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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 "../CRandomGenerator.h"
 
- class CRmgTemplate;
 
- namespace EWaterContent
 
- {
 
- enum EWaterContent
 
- {
 
- 	RANDOM = -1,
 
- 	NONE,
 
- 	NORMAL,
 
- 	ISLANDS
 
- };
 
- }
 
- namespace EMonsterStrength
 
- {
 
- enum EMonsterStrength
 
- {
 
- 	RANDOM = -1,
 
- 	WEAK,
 
- 	NORMAL,
 
- 	STRONG
 
- };
 
- }
 
- namespace EPlayerType
 
- {
 
- enum 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:
 
- 	/// 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(PlayerColor value);
 
- 		/// The starting town of the player ranging from 0 to town max count or RANDOM_TOWN.
 
- 		/// The default value is RANDOM_TOWN.
 
- 		si32 getStartingTown() const;
 
- 		void setStartingTown(si32 value);
 
- 		/// The default value is EPlayerType::AI.
 
- 		EPlayerType::EPlayerType getPlayerType() const;
 
- 		void setPlayerType(EPlayerType::EPlayerType value);
 
- 		/// Constant for a random town selection.
 
- 		static const si32 RANDOM_TOWN = -1;
 
- 	private:
 
- 		PlayerColor color;
 
- 		si32 startingTown;
 
- 		EPlayerType::EPlayerType playerType;
 
- 	public:
 
- 		template <typename Handler>
 
- 		void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & color & startingTown & playerType;
 
- 		}
 
- 	};
 
- 	CMapGenOptions();
 
- 	si32 getWidth() const;
 
- 	void setWidth(si32 value);
 
- 	si32 getHeight() const;
 
- 	void setHeight(si32 value);
 
- 	bool getHasTwoLevels() const;
 
- 	void setHasTwoLevels(bool value);
 
- 	/// The count of the 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 getPlayerCount() const;
 
- 	void setPlayerCount(si8 value);
 
- 	/// 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);
 
- 	/// 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;
 
- 	void setStartingTownForPlayer(PlayerColor color, si32 town);
 
- 	/// 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(PlayerColor color, EPlayerType::EPlayerType playerType);
 
- 	/// 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);
 
- 	const std::map<std::string, CRmgTemplate *> & getAvailableTemplates() 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();
 
- 	void finalize(CRandomGenerator & gen);
 
- 	/// Returns false if there is no template available which fits to the currently selected options.
 
- 	bool checkOptions() const;
 
- 	static const si8 RANDOM_SIZE = -1;
 
- private:
 
- 	void resetPlayersMap();
 
- 	int countHumanPlayers() const;
 
- 	PlayerColor getNextPlayerColor() const;
 
- 	void updateCompOnlyPlayers();
 
- 	void updatePlayers();
 
- 	const CRmgTemplate * getPossibleTemplate(CRandomGenerator & gen) const;
 
- 	si32 width, height;
 
- 	bool hasTwoLevels;
 
- 	si8 playerCount, teamCount, compOnlyPlayerCount, compOnlyTeamCount;
 
- 	EWaterContent::EWaterContent waterContent;
 
- 	EMonsterStrength::EMonsterStrength monsterStrength;
 
- 	std::map<PlayerColor, CPlayerSettings> players;
 
- 	const CRmgTemplate * mapTemplate;
 
- public:
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & width & height & hasTwoLevels & playerCount & teamCount & compOnlyPlayerCount;
 
- 		h & compOnlyTeamCount & waterContent & monsterStrength & players;
 
- 		//TODO add name of template to class, enables selection of a template by a user
 
- 	}
 
- };
 
 
  |