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- #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
- *
- */
- 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
- TPlayerColor 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<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;
- 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.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;
- }
- };
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