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vcmi/lib/StartInfo.h
mateuszb 8e3de98059 * restoring campaign features
* minor improvements
2012-09-21 17:59:54 +00:00

107 lines
2.6 KiB
C++

#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 <typename Handler> 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<int, PlayerSettings> 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;
shared_ptr<CCampaignState> campState;
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<int, PlayerSettings>::iterator it=playerInfos.begin(); it != playerInfos.end(); ++it)
if(it->second.human == nameID)
return &it->second;
return NULL;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & mode;
h & difficulty;
h & playerInfos;
h & seedToBeUsed & seedPostInit;
h & mapfileChecksum;
h & turnTime;
h & mapname;
h & campState;
}
StartInfo()
{
mapfileChecksum = seedPostInit = seedToBeUsed = 0;
mode = INVALID;
campState = nullptr;
}
};