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https://github.com/vcmi/vcmi.git
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10dbbead2d
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase. Fixed it everywhere since in most files that is the only code with wrong indentation.
130 lines
3.3 KiB
C++
130 lines
3.3 KiB
C++
#pragma once
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#include "GameConstants.h"
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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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*/
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class CMapGenOptions;
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class CCampaignState;
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/// Struct which describes the name, the color, the starting bonus of a player
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struct PlayerSettings
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{
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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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Ebonus bonus;
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si16 castle;
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si32 hero,
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heroPortrait; //-1 if default, else ID
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std::string heroName;
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PlayerColor color; //from 0 -
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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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TeamID team;
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std::string name;
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ui8 playerID; //0 - AI, non-0 serves as player id
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bool compOnly; //true if this player is a computer only player; required for RMG
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template <typename Handler>
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void serialize(Handler &h, const int version)
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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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h & playerID;
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h & team;
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h & compOnly;
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}
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PlayerSettings() : bonus(RANDOM), castle(NONE), hero(RANDOM), heroPortrait(RANDOM),
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color(0), handicap(NO_HANDICAP), team(0), playerID(PLAYER_AI), compOnly(false)
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{
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}
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};
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/// Struct which describes the difficulty, the turn time,.. of a heroes match.
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struct StartInfo
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{
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enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, INVALID = 255};
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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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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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ui8 turnTime; //in minutes, 0=unlimited
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std::string mapname; // empty for random map, otherwise name of the map or savegame
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bool createRandomMap() const { return mapGenOptions.get() != nullptr; }
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std::shared_ptr<CMapGenOptions> mapGenOptions;
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std::shared_ptr<CCampaignState> campState;
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PlayerSettings & getIthPlayersSettings(PlayerColor no)
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{
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if(playerInfos.find(no) != playerInfos.end())
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return playerInfos[no];
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logGlobal->errorStream() << "Cannot find info about player " << no <<". Throwing...";
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throw std::runtime_error("Cannot find info about player");
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}
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const PlayerSettings & getIthPlayersSettings(PlayerColor no) const
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{
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return const_cast<StartInfo&>(*this).getIthPlayersSettings(no);
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}
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PlayerSettings *getPlayersSettings(const ui8 nameID)
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{
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for(auto it=playerInfos.begin(); it != playerInfos.end(); ++it)
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if(it->second.playerID == nameID)
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return &it->second;
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return nullptr;
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}
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template <typename Handler>
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void serialize(Handler &h, const int version)
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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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h & seedToBeUsed & seedPostInit;
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h & mapfileChecksum;
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h & turnTime;
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h & mapname;
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h & mapGenOptions;
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h & campState;
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}
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StartInfo() : mode(INVALID), difficulty(0), seedToBeUsed(0), seedPostInit(0),
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mapfileChecksum(0), turnTime(0)
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{
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}
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};
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