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#ifndef __GAME_SETUP_H__
#define __GAME_SETUP_H__
#include <string>
#include <map>
#include <vector>
#include <set>
#include "PlayerBase.h"
#include "Sim/Misc/TeamBase.h"
#include "Sim/Misc/AllyTeam.h"
#include "ExternalAI/SkirmishAIData.h"
class TdfParser;
namespace GameMode
{
const int ComContinue = 0;
const int ComEnd = 1;
const int Lineage = 2;
const int OpenEnd = 3;
};
class CGameSetup
{
public:
CGameSetup();
~CGameSetup();
bool Init(const std::string& script);
/**
* @brief Load startpositions from map/script
* @pre numTeams and startPosType initialized
* @post readyTeams, teamStartNum and team start positions initialized
*
* Unlike the other functions, this is not called on Init(),
* instead we wait for CPreGame to call this. The reason is that the map
* is not known before CPreGame recieves the gamedata from the server.
*/
void LoadStartPositions(bool withoutMap = false);
enum StartPosType
{
StartPos_Fixed = 0,
StartPos_Random = 1,
StartPos_ChooseInGame = 2,
StartPos_ChooseBeforeGame = 3,
StartPos_Last = 3 // last entry in enum (for user input check)
};
bool fixedAllies;
unsigned int mapHash;
unsigned int modHash;
std::string mapName;
std::string modName;
std::string scriptName;
bool useLuaGaia;
std::string luaGaiaStr;
std::string luaRulesStr;
std::string gameSetupText;
StartPosType startPosType;
std::vector<PlayerBase> playerStartingData;
const std::vector<SkirmishAIData>& GetSkirmishAIs() const;
private:
const SkirmishAIData* GetSkirmishAIDataForTeam(int teamId) const;
public:
std::vector<TeamBase> teamStartingData;
std::vector<AllyTeam> allyStartingData;
std::map<std::string, int> restrictedUnits;
std::map<std::string, std::string> mapOptions;
std::map<std::string, std::string> modOptions;
int maxUnits;
bool ghostedBuildings;
bool limitDgun;
bool diminishingMMs;
bool disableMapDamage;
float maxSpeed;
float minSpeed;
bool hostDemo;
std::string demoName;
int numDemoPlayers;
std::string saveName;
int startMetal;
int startEnergy;
int gameMode;
int noHelperAIs;
private:
/**
* @brief Load startpositions from map
* @pre mapName, numTeams, teamStartNum initialized and the map loaded (LoadMap())
*/
void LoadStartPositionsFromMap();
/**
* @brief Load unit restrictions
* @post restrictedUnits initialized
*/
void LoadUnitRestrictions(const TdfParser& file);
/**
* @brief Load players and remove gaps in the player numbering.
* @pre numPlayers initialized
* @post players loaded, numDemoPlayers initialized
*/
void LoadPlayers(const TdfParser& file, std::set<std::string>& nameList);
/**
* @brief Load LUA and Skirmish AIs.
*/
void LoadSkirmishAIs(const TdfParser& file, std::set<std::string>& nameList);
/**
* @brief Load teams and remove gaps in the team numbering.
* @pre numTeams, hostDemo initialized
* @post teams loaded
*/
void LoadTeams(const TdfParser& file);
/**
* @brief Load allyteams and remove gaps in the allyteam numbering.
* @pre numAllyTeams initialized
* @post allyteams loaded, alliances initialised (no remapping needed here)
*/
void LoadAllyTeams(const TdfParser& file);
/** @brief Update all player indices to refer to the right player. */
void RemapPlayers();
/** @brief Update all team indices to refer to the right team. */
void RemapTeams();
/** @brief Update all allyteam indices to refer to the right allyteams. (except allies) */
void RemapAllyteams();
std::map<int, int> playerRemap;
std::map<int, int> teamRemap;
std::map<int, int> allyteamRemap;
std::vector<SkirmishAIData> skirmishAIStartingData;
std::map<int, const SkirmishAIData*> team_skirmishAI;
};
extern const CGameSetup* gameSetup;
#endif // __GAME_SETUP_H__
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