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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name settings.h - The game settings headerfile. */
//
// (c) Copyright 2000-2009 by Andreas Arens and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
#ifndef __SETTINGS_H__
#define __SETTINGS_H__
//@{
#include <vector>
#include "player.h"
class CFile;
class CMap;
struct SettingsPresets {
int Team; /// Team of player -- NOT SELECTABLE YET
PlayerTypes Type; /// Type of player (for network games)
};
/**
** Settings structure
**
** This structure one day should contain all common game settings,
** in-game, or pre-start, and the individual (per player) presets.
** This allows central maintainance, easy (network-)negotiation,
** simplifies load/save/reinitialization, etc...
**
*/
struct Settings {
int NetGameType; /// Multiplayer or single player
// Individual presets:
// For single-player game only Presets[0] will be used..
SettingsPresets Presets[PlayerMax];
// Common settings:
int Resources; /// Preset resource factor
int NumUnits; /// Preset # of units
int Opponents; /// Preset # of ai-opponents
int Difficulty; /// Terrain type (summer,winter,...)
int GameType; /// Game type (melee, free for all,...)
bool NoFogOfWar; /// No fog of war
int RevealMap; /// Reveal map
int MapRichness; /// Map richness
};
#define SettingsPresetMapDefault -1 /// Special: Use map supplied
/**
** Single or multiplayer settings
*/
#define SettingsSinglePlayerGame 1
#define SettingsMultiPlayerGame 2
/**
** GameType settings
*/
enum GameTypes {
SettingsGameTypeMapDefault = SettingsPresetMapDefault,
SettingsGameTypeMelee = 0,
SettingsGameTypeFreeForAll,
SettingsGameTypeTopVsBottom,
SettingsGameTypeLeftVsRight,
SettingsGameTypeManVsMachine,
SettingsGameTypeManTeamVsMachine,
// Future game type ideas
#if 0
SettingsGameTypeOneOnOne,
SettingsGameTypeCaptureTheFlag,
SettingsGameTypeGreed,
SettingsGameTypeSlaughter,
SettingsGameTypeSuddenDeath,
SettingsGameTypeTeamMelee,
SettingsGameTypeTeamCaptureTheFlag,
#endif
};
extern Settings GameSettings; /// Game settings
/// Show stats
extern void ShowStats();
/// Create a game
extern void CreateGame(const std::string &filename, CMap *map);
/// Init Setting to default values
extern void InitSettings(void);
//@}
#endif
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