map is loaded.
//
// FIXME: must be done after map is loaded
InitPathfinder();
//
// FIXME: The palette is loaded after the units are created.
// FIXME: This loops fixes the colors of the units.
//
for (i = 0; i < NumUnits; ++i) {
// I don't really think that there can be any rescued
// units at this point.
if (Units[i]->RescuedFrom) {
Units[i]->Colors = &Units[i]->RescuedFrom->UnitColors;
} else {
Units[i]->Colors = &Units[i]->Player->UnitColors;
}
}
GameResult = GameNoResult;
CommandLog(NULL, NoUnitP, FlushCommands, -1, -1, NoUnitP, NULL, -1);
Video.ClearScreen();
}
/**
** Init Game Setting to default values
**
** @todo FIXME: this should not be executed for restart levels!
*/
void InitSettings(void)
{
for (int i = 0; i < PlayerMax; ++i) {
GameSettings.Presets[i].Team = SettingsPresetMapDefault;
GameSettings.Presets[i].Type = (PlayerTypes)SettingsPresetMapDefault;
}
GameSettings.Resources = SettingsPresetMapDefault;
GameSettings.NumUnits = SettingsPresetMapDefault;
GameSettings.Opponents = SettingsPresetMapDefault;
GameSettings.Difficulty = SettingsPresetMapDefault;
GameSettings.GameType = SettingsPresetMapDefault;
GameSettings.MapRichness = SettingsPresetMapDefault;
GameSettings.NetGameType = SettingsSinglePlayerGame;
}
//@}
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