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8e3de98059
* minor improvements
107 lines
2.6 KiB
C++
107 lines
2.6 KiB
C++
#pragma once
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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 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 Ebonus {brandom=-1,bartifact, bgold, bresource};
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si32 castle, hero, //ID, if -1 then random, if -2 then none
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heroPortrait; //-1 if default, else ID
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std::string heroName;
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si8 bonus; //uses enum type Ebonus
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ui8 color; //from 0 -
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ui8 handicap;//0-no, 1-mild, 2-severe
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ui8 team;
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std::string name;
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ui8 human; //0 - AI, non-0 serves as player id
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template <typename Handler> 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 & human;
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h & team;
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}
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PlayerSettings()
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{
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bonus = brandom;
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castle = -2;
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heroPortrait = -1;
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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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ui8 mode; //uses EMode enum
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ui8 difficulty; //0=easy; 4=impossible
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typedef bmap<int, 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;
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shared_ptr<CCampaignState> campState;
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PlayerSettings & getIthPlayersSettings(int 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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tlog1 << "Cannot find info about player " << no <<". Throwing...\n";
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throw std::runtime_error("Cannot find info about player");
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}
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PlayerSettings *getPlayersSettings(const ui8 nameID)
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{
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for(bmap<int, PlayerSettings>::iterator it=playerInfos.begin(); it != playerInfos.end(); ++it)
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if(it->second.human == nameID)
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return &it->second;
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return NULL;
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}
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template <typename Handler> 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 & campState;
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}
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StartInfo()
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{
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mapfileChecksum = seedPostInit = seedToBeUsed = 0;
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mode = INVALID;
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campState = nullptr;
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}
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};
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