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							- /*
 
-  * 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"
 
- class CMapGenOptions;
 
- 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;
 
- 	PlayerColor color; //from 0 -
 
- 	enum EHandicap {NO_HANDICAP, MILD, SEVERE};
 
- 	EHandicap handicap;//0-no, 1-mild, 2-severe
 
- 	TeamID 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, INVALID = 255};
 
- 	EMode mode;
 
- 	ui8 difficulty; //0=easy; 4=impossible
 
- 	typedef std::map<PlayerColor, 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() const { return mapGenOptions.get() != nullptr; }
 
- 	std::shared_ptr<CMapGenOptions> mapGenOptions;
 
- 	std::shared_ptr<CCampaignState> campState;
 
- 	PlayerSettings & getIthPlayersSettings(PlayerColor no)
 
- 	{
 
- 		if(playerInfos.find(no) != playerInfos.end())
 
- 			return playerInfos[no];
 
- 		logGlobal->error("Cannot find info about player %s. Throwing...", no.getStr());
 
- 		throw std::runtime_error("Cannot find info about player");
 
- 	}
 
- 	const PlayerSettings & getIthPlayersSettings(PlayerColor no) const
 
- 	{
 
- 		return const_cast<StartInfo&>(*this).getIthPlayersSettings(no);
 
- 	}
 
- 	PlayerSettings *getPlayersSettings(const ui8 nameID)
 
- 	{
 
- 		for(auto it=playerInfos.begin(); it != playerInfos.end(); ++it)
 
- 			if(it->second.playerID == nameID)
 
- 				return &it->second;
 
- 		return nullptr;
 
- 	}
 
- 	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(0), seedToBeUsed(0), seedPostInit(0),
 
- 		mapfileChecksum(0), turnTime(0)
 
- 	{
 
- 	}
 
- };
 
 
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