* Create a single table with all settings that should be stored/loaded * in the savegame. */
| 1676 | * in the savegame. |
| 1677 | */ |
| 1678 | SettingTable GetSaveLoadSettingTable() |
| 1679 | { |
| 1680 | static const SettingTable saveload_settings_tables[] = { |
| 1681 | _difficulty_settings, |
| 1682 | _economy_settings, |
| 1683 | _game_settings, |
| 1684 | _linkgraph_settings, |
| 1685 | _locale_settings, |
| 1686 | _pathfinding_settings, |
| 1687 | _script_settings, |
| 1688 | _world_settings, |
| 1689 | }; |
| 1690 | static std::vector<SettingVariant> settings_table; |
| 1691 | |
| 1692 | if (settings_table.empty()) { |
| 1693 | for (auto &saveload_settings_table : saveload_settings_tables) { |
| 1694 | for (auto &saveload_setting : saveload_settings_table) { |
| 1695 | settings_table.push_back(saveload_setting); |
| 1696 | } |
| 1697 | } |
| 1698 | } |
| 1699 | |
| 1700 | return settings_table; |
| 1701 | } |
| 1702 | |
| 1703 | /** |
| 1704 | * Given a name of setting, return a company setting description of it. |