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https://github.com/vcmi/vcmi.git
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2b45e13c5c
- use std versions of function, bind and ref - OVERRIDE -> override - NULL -> nullptr - use std versions of random distributions NOTE: this may be last revision that supports gcc-4.5
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 bmap<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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shared_ptr<CMapGenOptions> mapGenOptions;
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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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