| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180 |
- /*
- * 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
- *
- */
- #pragma once
- #include "GameConstants.h"
- #include "campaign/CampaignConstants.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CMapGenOptions;
- class CampaignState;
- class CMapInfo;
- struct PlayerInfo;
- class PlayerColor;
- struct SharedMemory;
- /// Struct which describes the name, the color, the starting bonus of a player
- struct DLL_LINKAGE PlayerSettings
- {
- enum { PLAYER_AI = 0 }; // for use in playerID
- enum Ebonus {
- NONE = -2,
- RANDOM = -1,
- ARTIFACT = 0,
- GOLD = 1,
- RESOURCE = 2
- };
- Ebonus bonus;
- FactionID castle;
- HeroTypeID hero;
- HeroTypeID heroPortrait; //-1 if default, else ID
- std::string heroName;
- PlayerColor color; //from 0 -
- enum EHandicap {NO_HANDICAP, MILD, SEVERE};
- EHandicap handicap;//0-no, 1-mild, 2-severe
- std::string name;
- std::set<ui8> connectedPlayerIDs; //Empty - AI, or connectrd player ids
- 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 & connectedPlayerIDs;
- h & compOnly;
- }
- PlayerSettings();
- bool isControlledByAI() const;
- bool isControlledByHuman() const;
- };
- /// Struct which describes the difficulty, the turn time,.. of a heroes match.
- struct DLL_LINKAGE StartInfo
- {
- enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, INVALID = 255};
- EMode mode;
- ui8 difficulty; //0=easy; 4=impossible
- using TPlayerInfos = std::map<PlayerColor, PlayerSettings>;
- 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() const { return mapGenOptions != nullptr; }
- std::shared_ptr<CMapGenOptions> mapGenOptions;
- std::shared_ptr<CampaignState> campState;
- PlayerSettings & getIthPlayersSettings(const PlayerColor & no);
- const PlayerSettings & getIthPlayersSettings(const PlayerColor & no) const;
- PlayerSettings * getPlayersSettings(const ui8 connectedPlayerId);
- // TODO: Must be client-side
- std::string getCampaignName() const;
- template <typename Handler>
- void serialize(Handler &h, const int version)
- {
- h & mode;
- h & difficulty;
- h & playerInfos;
- h & seedToBeUsed;
- h & seedPostInit;
- h & mapfileChecksum;
- h & turnTime;
- h & mapname;
- h & mapGenOptions;
- h & campState;
- }
- StartInfo() : mode(INVALID), difficulty(1), seedToBeUsed(0), seedPostInit(0),
- mapfileChecksum(0), turnTime(0)
- {
- }
- };
- struct ClientPlayer
- {
- int connection;
- std::string name;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & connection;
- h & name;
- }
- };
- struct DLL_LINKAGE LobbyState
- {
- std::shared_ptr<StartInfo> si;
- std::shared_ptr<CMapInfo> mi;
- std::map<ui8, ClientPlayer> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
- int hostClientId;
- // TODO: Campaign-only and we don't really need either of them.
- // Before start both go into CCampaignState that is part of StartInfo
- CampaignScenarioID campaignMap;
- int campaignBonus;
- LobbyState() : si(new StartInfo()), hostClientId(-1), campaignMap(CampaignScenarioID::NONE), campaignBonus(-1) {}
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & si;
- h & mi;
- h & playerNames;
- h & hostClientId;
- h & campaignMap;
- h & campaignBonus;
- }
- };
- struct DLL_LINKAGE LobbyInfo : public LobbyState
- {
- boost::mutex stateMutex;
- std::string uuid;
- std::shared_ptr<SharedMemory> shm;
- LobbyInfo() {}
- void verifyStateBeforeStart(bool ignoreNoHuman = false) const;
- bool isClientHost(int clientId) const;
- std::set<PlayerColor> getAllClientPlayers(int clientId);
- std::vector<ui8> getConnectedPlayerIdsForClient(int clientId) const;
- // Helpers for lobby state access
- std::set<PlayerColor> clientHumanColors(int clientId);
- PlayerColor clientFirstColor(int clientId) const;
- bool isClientColor(int clientId, const PlayerColor & color) const;
- ui8 clientFirstId(int clientId) const; // Used by chat only!
- PlayerInfo & getPlayerInfo(int color);
- TeamID getPlayerTeamId(const PlayerColor & color);
- };
- VCMI_LIB_NAMESPACE_END
|