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