File: GameSetup.h

package info (click to toggle)
spring 104.0%2Bdfsg-3
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 47,512 kB
  • sloc: cpp: 391,093; ansic: 79,943; python: 12,356; java: 12,201; awk: 5,889; sh: 1,826; xml: 655; makefile: 486; perl: 405; php: 211; objc: 194; sed: 2
file content (181 lines) | stat: -rw-r--r-- 5,634 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef _GAME_SETUP_H
#define _GAME_SETUP_H

#include <string>
#include <vector>

#include "Players/PlayerBase.h"
#include "Sim/Misc/TeamBase.h"
#include "Sim/Misc/AllyTeam.h"
#include "ExternalAI/SkirmishAIData.h"
#include "System/UnorderedMap.hpp"
#include "System/UnorderedSet.hpp"
#include "System/creg/creg_cond.h"

class TdfParser;

class CGameSetup
{
	CR_DECLARE_STRUCT(CGameSetup)

public:
	CGameSetup() { ResetState(); }

	static bool LoadReceivedScript(const std::string& script, bool isHost);
	static bool LoadSavedScript(const std::string& file, const std::string& script);

	// these return dummy containers if the global gameSetup instance is NULL
	static const spring::unordered_map<std::string, std::string>& GetMapOptions();
	static const spring::unordered_map<std::string, std::string>& GetModOptions();
	static const std::vector<PlayerBase>& GetPlayerStartingData();
	static const std::vector<TeamBase>& GetTeamStartingData();
	static const std::vector<AllyTeam>& GetAllyStartingData();

	void ResetState();
	void PostLoad();

	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);

	int GetRestrictedUnitLimit(const std::string& name, int defLimit) const {
		const auto it = restrictedUnits.find(name);
		if (it == restrictedUnits.end())
			return defLimit;
		return (it->second);
	}

	const spring::unordered_map<std::string, std::string>& GetMapOptionsCont() const { return mapOptions; }
	const spring::unordered_map<std::string, std::string>& GetModOptionsCont() const { return modOptions; }
	const std::vector<PlayerBase>& GetPlayerStartingDataCont() const { return playerStartingData; }
	const std::vector<TeamBase>& GetTeamStartingDataCont() const { return teamStartingData; }
	const std::vector<AllyTeam>& GetAllyStartingDataCont() const { return allyStartingData; }
	const std::vector<SkirmishAIData>& GetAIStartingDataCont() const { return skirmishAIStartingData; }
	const std::vector<std::string>& GetMutatorsCont() const { return mutatorsList; }

	const std::string MapFile() const;

private:
	/**
	 * @brief Load startpositions from map
	 * @pre mapName, numTeams, teamStartNum initialized and the map loaded (LoadMap())
	 */
	void LoadStartPositionsFromMap();

	void LoadMutators(const TdfParser& file, std::vector<std::string>& mutatorsList);
	/**
	 * @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, spring::unordered_set<std::string>& nameList);
	/**
	 * @brief Load LUA and Skirmish AIs.
	 */
	void LoadSkirmishAIs(const TdfParser& file, spring::unordered_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();

public:
	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;
	bool useLuaGaia;
	bool noHelperAIs;

	bool ghostedBuildings;
	bool disableMapDamage;

	/** if true, this is a non-network game (one local client, eg. when watching a demo) */
	bool onlyLocal;
	bool hostDemo;
	bool recordDemo;

	unsigned int mapHash;
	unsigned int modHash;
	unsigned int mapSeed;

	/**
	 * The number of seconds till the game starts,
	 * counting from the moment when all players are connected and ready.
	 * Default: 4 (seconds)
	 */
	unsigned int gameStartDelay;

	int numDemoPlayers;
	int maxUnitsPerTeam;

	float maxSpeed;
	float minSpeed;

	StartPosType startPosType;

	std::string mapName;
	std::string modName;
	std::string gameID;

	std::string setupText;
	std::string demoName;
	std::string saveName;
	std::string menuName;

private:
	spring::unordered_map<int, int> playerRemap;
	spring::unordered_map<int, int> teamRemap;
	spring::unordered_map<int, int> allyteamRemap;

	std::vector<PlayerBase> playerStartingData;
	std::vector<TeamBase> teamStartingData;
	std::vector<AllyTeam> allyStartingData;
	std::vector<SkirmishAIData> skirmishAIStartingData;
	std::vector<std::string> mutatorsList;

	spring::unordered_map<std::string, int> restrictedUnits;

	spring::unordered_map<std::string, std::string> mapOptions;
	spring::unordered_map<std::string, std::string> modOptions;
};

extern CGameSetup* gameSetup;

#endif // _GAME_SETUP_H