2009-04-15 17:03:31 +03:00
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/*
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* StartInfo.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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2009-04-16 14:14:13 +03:00
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*/
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2017-07-13 10:26:03 +02:00
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#pragma once
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#include "GameConstants.h"
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2009-04-16 14:14:13 +03:00
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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2013-04-15 20:18:04 +03:00
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class CMapGenOptions;
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2012-09-18 20:47:52 +03:00
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class CCampaignState;
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2018-01-05 19:21:07 +02:00
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class CMapInfo;
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struct PlayerInfo;
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class PlayerColor;
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2020-10-01 10:38:06 +02:00
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struct SharedMemory;
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2012-09-18 20:47:52 +03:00
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2011-02-22 13:52:36 +02:00
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/// Struct which describes the name, the color, the starting bonus of a player
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2018-01-05 19:21:07 +02:00
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struct DLL_LINKAGE PlayerSettings
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2009-04-16 14:14:13 +03:00
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{
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2012-12-02 15:21:44 +03:00
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enum { PLAYER_AI = 0 }; // for use in playerID
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enum Ebonus {
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NONE = -2,
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RANDOM = -1,
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ARTIFACT = 0,
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GOLD = 1,
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RESOURCE = 2
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};
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2013-02-02 01:04:25 +03:00
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Ebonus bonus;
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2012-12-02 15:21:44 +03:00
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si16 castle;
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si32 hero,
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2015-12-05 01:40:23 +02:00
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heroPortrait; //-1 if default, else ID
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2010-07-31 16:55:05 +03:00
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2009-04-16 14:14:13 +03:00
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std::string heroName;
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2017-08-11 19:03:05 +02:00
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PlayerColor color; //from 0 -
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2013-02-02 01:04:25 +03:00
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enum EHandicap {NO_HANDICAP, MILD, SEVERE};
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EHandicap handicap;//0-no, 1-mild, 2-severe
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2013-03-03 20:06:03 +03:00
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TeamID team;
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2010-10-24 14:35:14 +03:00
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2009-04-16 14:14:13 +03:00
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std::string name;
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2018-01-05 19:21:07 +02:00
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std::set<ui8> connectedPlayerIDs; //Empty - AI, or connectrd player ids
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2013-01-06 22:30:12 +03:00
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bool compOnly; //true if this player is a computer only player; required for RMG
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2012-12-02 15:21:44 +03:00
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template <typename Handler>
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void serialize(Handler &h, const int version)
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2009-04-16 14:14:13 +03:00
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{
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h & castle;
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h & hero;
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h & heroPortrait;
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h & heroName;
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h & bonus;
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h & color;
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h & handicap;
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h & name;
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2022-06-20 16:39:50 +02:00
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h & connectedPlayerIDs;
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2012-01-19 17:33:22 +03:00
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h & team;
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2013-01-06 22:30:12 +03:00
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h & compOnly;
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2009-04-16 14:14:13 +03:00
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}
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2009-08-17 11:50:31 +03:00
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2018-01-05 19:21:07 +02:00
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PlayerSettings();
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bool isControlledByAI() const;
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bool isControlledByHuman() const;
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2009-04-16 14:14:13 +03:00
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};
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2011-02-22 13:52:36 +02:00
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/// Struct which describes the difficulty, the turn time,.. of a heroes match.
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2018-01-05 19:21:07 +02:00
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struct DLL_LINKAGE StartInfo
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2009-04-16 14:14:13 +03:00
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{
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2017-07-01 15:30:13 +02:00
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enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, INVALID = 255};
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2010-08-18 12:50:25 +03:00
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2015-12-05 01:40:23 +02:00
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EMode mode;
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ui8 difficulty; //0=easy; 4=impossible
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typedef std::map<PlayerColor, PlayerSettings> TPlayerInfos;
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TPlayerInfos playerInfos; //color indexed
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ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
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2012-04-14 05:20:22 +03:00
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ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet
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ui32 mapfileChecksum; //0 if not relevant
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2009-04-16 14:14:13 +03:00
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ui8 turnTime; //in minutes, 0=unlimited
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2012-11-20 20:53:45 +03:00
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std::string mapname; // empty for random map, otherwise name of the map or savegame
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2013-05-21 22:08:06 +03:00
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bool createRandomMap() const { return mapGenOptions.get() != nullptr; }
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2015-12-29 04:43:33 +02:00
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std::shared_ptr<CMapGenOptions> mapGenOptions;
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2012-09-21 20:59:54 +03:00
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2015-12-29 04:43:33 +02:00
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std::shared_ptr<CCampaignState> campState;
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2012-09-21 20:59:54 +03:00
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2023-03-13 23:26:44 +02:00
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PlayerSettings & getIthPlayersSettings(const PlayerColor & no);
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const PlayerSettings & getIthPlayersSettings(const PlayerColor & no) const;
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2018-01-05 19:21:07 +02:00
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PlayerSettings * getPlayersSettings(const ui8 connectedPlayerId);
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2010-02-16 18:35:24 +02:00
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2018-01-05 19:21:07 +02:00
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// TODO: Must be client-side
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std::string getCampaignName() const;
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2010-02-16 18:35:24 +02:00
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2012-12-02 15:21:44 +03:00
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template <typename Handler>
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void serialize(Handler &h, const int version)
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2009-04-16 14:14:13 +03:00
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{
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h & mode;
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h & difficulty;
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h & playerInfos;
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2017-07-31 15:35:42 +02:00
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h & seedToBeUsed;
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h & seedPostInit;
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2012-04-14 05:20:22 +03:00
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h & mapfileChecksum;
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2009-04-16 14:14:13 +03:00
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h & turnTime;
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h & mapname;
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2012-11-20 20:53:45 +03:00
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h & mapGenOptions;
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2012-09-21 20:59:54 +03:00
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h & campState;
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2009-04-16 14:14:13 +03:00
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}
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2010-10-24 14:35:14 +03:00
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2012-11-20 20:53:45 +03:00
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StartInfo() : mode(INVALID), difficulty(0), seedToBeUsed(0), seedPostInit(0),
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2013-05-21 22:08:06 +03:00
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mapfileChecksum(0), turnTime(0)
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2010-10-24 14:35:14 +03:00
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{
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2012-11-20 20:53:45 +03:00
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2010-10-24 14:35:14 +03:00
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}
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2009-04-16 14:14:13 +03:00
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};
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2018-01-05 19:21:07 +02:00
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struct ClientPlayer
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{
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int connection;
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std::string name;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & connection;
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h & name;
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}
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};
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2019-01-19 12:52:02 +02:00
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struct DLL_LINKAGE LobbyState
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2018-01-05 19:21:07 +02:00
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{
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std::shared_ptr<StartInfo> si;
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std::shared_ptr<CMapInfo> mi;
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std::map<ui8, ClientPlayer> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
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int hostClientId;
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// TODO: Campaign-only and we don't really need either of them.
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// Before start both go into CCampaignState that is part of StartInfo
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int campaignMap;
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int campaignBonus;
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LobbyState() : si(new StartInfo()), hostClientId(-1), campaignMap(-1), campaignBonus(-1) {}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & si;
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h & mi;
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h & playerNames;
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h & hostClientId;
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h & campaignMap;
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h & campaignBonus;
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}
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};
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struct DLL_LINKAGE LobbyInfo : public LobbyState
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{
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boost::mutex stateMutex;
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std::string uuid;
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std::shared_ptr<SharedMemory> shm;
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LobbyInfo() {}
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void verifyStateBeforeStart(bool ignoreNoHuman = false) const;
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bool isClientHost(int clientId) const;
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std::set<PlayerColor> getAllClientPlayers(int clientId);
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std::vector<ui8> getConnectedPlayerIdsForClient(int clientId) const;
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// Helpers for lobby state access
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std::set<PlayerColor> clientHumanColors(int clientId);
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PlayerColor clientFirstColor(int clientId) const;
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2023-03-13 23:26:44 +02:00
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bool isClientColor(int clientId, const PlayerColor & color) const;
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2018-01-05 19:21:07 +02:00
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ui8 clientFirstId(int clientId) const; // Used by chat only!
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PlayerInfo & getPlayerInfo(int color);
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2023-03-13 23:26:44 +02:00
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TeamID getPlayerTeamId(const PlayerColor & color);
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2018-01-05 19:21:07 +02:00
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};
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_END
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