MegaGlest/source/glest_game/game/game_settings.h
Mark Vejvoda fb5035c230 Updated with initial 3.4.4 codebase includes:
- network fixes for multiplayer defects found
- initial code (disabled currently) for content crc checking and downloading
- code compiles on Win32 using VS2008 express, project files not yet included
2010-02-03 01:09:50 +00:00

132 lines
5.2 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño 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"
namespace Glest{ namespace Game{
// =====================================================
// class GameSettings
// =====================================================
class GameSettings{
private:
string description;
string map;
string tileset;
string tech;
string scenario;
string scenarioDir;
string factionTypeNames[GameConstants::maxPlayers]; //faction names
ControlType factionControls[GameConstants::maxPlayers];
int thisFactionIndex;
int factionCount;
int teams[GameConstants::maxPlayers];
int startLocationIndex[GameConstants::maxPlayers];
bool defaultUnits;
bool defaultResources;
bool defaultVictoryConditions;
void CopyAll(const GameSettings &game)
{
description = game.description;
map = game.map;
tileset = game.tileset;
tech = game.tech;
scenario = game.scenario;
scenarioDir = game.scenarioDir;
thisFactionIndex = game.thisFactionIndex;
factionCount = game.factionCount;
defaultUnits = game.defaultUnits;
defaultResources = game.defaultResources;
defaultVictoryConditions = game.defaultVictoryConditions;
for(int i = 0; i < GameConstants::maxPlayers; i++)
{
factionTypeNames[i] = game.factionTypeNames[i]; //faction names
factionControls[i] = game.factionControls[i];
teams[i] = game.teams[i];
startLocationIndex[i] = game.startLocationIndex[i];
}
//if(Socket::enableDebugText) printf("In [%s::%s] gameSettings->getTileset() = [%s]\n",__FILE__,__FUNCTION__,getTileset().c_str());
//if(Socket::enableDebugText) printf("In [%s::%s] gameSettings->getTech() = [%s]\n",__FILE__,__FUNCTION__,getTech().c_str());
//if(Socket::enableDebugText) printf("In [%s::%s] gameSettings->getMap() = [%s]\n",__FILE__,__FUNCTION__,getMap().c_str());
}
public:
GameSettings() { }
GameSettings(const GameSettings &game)
{
CopyAll(game);
}
GameSettings & operator=(const GameSettings &game)
{
CopyAll(game);
return *this;
}
//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];}
ControlType getFactionControl(int factionIndex) const {return factionControls[factionIndex];}
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];}
bool getDefaultUnits() const {return defaultUnits;}
bool getDefaultResources() const {return defaultResources;}
bool getDefaultVictoryConditions() const {return defaultVictoryConditions;}
//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 setFactionControl(int factionIndex, ControlType controller) {this->factionControls[factionIndex]= controller;}
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;}
void setDefaultUnits(bool defaultUnits) {this->defaultUnits= defaultUnits;}
void setDefaultResources(bool defaultResources) {this->defaultResources= defaultResources;}
void setDefaultVictoryConditions(bool defaultVictoryConditions) {this->defaultVictoryConditions= defaultVictoryConditions;}
};
}}//end namespace
#endif