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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/lib/rmg/CMapGenOptions.h
Ivan Savenko 82c37573fa Removed save compatibility with 1.4
All save compatibility checks targeting 1.4 saves have now been removed.
Saves from 1.5 can still be loaded in 1.6

Implemeted few TODO's in serialization that were postponed to avoid
breaking save compatibility in MP for 1.5.X releases.

Fixed missed case for loading black market object from 1.5 saves
2024-08-29 18:51:53 +00:00

219 lines
6.6 KiB
C++

/*
* CMapGenOptions.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
*
*/
#pragma once
#include "../GameConstants.h"
#include "../serializer/Serializeable.h"
#include "CRmgTemplate.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace vstd
{
class RNG;
}
enum class EPlayerType
{
HUMAN,
AI,
COMP_ONLY
};
/// The map gen options class holds values about general map generation settings
/// e.g. the size of the map, the count of players,...
class DLL_LINKAGE CMapGenOptions : public Serializeable
{
public:
/// The player settings class maps the player color, starting town and human player flag.
class DLL_LINKAGE CPlayerSettings
{
public:
CPlayerSettings();
/// The color of the player ranging from 0 to PlayerColor::PLAYER_LIMIT - 1.
/// The default value is 0.
PlayerColor getColor() const;
void setColor(const PlayerColor & value);
/// The starting town of the player ranging from 0 to town max count or RANDOM_TOWN.
/// The default value is RANDOM_TOWN.
FactionID getStartingTown() const;
void setStartingTown(FactionID value);
/// The starting hero of the player ranging from 0 to hero max count or RANDOM_HERO.
/// The default value is RANDOM_HERO
HeroTypeID getStartingHero() const;
void setStartingHero(HeroTypeID value);
/// The default value is EPlayerType::AI.
EPlayerType getPlayerType() const;
void setPlayerType(EPlayerType value);
/// Team id for this player. TeamID::NO_TEAM by default - team will be randomly assigned
TeamID getTeam() const;
void setTeam(const TeamID & value);
private:
PlayerColor color;
FactionID startingTown;
HeroTypeID startingHero;
EPlayerType playerType;
TeamID team;
public:
template <typename Handler>
void serialize(Handler & h)
{
h & color;
h & startingTown;
h & playerType;
h & team;
h & startingHero;
}
};
CMapGenOptions();
CMapGenOptions(const CMapGenOptions&) = delete;
si32 getWidth() const;
void setWidth(si32 value);
si32 getHeight() const;
void setHeight(si32 value);
bool getHasTwoLevels() const;
void setHasTwoLevels(bool value);
/// The count of all (human or computer) players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
/// this method, all player settings are reset to default settings.
si8 getHumanOrCpuPlayerCount() const;
void setHumanOrCpuPlayerCount(si8 value);
si8 getMinPlayersCount(bool withTemplateLimit = true) const;
si8 getMaxPlayersCount(bool withTemplateLimit = true) const;
si8 getPlayerLimit() const;
/// The count of the teams ranging from 0 to <players count - 1> or RANDOM_SIZE for random.
si8 getTeamCount() const;
void setTeamCount(si8 value);
/// The count of the computer only players ranging from 0 to <PlayerColor::PLAYER_LIMIT - players count> or RANDOM_SIZE for random.
/// If you call this method, all player settings are reset to default settings.
si8 getCompOnlyPlayerCount() const;
void setCompOnlyPlayerCount(si8 value);
/// The count of the computer only teams ranging from 0 to <comp only players - 1> or RANDOM_SIZE for random.
si8 getCompOnlyTeamCount() const;
void setCompOnlyTeamCount(si8 value);
EWaterContent::EWaterContent getWaterContent() const;
void setWaterContent(EWaterContent::EWaterContent value);
EMonsterStrength::EMonsterStrength getMonsterStrength() const;
void setMonsterStrength(EMonsterStrength::EMonsterStrength value);
bool isRoadEnabled(const RoadId & roadType) const;
bool isRoadEnabled() const;
void setRoadEnabled(const RoadId & roadType, bool enable);
/// The first player colors belong to standard players and the last player colors belong to comp only players.
/// All standard players are by default of type EPlayerType::AI.
const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const;
const std::map<PlayerColor, CPlayerSettings> & getSavedPlayersMap() const;
void setStartingTownForPlayer(const PlayerColor & color, FactionID town);
void setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero);
/// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The
/// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN.
void setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType);
void setPlayerTeam(const PlayerColor & color, const TeamID & team = TeamID::NO_TEAM);
/// The random map template to generate the map with or empty/not set if the template should be chosen randomly.
/// Default: Not set/random.
const CRmgTemplate * getMapTemplate() const;
void setMapTemplate(const CRmgTemplate * value);
void setMapTemplate(const std::string & name);
std::vector<const CRmgTemplate *> getPossibleTemplates() const;
/// Finalizes the options. All random sizes for various properties will be overwritten by numbers from
/// a random number generator by keeping the options in a valid state. Check options should return true, otherwise
/// this function fails.
void finalize(vstd::RNG & rand);
/// Returns false if there is no template available which fits to the currently selected options.
bool checkOptions() const;
/// Returns true if player colors or teams were set in game GUI
bool arePlayersCustomized() const;
static const si8 RANDOM_SIZE = -1;
private:
void initPlayersMap();
void resetPlayersMap();
void savePlayersMap();
int countHumanPlayers() const;
int countCompOnlyPlayers() const;
PlayerColor getNextPlayerColor() const;
void updateCompOnlyPlayers();
void updatePlayers();
const CRmgTemplate * getPossibleTemplate(vstd::RNG & rand) const;
si32 width;
si32 height;
bool hasTwoLevels;
si8 humanOrCpuPlayerCount;
si8 teamCount;
si8 compOnlyPlayerCount;
si8 compOnlyTeamCount;
EWaterContent::EWaterContent waterContent;
EMonsterStrength::EMonsterStrength monsterStrength;
std::map<PlayerColor, CPlayerSettings> players;
std::map<PlayerColor, CPlayerSettings> savedPlayerSettings;
std::set<RoadId> enabledRoads;
bool customizedPlayers;
const CRmgTemplate * mapTemplate;
public:
template <typename Handler>
void serialize(Handler & h)
{
h & width;
h & height;
h & hasTwoLevels;
h & humanOrCpuPlayerCount;
h & teamCount;
h & compOnlyPlayerCount;
h & compOnlyTeamCount;
h & waterContent;
h & monsterStrength;
h & players;
std::string templateName;
if(mapTemplate && h.saving)
{
templateName = mapTemplate->getId();
}
h & templateName;
if(!h.saving)
{
setMapTemplate(templateName);
}
h & enabledRoads;
}
void serializeJson(JsonSerializeFormat & handler);
};
VCMI_LIB_NAMESPACE_END