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vcmi/lib/StartInfo.h
mateuszb c4e03ef0de * enum serialization/deserialization (si32 as basetype ought to be enough for anybody)
* some fields in classes refactored to use appropriate enums (not yet finished)
2013-02-01 22:04:25 +00:00

128 lines
3.2 KiB
C++

#pragma once
#include "GameConstants.h"
/*
* 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
*
*/
#include "RMG/CMapGenOptions.h"
class CCampaignState;
/// Struct which describes the name, the color, the starting bonus of a player
struct PlayerSettings
{
enum { PLAYER_AI = 0 }; // for use in playerID
enum Ebonus {
NONE = -2,
RANDOM = -1,
ARTIFACT = 0,
GOLD = 1,
RESOURCE = 2
};
Ebonus bonus;
si16 castle;
si32 hero,
heroPortrait; //-1 if default, else ID
std::string heroName;
TPlayerColor color; //from 0 -
enum EHandicap {NO_HANDICAP, MILD, SEVERE};
EHandicap handicap;//0-no, 1-mild, 2-severe
ui8 team;
std::string name;
ui8 playerID; //0 - AI, non-0 serves as player id
bool compOnly; //true if this player is a computer only player; required for RMG
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 & playerID;
h & team;
h & compOnly;
}
PlayerSettings() : bonus(RANDOM), castle(NONE), hero(RANDOM), heroPortrait(RANDOM),
color(0), handicap(NO_HANDICAP), team(0), playerID(PLAYER_AI), compOnly(false)
{
}
};
/// Struct which describes the difficulty, the turn time,.. of a heroes match.
struct StartInfo
{
enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, INVALID = 255};
EMode mode;
ui8 difficulty; //0=easy; 4=impossible
typedef bmap<TPlayerColor, 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; // empty for random map, otherwise name of the map or savegame
bool createRandomMap; // true if a random map should be created
shared_ptr<CMapGenOptions> mapGenOptions; // needs to be not nullptr if createRandomMap=true
shared_ptr<CCampaignState> campState;
PlayerSettings & getIthPlayersSettings(TPlayerColor 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(auto it=playerInfos.begin(); it != playerInfos.end(); ++it)
if(it->second.playerID == 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 & createRandomMap;
h & mapGenOptions;
h & campState;
}
StartInfo() : mode(INVALID), difficulty(0), seedToBeUsed(0), seedPostInit(0),
mapfileChecksum(0), turnTime(0), createRandomMap(false)
{
}
};