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- /*
- * 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);
- int getLevels() const;
- void setLevels(int 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;
- si32 levels;
- 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;
- if (h.version >= Handler::Version::MORE_MAP_LAYERS)
- h & levels;
- else
- {
- if (h.saving)
- {
- bool hasTwoLevels = levels == 2;
- h & hasTwoLevels;
- }
- else
- {
- bool hasTwoLevels;
- h & hasTwoLevels;
- levels = hasTwoLevels ? 2 : 1;
- }
- }
- 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
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