#pragma once /* * 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 * */ class CCampaignState; /// Struct which describes the name, the color, the starting bonus of a player struct PlayerSettings { enum Ebonus {brandom=-1,bartifact, bgold, bresource}; si32 castle, hero, //ID, if -1 then random, if -2 then none heroPortrait; //-1 if default, else ID std::string heroName; si8 bonus; //uses enum type Ebonus ui8 color; //from 0 - ui8 handicap;//0-no, 1-mild, 2-severe ui8 team; std::string name; ui8 human; //0 - AI, non-0 serves as player id 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 & human; h & team; } PlayerSettings() { bonus = brandom; castle = -2; heroPortrait = -1; } }; /// Struct which describes the difficulty, the turn time,.. of a heroes match. struct StartInfo { enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, INVALID = 255}; ui8 mode; //uses EMode enum ui8 difficulty; //0=easy; 4=impossible typedef bmap 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; ui8 choosenCampaignBonus; //used only for mode CAMPAIGN CCampaignState * campSt; PlayerSettings & getIthPlayersSettings(int no) { if(playerInfos.find(no) != playerInfos.end()) return playerInfos[no]; tlog1 << "Cannot find info about player " << no <<". Throwing...\n"; throw std::runtime_error("Cannot find info about player"); } PlayerSettings *getPlayersSettings(const ui8 nameID) { for(bmap::iterator it=playerInfos.begin(); it != playerInfos.end(); ++it) if(it->second.human == nameID) return &it->second; return NULL; } template void serialize(Handler &h, const int version) { h & mode; h & difficulty; h & playerInfos; h & seedToBeUsed & seedPostInit; h & mapfileChecksum; h & turnTime; h & mapname; h & choosenCampaignBonus; h & campSt; } StartInfo() { mapfileChecksum = seedPostInit = seedToBeUsed = 0; mode = INVALID; choosenCampaignBonus = -1; } };