MegaGlest/source/glest_game/game/game_settings.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_GAMESETTINGS_H_
#define _GLEST_GAME_GAMESETTINGS_H_
#include "game_constants.h"
#include "conversion.h"
#include <algorithm>
#include "leak_dumper.h"
using namespace Shared::Util;
namespace Glest{ namespace Game{
// =====================================================
// class GameSettings
// =====================================================
enum FlagTypes1 {
ft1_none = 0x00,
ft1_show_map_resources = 0x01,
ft1_allow_team_switching = 0x02
//ft1_xx = 0x04,
//ft1_xx = 0x08,
//ft1_xx = 0x10,
};
class GameSettings {
private:
string description;
string map;
string tileset;
string tech;
string scenario;
string scenarioDir;
string factionTypeNames[GameConstants::maxPlayers]; //faction names
string networkPlayerNames[GameConstants::maxPlayers];
int networkPlayerStatuses[GameConstants::maxPlayers];
string networkPlayerLanguages[GameConstants::maxPlayers];
ControlType factionControls[GameConstants::maxPlayers];
int resourceMultiplierIndex[GameConstants::maxPlayers];
int thisFactionIndex;
int factionCount;
int teams[GameConstants::maxPlayers];
int startLocationIndex[GameConstants::maxPlayers];
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int mapFilterIndex;
bool defaultUnits;
bool defaultResources;
bool defaultVictoryConditions;
bool fogOfWar;
bool allowObservers;
bool enableObserverModeAtEndGame;
bool enableServerControlledAI;
int networkFramePeriod;
bool networkPauseGameForLaggedClients;
PathFinderType pathFinderType;
uint32 flagTypes1;
int32 mapCRC;
int32 tilesetCRC;
int32 techCRC;
vector<pair<string,int32> > factionCRCList;
int aiAcceptSwitchTeamPercentChance;
public:
GameSettings() {
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defaultUnits=false;
defaultResources=false;
defaultVictoryConditions=false;
mapFilterIndex = 0;
factionCount = 0;
thisFactionIndex = 0;
fogOfWar = true;
allowObservers = false;
enableObserverModeAtEndGame = false;
enableServerControlledAI = false;
networkFramePeriod = GameConstants::networkFramePeriod;
networkPauseGameForLaggedClients = false;
pathFinderType = pfBasic;
for(int i = 0; i < GameConstants::maxPlayers; ++i) {
factionTypeNames[i] = "";
networkPlayerNames[i] = "";
networkPlayerStatuses[i] = 0;
networkPlayerLanguages[i] = "english";
factionControls[i] = ctClosed;
resourceMultiplierIndex[i] = 1.0f;
teams[i] = 0;
startLocationIndex[i] = i;
}
flagTypes1 = ft1_none;
mapCRC = 0;
tilesetCRC = 0;
techCRC = 0;
factionCRCList.clear();
aiAcceptSwitchTeamPercentChance = 30;
}
// default copy constructor will do fine, and will maintain itself ;)
//get
const string &getDescription() const {return description;}
const string &getMap() const {return map;}
const string &getTileset() const {return tileset;}
const string &getTech() const {return tech;}
const string &getScenario() const {return scenario;}
const string &getScenarioDir() const {return scenarioDir;}
const string &getFactionTypeName(int factionIndex) const {return factionTypeNames[factionIndex];}
const string &getNetworkPlayerName(int factionIndex) const {return networkPlayerNames[factionIndex];}
const int getNetworkPlayerStatuses(int factionIndex) const { return networkPlayerStatuses[factionIndex];}
const string getNetworkPlayerLanguages(int factionIndex) const { return networkPlayerLanguages[factionIndex];}
const vector<string> getUniqueNetworkPlayerLanguages() const {
vector<string> languageList;
for(int i = 0; i < GameConstants::maxPlayers; ++i) {
if(networkPlayerLanguages[i] != "") {
if(std::find(languageList.begin(),languageList.end(),networkPlayerLanguages[i]) == languageList.end()) {
languageList.push_back(networkPlayerLanguages[i]);
}
}
}
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if(languageList.empty() == true) {
languageList.push_back("");
}
return languageList;
}
const string getNetworkPlayerNameByPlayerIndex(int playerIndex) const {
string result = "";
for(int i = 0; i < GameConstants::maxPlayers; ++i) {
if(startLocationIndex[i] == playerIndex) {
result = networkPlayerNames[i];
break;
}
}
return result;
}
ControlType getFactionControl(int factionIndex) const {return factionControls[factionIndex];}
int getResourceMultiplierIndex(int factionIndex) const {return resourceMultiplierIndex[factionIndex];}
bool isNetworkGame() const {
bool result = false;
for(int idx = 0; idx < GameConstants::maxPlayers; ++idx) {
if(factionControls[idx] == ctNetwork || factionControls[idx] == ctNetworkUnassigned) {
result = true;
break;
}
}
return result;
}
int getThisFactionIndex() const {return thisFactionIndex;}
int getFactionCount() const {return factionCount;}
int getTeam(int factionIndex) const {return teams[factionIndex];}
int getStartLocationIndex(int factionIndex) const {return startLocationIndex[factionIndex];}
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int getMapFilterIndex() const {return mapFilterIndex;}
bool getDefaultUnits() const {return defaultUnits;}
bool getDefaultResources() const {return defaultResources;}
bool getDefaultVictoryConditions() const {return defaultVictoryConditions;}
bool getFogOfWar() const {return fogOfWar;}
bool getAllowObservers() const { return allowObservers;}
bool getEnableObserverModeAtEndGame() const {return enableObserverModeAtEndGame;}
bool getEnableServerControlledAI() const {return enableServerControlledAI;}
int getNetworkFramePeriod() const {return networkFramePeriod; }
bool getNetworkPauseGameForLaggedClients() const {return networkPauseGameForLaggedClients; }
PathFinderType getPathFinderType() const { return pathFinderType; }
uint32 getFlagTypes1() const { return flagTypes1;}
int32 getMapCRC() const { return mapCRC; }
int32 getTilesetCRC() const { return tilesetCRC; }
int32 getTechCRC() const { return techCRC; }
vector<pair<string,int32> > getFactionCRCList() const { return factionCRCList; }
//set
void setDescription(const string& description) {this->description= description;}
void setMap(const string& map) {this->map= map;}
void setTileset(const string& tileset) {this->tileset= tileset;}
void setTech(const string& tech) {this->tech= tech;}
void setScenario(const string& scenario) {this->scenario= scenario;}
void setScenarioDir(const string& scenarioDir) {this->scenarioDir= scenarioDir;}
void setFactionTypeName(int factionIndex, const string& factionTypeName) {this->factionTypeNames[factionIndex]= factionTypeName;}
void setNetworkPlayerName(int factionIndex,const string& playername) {this->networkPlayerNames[factionIndex]= playername;}
void setNetworkPlayerStatuses(int factionIndex,int status) {this->networkPlayerStatuses[factionIndex]= status;}
void setNetworkPlayerLanguages(int factionIndex, string language) {this->networkPlayerLanguages[factionIndex]=language;}
void setFactionControl(int factionIndex, ControlType controller) {this->factionControls[factionIndex]= controller;}
void setResourceMultiplierIndex(int factionIndex, int multiplierIndex) {this->resourceMultiplierIndex[factionIndex]= multiplierIndex;}
void setThisFactionIndex(int thisFactionIndex) {this->thisFactionIndex= thisFactionIndex;}
void setFactionCount(int factionCount) {this->factionCount= factionCount;}
void setTeam(int factionIndex, int team) {this->teams[factionIndex]= team;}
void setStartLocationIndex(int factionIndex, int startLocationIndex) {this->startLocationIndex[factionIndex]= startLocationIndex;}
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void setMapFilterIndex(int mapFilterIndex) {this->mapFilterIndex=mapFilterIndex;}
void setDefaultUnits(bool defaultUnits) {this->defaultUnits= defaultUnits;}
void setDefaultResources(bool defaultResources) {this->defaultResources= defaultResources;}
void setDefaultVictoryConditions(bool defaultVictoryConditions) {this->defaultVictoryConditions= defaultVictoryConditions;}
void setFogOfWar(bool fogOfWar) {this->fogOfWar = fogOfWar;}
void setAllowObservers(bool value) {this->allowObservers = value;}
void setEnableObserverModeAtEndGame(bool value) {this->enableObserverModeAtEndGame = value;}
void setEnableServerControlledAI(bool value) {this->enableServerControlledAI = value;}
void setNetworkFramePeriod(int value) {this->networkFramePeriod = value; }
void setNetworkPauseGameForLaggedClients(bool value) {this->networkPauseGameForLaggedClients = value; }
void setPathFinderType(PathFinderType value) {this->pathFinderType = value; }
void setFlagTypes1(uint32 value) {this->flagTypes1 = value; }
void setMapCRC(int32 value) { mapCRC = value; }
void setTilesetCRC(int32 value) { tilesetCRC = value; }
void setTechCRC(int32 value) { techCRC = value; }
void setFactionCRCList(vector<pair<string,int32> > value) { factionCRCList = value; }
int getAiAcceptSwitchTeamPercentChance() const { return aiAcceptSwitchTeamPercentChance;}
void setAiAcceptSwitchTeamPercentChance(int value) { aiAcceptSwitchTeamPercentChance = value; }
string toString() const {
string result = "";
result += "description = " + description + "\n";
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result += "mapFilterIndex = " + intToStr(mapFilterIndex) + "\n";
result += "map = " + map + "\n";
result += "tileset = " + tileset + "\n";
result += "tech = " + tech + "\n";
result += "scenario = " + scenario + "\n";
result += "scenarioDir = " + scenarioDir + "\n";
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
result += "player index = " + intToStr(idx) + "\n";
result += "factionTypeName = " + factionTypeNames[idx] + "\n";
result += "networkPlayerName = " + networkPlayerNames[idx] + "\n";
result += "networkPlayerLanguage = " + networkPlayerLanguages[idx] + "\n";
result += "factionControl = " + intToStr(factionControls[idx]) + "\n";
result += "resourceMultiplierIndex = " + intToStr(resourceMultiplierIndex[idx]) + "\n";
result += "team = " + intToStr(teams[idx]) + "\n";
result += "startLocationIndex = " + intToStr(startLocationIndex[idx]) + "\n";
}
result += "thisFactionIndex = " + intToStr(thisFactionIndex) + "\n";
result += "factionCount = " + intToStr(factionCount) + "\n";
result += "defaultUnits = " + intToStr(defaultUnits) + "\n";
result += "defaultResources = " + intToStr(defaultResources) + "\n";
result += "defaultVictoryConditions = " + intToStr(defaultVictoryConditions) + "\n";
result += "fogOfWar = " + intToStr(fogOfWar) + "\n";
result += "allowObservers = " + intToStr(allowObservers) + "\n";
result += "enableObserverModeAtEndGame = " + intToStr(enableObserverModeAtEndGame) + "\n";
result += "enableServerControlledAI = " + intToStr(enableServerControlledAI) + "\n";
result += "networkFramePeriod = " + intToStr(networkFramePeriod) + "\n";
result += "networkPauseGameForLaggedClients = " + intToStr(networkPauseGameForLaggedClients) + "\n";
result += "pathFinderType = " + intToStr(pathFinderType) + "\n";
result += "flagTypes1 = " + intToStr(flagTypes1) + "\n";
result += "mapCRC = " + intToStr(mapCRC) + "\n";
result += "tilesetCRC = " + intToStr(tilesetCRC) + "\n";
result += "techCRC = " + intToStr(techCRC) + "\n";
for(unsigned int i = 0; i < factionCRCList.size(); ++i) {
result += "factionCRCList name [" + factionCRCList[i].first + "] CRC = " + intToStr(factionCRCList[i].second) + "\n";
}
result += "aiAcceptSwitchTeamPercentChance = " + intToStr(aiAcceptSwitchTeamPercentChance) + "\n";
return result;
}
};
}}//end namespace
#endif