146 lines
5.1 KiB
C++
146 lines
5.1 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_FACTIONTYPE_H_
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#define _GLEST_GAME_FACTIONTYPE_H_
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#ifdef WIN32
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#include <winsock2.h>
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#include <winsock.h>
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#endif
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#include "unit_type.h"
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#include "upgrade_type.h"
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#include "sound.h"
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#include <map>
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#include <string>
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#include "util.h"
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#include "leak_dumper.h"
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using Shared::Sound::StrSound;
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namespace Glest{ namespace Game{
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// =====================================================
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// class FactionType
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//
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/// Each of the possible factions the user can select
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// =====================================================
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enum AIBehaviorUnitCategory {
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aibcWorkerUnits,
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aibcWarriorUnits,
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aibcResourceProducerUnits,
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aibcBuildingUnits
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};
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enum AIBehaviorStaticValueCategory {
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aibsvcMaxBuildRadius,
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aibsvcMinMinWarriors,
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aibsvcMinMinWarriorsExpandCpuEasy,
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aibsvcMinMinWarriorsExpandCpuMega,
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aibsvcMinMinWarriorsExpandCpuUltra,
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aibsvcMinMinWarriorsExpandCpuNormal,
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aibsvcMaxMinWarriors,
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aibsvcMaxExpansions,
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aibsvcVillageRadius,
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aibsvcMinStaticResourceCount,
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aibsvcScoutResourceRange,
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aibsvcMinWorkerAttackersHarvesting,
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aibsvcMinBuildSpacing
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};
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template <>
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inline EnumParser<AIBehaviorStaticValueCategory>::EnumParser() {
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enumMap["MaxBuildRadius"] = aibsvcMaxBuildRadius;
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enumMap["MinMinWarriors"] = aibsvcMinMinWarriors;
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enumMap["MinMinWarriorsExpandCpuEasy"] = aibsvcMinMinWarriorsExpandCpuEasy;
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enumMap["MinMinWarriorsExpandCpuMega"] = aibsvcMinMinWarriorsExpandCpuMega;
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enumMap["MinMinWarriorsExpandCpuUltra"] = aibsvcMinMinWarriorsExpandCpuUltra;
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enumMap["MinMinWarriorsExpandCpuNormal"]= aibsvcMinMinWarriorsExpandCpuNormal;
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enumMap["MaxMinWarriors"] = aibsvcMaxMinWarriors;
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enumMap["MaxExpansions"] = aibsvcMaxExpansions;
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enumMap["VillageRadius"] = aibsvcVillageRadius;
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enumMap["MinStaticResourceCount"] = aibsvcMinStaticResourceCount;
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enumMap["ScoutResourceRange"] = aibsvcScoutResourceRange;
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enumMap["MinWorkerAttackersHarvesting"] = aibsvcMinWorkerAttackersHarvesting;
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enumMap["MinBuildSpacing"] = aibsvcMinBuildSpacing;
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}
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class FactionType {
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public:
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typedef pair<const UnitType*, int> PairPUnitTypeInt;
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typedef vector<UnitType> UnitTypes;
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typedef vector<UpgradeType> UpgradeTypes;
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typedef vector<PairPUnitTypeInt> StartingUnits;
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typedef vector<Resource> Resources;
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private:
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string name;
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UnitTypes unitTypes;
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UpgradeTypes upgradeTypes;
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StartingUnits startingUnits;
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Resources startingResources;
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StrSound *music;
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FactionPersonalityType personalityType;
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std::map<AIBehaviorUnitCategory, std::vector<PairPUnitTypeInt> > mapAIBehaviorUnitCategories;
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std::vector<const UpgradeType*> vctAIBehaviorUpgrades;
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std::map<AIBehaviorStaticValueCategory, int > mapAIBehaviorStaticOverrideValues;
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bool isLinked;
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public:
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//init
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FactionType();
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void load(const string &factionName, const TechTree *techTree, Checksum* checksum,
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Checksum *techtreeChecksum,
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std::map<string,vector<pair<string, string> > > &loadedFileList,
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bool validationMode=false);
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virtual ~FactionType();
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const std::vector<FactionType::PairPUnitTypeInt> getAIBehaviorUnits(AIBehaviorUnitCategory category) const;
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const std::vector<const UpgradeType*> getAIBehaviorUpgrades() const { return vctAIBehaviorUpgrades; };
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int getAIBehaviorStaticOverideValue(AIBehaviorStaticValueCategory type) const;
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//get
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bool getIsLinked() const { return isLinked; }
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int getUnitTypeCount() const {return (int)unitTypes.size();}
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int getUpgradeTypeCount() const {return (int)upgradeTypes.size();}
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virtual string getName(bool translatedValue=false) const;
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const UnitType *getUnitType(int i) const {return &unitTypes[i];}
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const UpgradeType *getUpgradeType(int i) const {return &upgradeTypes[i];}
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StrSound *getMusic() const {return music;}
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int getStartingUnitCount() const {return (int)startingUnits.size();}
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const UnitType *getStartingUnit(int i) const {return startingUnits[i].first;}
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int getStartingUnitAmount(int i) const {return startingUnits[i].second;}
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const UnitType *getUnitType(const string &name) const;
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const UnitType *getUnitTypeById(int id) const;
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const UpgradeType *getUpgradeType(const string &name) const;
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int getStartingResourceAmount(const ResourceType *resourceType) const;
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FactionPersonalityType getPersonalityType() const { return personalityType;}
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void setPersonalityType(FactionPersonalityType value) { personalityType = value;}
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std::string toString() const;
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std::vector<std::string> validateFactionType();
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std::vector<std::string> validateFactionTypeResourceTypes(vector<ResourceType> &resourceTypes);
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std::vector<std::string> validateFactionTypeUpgradeTypes();
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void deletePixels();
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bool factionUsesResourceType(const ResourceType *rt) const;
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void saveGame(XmlNode *rootNode);
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};
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}}//end namespace
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#endif
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