MegaGlest/source/glest_game/game/game_settings.h

908 lines
36 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"
#include "conversion.h"
#include <algorithm>
#include "xml_parser.h"
#include "config.h"
#include "platform_common.h"
#include "conversion.h"
#include "platform_util.h"
#include "leak_dumper.h"
using namespace Shared::Util;
using namespace Shared::PlatformCommon;
using namespace Shared::Platform;
using Shared::Xml::XmlNode;
namespace Glest{ namespace Game{
enum ModType {
mt_None,
mt_Map,
mt_Tileset,
mt_Techtree,
mt_Scenario
};
// ===============================
// class ModInfo
// ===============================
class ModInfo {
public:
string name;
string url;
string imageUrl;
string description;
string count; // used for faction count for example
string crc;
string localCRC;
ModType type;
public:
ModInfo();
};
// =====================================================
// class GameSettings
// =====================================================
enum FlagTypes1 {
ft1_none = 0x00,
ft1_show_map_resources = 0x01,
ft1_allow_team_switching = 0x02,
ft1_allow_in_game_joining = 0x04,
ft1_network_synch_checks_verbose = 0x08,
ft1_network_synch_checks = 0x10,
ft1_allow_shared_team_units = 0x20,
ft1_allow_shared_team_resources = 0x40
//ft1_xxx = 0x80
};
inline static bool isFlagType1BitEnabled(uint32 flagValue,FlagTypes1 type) {
return ((flagValue & (uint32)type) == (uint32)type);
}
enum NetworkPlayerStatusType {
npst_None = 0,
npst_PickSettings = 1,
npst_BeRightBack = 2,
npst_Ready = 3,
npst_Disconnected = 4
};
class GameSettings {
private:
string gameName;
string description;
string map;
string tileset;
string tech;
string scenario;
string scenarioDir;
string factionTypeNames[GameConstants::maxPlayers]; //faction names
string networkPlayerNames[GameConstants::maxPlayers];
string networkPlayerPlatform[GameConstants::maxPlayers];
int networkPlayerStatuses[GameConstants::maxPlayers];
string networkPlayerLanguages[GameConstants::maxPlayers];
int networkPlayerGameStatus[GameConstants::maxPlayers];
ControlType factionControls[GameConstants::maxPlayers];
int resourceMultiplierIndex[GameConstants::maxPlayers];
string networkPlayerUUID[GameConstants::maxPlayers];
int thisFactionIndex;
int factionCount;
int teams[GameConstants::maxPlayers];
int startLocationIndex[GameConstants::maxPlayers];
int mapFilter;
int fallbackCpuMultiplier;
bool defaultUnits;
bool defaultResources;
bool defaultVictoryConditions;
bool fogOfWar;
bool allowObservers;
bool enableObserverModeAtEndGame;
bool enableServerControlledAI;
int networkFramePeriod;
bool networkPauseGameForLaggedClients;
PathFinderType pathFinderType;
uint32 flagTypes1;
uint32 mapCRC;
uint32 tilesetCRC;
uint32 techCRC;
vector<pair<string,uint32> > factionCRCList;
int aiAcceptSwitchTeamPercentChance;
int masterserver_admin;
int masterserver_admin_factionIndex;
bool networkAllowNativeLanguageTechtree;
string gameUUID;
public:
static string playerDisconnectedText;
GameSettings() {
defaultUnits=false;
defaultResources=false;
defaultVictoryConditions=false;
mapFilter = 0;
factionCount = 0;
thisFactionIndex = 0;
fogOfWar = true;
allowObservers = false;
enableObserverModeAtEndGame = false;
enableServerControlledAI = false;
networkFramePeriod = GameConstants::networkFramePeriod;
networkPauseGameForLaggedClients = false;
pathFinderType = pfBasic;
static const string DEFAULT_LANG = "english";
for(int i = 0; i < GameConstants::maxPlayers; ++i) {
factionTypeNames[i] = "";
networkPlayerNames[i] = "";
networkPlayerPlatform[i] = "";
networkPlayerStatuses[i] = npst_None;
networkPlayerLanguages[i] = DEFAULT_LANG;
factionControls[i] = ctClosed;
resourceMultiplierIndex[i] = 1.0f;
teams[i] = 0;
startLocationIndex[i] = i;
networkPlayerGameStatus[i] = 0;
networkPlayerUUID[i] = "";
}
flagTypes1 = ft1_none;
mapCRC = 0;
tilesetCRC = 0;
techCRC = 0;
factionCRCList.clear();
aiAcceptSwitchTeamPercentChance = 30;
masterserver_admin = -1;
masterserver_admin_factionIndex = -1;
fallbackCpuMultiplier = 1.5f;
networkAllowNativeLanguageTechtree = true;
}
// default copy constructor will do fine, and will maintain itself ;)
//get
const string &getGameName() const {return gameName;}
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 {
if(factionIndex == -1) {
static string HEADLESS_FACTION = "headless-server";
return HEADLESS_FACTION;
}
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return factionTypeNames[factionIndex];
}
string getNetworkPlayerName(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
string result = networkPlayerNames[factionIndex];
if(networkPlayerStatuses[factionIndex] == npst_Disconnected) {
result = playerDisconnectedText + result;
}
return result;
}
string getNetworkPlayerPlatform(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
string result = networkPlayerPlatform[factionIndex];
return result;
}
const int getNetworkPlayerStatuses(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return networkPlayerStatuses[factionIndex];
}
const string getNetworkPlayerLanguages(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return networkPlayerLanguages[factionIndex];
}
const int getNetworkPlayerGameStatus(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return networkPlayerGameStatus[factionIndex];
}
const vector<string> getUniqueNetworkPlayerLanguages() const {
vector<string> languageList;
for(int i = 0; i < GameConstants::maxPlayers; ++i) {
if(networkPlayerLanguages[i] != "") {
if(std::find(languageList.begin(),languageList.end(),networkPlayerLanguages[i]) == languageList.end()) {
languageList.push_back(networkPlayerLanguages[i]);
}
}
}
if(languageList.empty() == true) {
languageList.push_back("");
}
return languageList;
}
const string getNetworkPlayerNameByPlayerIndex(int playerIndex) const {
string result = "";
for(int i = 0; i < GameConstants::maxPlayers; ++i) {
if(startLocationIndex[i] == playerIndex) {
result = networkPlayerNames[i];
break;
}
}
return result;
}
const string getNetworkPlayerPlatformByPlayerIndex(int playerIndex) const {
string result = "";
for(int i = 0; i < GameConstants::maxPlayers; ++i) {
if(startLocationIndex[i] == playerIndex) {
result = networkPlayerPlatform[i];
break;
}
}
return result;
}
ControlType getFactionControl(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return factionControls[factionIndex];
}
int getResourceMultiplierIndex(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return resourceMultiplierIndex[factionIndex];
}
const string &getNetworkPlayerUUID(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return networkPlayerUUID[factionIndex];
}
bool isNetworkGame() const {
bool result = false;
for(int idx = 0; idx < GameConstants::maxPlayers; ++idx) {
if(factionControls[idx] == ctNetwork || factionControls[idx] == ctNetworkUnassigned ||
networkPlayerStatuses[idx] == npst_Disconnected) {
result = true;
break;
}
}
return result;
}
int getThisFactionIndex() const {return thisFactionIndex;}
int getFactionCount() const {return factionCount;}
int getTeam(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return teams[factionIndex];
}
int getStartLocationIndex(int factionIndex) const {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
return startLocationIndex[factionIndex];
}
int getFactionIndexForStartLocation(int startIndex) const {
if(startIndex < 0 || startIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid startIndex = %d\n",__FUNCTION__,startIndex);
throw megaglest_runtime_error(szBuf);
}
for(int i =0; i < GameConstants::maxPlayers; ++i) {
if(startLocationIndex[i] == startIndex) {
return i;
}
}
return -1;
}
int getMapFilter() const {return mapFilter;}
bool getDefaultUnits() const {return defaultUnits;}
bool getDefaultResources() const {return defaultResources;}
bool getDefaultVictoryConditions() const {return defaultVictoryConditions;}
bool getFogOfWar() const {return fogOfWar;}
bool getAllowObservers() const { return allowObservers;}
bool getEnableObserverModeAtEndGame() const {return enableObserverModeAtEndGame;}
bool getEnableServerControlledAI() const {return enableServerControlledAI;}
int getNetworkFramePeriod() const {return networkFramePeriod; }
bool getNetworkPauseGameForLaggedClients() const {return networkPauseGameForLaggedClients; }
PathFinderType getPathFinderType() const { return pathFinderType; }
uint32 getFlagTypes1() const { return flagTypes1;}
uint32 getMapCRC() const { return mapCRC; }
uint32 getTilesetCRC() const { return tilesetCRC; }
uint32 getTechCRC() const { return techCRC; }
vector<pair<string,uint32> > getFactionCRCList() const { return factionCRCList; }
const string &getGameUUID() const {return gameUUID;}
//set
void setGameName(const string& gameName) {this->gameName= gameName;}
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) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->factionTypeNames[factionIndex]= factionTypeName;
}
void setNetworkPlayerName(int factionIndex,const string& playername) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->networkPlayerNames[factionIndex]= playername;
}
void setNetworkPlayerPlatform(int factionIndex,const string& platform) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->networkPlayerPlatform[factionIndex]= platform;
}
void setNetworkPlayerStatuses(int factionIndex,int status) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->networkPlayerStatuses[factionIndex]= status;
}
void setNetworkPlayerGameStatus(int factionIndex,int status) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->networkPlayerGameStatus[factionIndex]= status;
}
void setNetworkPlayerLanguages(int factionIndex, const string &language) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->networkPlayerLanguages[factionIndex]=language;
}
void setFactionControl(int factionIndex, ControlType controller) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->factionControls[factionIndex]= controller;
}
void setResourceMultiplierIndex(int factionIndex, int multiplierIndex) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
//if(multiplierIndex >= 45) {
// printf("gamesettings Line: %d multiplier index: %d factionIndex: %d\n",__LINE__,multiplierIndex,factionIndex);
//}
this->resourceMultiplierIndex[factionIndex]= multiplierIndex;
}
void setNetworkPlayerUUID(int factionIndex, const string& uuid) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->networkPlayerUUID[factionIndex]= uuid;
}
void setThisFactionIndex(int thisFactionIndex) {
this->thisFactionIndex= thisFactionIndex;
}
void setFactionCount(int factionCount) {this->factionCount= factionCount;}
void setTeam(int factionIndex, int team) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->teams[factionIndex]= team;
}
void setStartLocationIndex(int factionIndex, int startLocationIndex) {
if(factionIndex < 0 || factionIndex >= GameConstants::maxPlayers) {
char szBuf[8096]="";
snprintf(szBuf,8096,"In [%s] Invalid factionIndex = %d\n",__FUNCTION__,factionIndex);
throw megaglest_runtime_error(szBuf);
}
this->startLocationIndex[factionIndex]= startLocationIndex;
}
void setMapFilter(int mapFilter) {this->mapFilter=mapFilter;}
void setDefaultUnits(bool defaultUnits) {this->defaultUnits= defaultUnits;}
void setDefaultResources(bool defaultResources) {this->defaultResources= defaultResources;}
void setDefaultVictoryConditions(bool defaultVictoryConditions) {this->defaultVictoryConditions= defaultVictoryConditions;}
void setFogOfWar(bool fogOfWar) {this->fogOfWar = fogOfWar;}
void setAllowObservers(bool value) {this->allowObservers = value;}
void setEnableObserverModeAtEndGame(bool value) {this->enableObserverModeAtEndGame = value;}
void setEnableServerControlledAI(bool value) {this->enableServerControlledAI = value;}
void setNetworkFramePeriod(int value) {this->networkFramePeriod = value; }
void setNetworkPauseGameForLaggedClients(bool value) {this->networkPauseGameForLaggedClients = value; }
void setPathFinderType(PathFinderType value) {this->pathFinderType = value; }
void setFlagTypes1(uint32 value) {this->flagTypes1 = value; }
void setMapCRC(uint32 value) { mapCRC = value; }
void setTilesetCRC(uint32 value) { tilesetCRC = value; }
void setTechCRC(uint32 value) { techCRC = value; }
void setFactionCRCList(const vector<pair<string,uint32> > &value) { factionCRCList = value; }
int getAiAcceptSwitchTeamPercentChance() const { return aiAcceptSwitchTeamPercentChance;}
void setAiAcceptSwitchTeamPercentChance(int value) { aiAcceptSwitchTeamPercentChance = value; }
int getFallbackCpuMultiplier() const { return fallbackCpuMultiplier;}
void setFallbackCpuMultiplier(int value) { fallbackCpuMultiplier = value; }
int getMasterserver_admin() const { return masterserver_admin;}
void setMasterserver_admin(int value) { masterserver_admin = value; }
int getMasterserver_admin_faction_index() const { return masterserver_admin_factionIndex;}
void setMasterserver_admin_faction_index(int value) { masterserver_admin_factionIndex = value; }
bool getNetworkAllowNativeLanguageTechtree() const { return networkAllowNativeLanguageTechtree;}
void setNetworkAllowNativeLanguageTechtree(bool value) { networkAllowNativeLanguageTechtree = value; }
void setGameUUID(const string& gameUUID) {this->gameUUID= gameUUID;}
string toString() const {
string result = "";
result += "Game ID = " + gameUUID + "\n";
result += "gameName = " + gameName + "\n";
result += "description = " + description + "\n";
result += "mapFilterIndex = " + intToStr(mapFilter) + "\n";
result += "map = " + map + "\n";
result += "tileset = " + tileset + "\n";
result += "tech = " + tech + "\n";
result += "scenario = " + scenario + "\n";
result += "scenarioDir = " + scenarioDir + "\n";
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
result += "player index = " + intToStr(idx) + "\n";
result += "factionTypeName = " + factionTypeNames[idx] + "\n";
result += "networkPlayerName = " + networkPlayerNames[idx] + "\n";
result += "networkPlayerPlatform = " + networkPlayerPlatform[idx] + "\n";
result += "networkPlayerLanguage = " + networkPlayerLanguages[idx] + "\n";
result += "factionControl = " + intToStr(factionControls[idx]) + "\n";
result += "resourceMultiplierIndex = " + intToStr(resourceMultiplierIndex[idx]) + "\n";
result += "team = " + intToStr(teams[idx]) + "\n";
result += "startLocationIndex = " + intToStr(startLocationIndex[idx]) + "\n";
result += "networkPlayerUUID = " + networkPlayerUUID[idx] + "\n";
}
result += "thisFactionIndex = " + intToStr(thisFactionIndex) + "\n";
result += "factionCount = " + intToStr(factionCount) + "\n";
result += "defaultUnits = " + intToStr(defaultUnits) + "\n";
result += "defaultResources = " + intToStr(defaultResources) + "\n";
result += "defaultVictoryConditions = " + intToStr(defaultVictoryConditions) + "\n";
result += "fogOfWar = " + intToStr(fogOfWar) + "\n";
result += "allowObservers = " + intToStr(allowObservers) + "\n";
result += "enableObserverModeAtEndGame = " + intToStr(enableObserverModeAtEndGame) + "\n";
result += "enableServerControlledAI = " + intToStr(enableServerControlledAI) + "\n";
result += "networkFramePeriod = " + intToStr(networkFramePeriod) + "\n";
result += "networkPauseGameForLaggedClients = " + intToStr(networkPauseGameForLaggedClients) + "\n";
result += "pathFinderType = " + intToStr(pathFinderType) + "\n";
result += "flagTypes1 = " + uIntToStr(flagTypes1) + "\n";
result += "mapCRC = " + uIntToStr(mapCRC) + "\n";
result += "tilesetCRC = " + uIntToStr(tilesetCRC) + "\n";
result += "techCRC = " + uIntToStr(techCRC) + "\n";
for(unsigned int i = 0; i < factionCRCList.size(); ++i) {
result += "factionCRCList name [" + factionCRCList[i].first + "] CRC = " + uIntToStr(factionCRCList[i].second) + "\n";
}
result += "aiAcceptSwitchTeamPercentChance = " + intToStr(aiAcceptSwitchTeamPercentChance) + "\n";
result += "masterserver_admin = " + intToStr(masterserver_admin) + "\n";
result += "masterserver_admin_factionIndex = " + intToStr(masterserver_admin_factionIndex) + "\n";
result += "networkAllowNativeLanguageTechtree = " + intToStr(networkAllowNativeLanguageTechtree) + "\n";
return result;
}
void saveGame(XmlNode *rootNode) const {
std::map<string,string> mapTagReplacements;
XmlNode *gameSettingsNode = rootNode->addChild("GameSettings");
gameSettingsNode->addAttribute("gameUUID",gameUUID, mapTagReplacements);
// string gameName;
gameSettingsNode->addAttribute("gameName",gameName, mapTagReplacements);
// string description;
gameSettingsNode->addAttribute("description",description, mapTagReplacements);
// string map;
gameSettingsNode->addAttribute("map",map, mapTagReplacements);
// string tileset;
gameSettingsNode->addAttribute("tileset",tileset, mapTagReplacements);
// string tech;
gameSettingsNode->addAttribute("tech",tech, mapTagReplacements);
// string scenario;
gameSettingsNode->addAttribute("scenario",scenario, mapTagReplacements);
// string scenarioDir;
gameSettingsNode->addAttribute("scenarioDir",scenarioDir, mapTagReplacements);
// string factionTypeNames[GameConstants::maxPlayers]; //faction names
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *factionTypeNamesNode = gameSettingsNode->addChild("factionTypeNames");
factionTypeNamesNode->addAttribute("name",factionTypeNames[idx], mapTagReplacements);
}
// string networkPlayerNames[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *networkPlayerNamesNode = gameSettingsNode->addChild("networkPlayerNames");
networkPlayerNamesNode->addAttribute("name",networkPlayerNames[idx], mapTagReplacements);
}
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *networkPlayerNamesNode = gameSettingsNode->addChild("networkPlayerPlatform");
networkPlayerNamesNode->addAttribute("name",networkPlayerPlatform[idx], mapTagReplacements);
}
// int networkPlayerStatuses[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *networkPlayerStatusesNode = gameSettingsNode->addChild("networkPlayerStatuses");
networkPlayerStatusesNode->addAttribute("status",intToStr(networkPlayerStatuses[idx]), mapTagReplacements);
}
// int networkPlayerStatuses[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *networkPlayerStatusesNode = gameSettingsNode->addChild("networkPlayerGameStatus");
networkPlayerStatusesNode->addAttribute("game_status",intToStr(networkPlayerGameStatus[idx]), mapTagReplacements);
}
// string networkPlayerLanguages[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *networkPlayerLanguagesNode = gameSettingsNode->addChild("networkPlayerLanguages");
networkPlayerLanguagesNode->addAttribute("name",networkPlayerLanguages[idx], mapTagReplacements);
}
// ControlType factionControls[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *factionControlsNode = gameSettingsNode->addChild("factionControls");
factionControlsNode->addAttribute("control",intToStr(factionControls[idx]), mapTagReplacements);
}
// int resourceMultiplierIndex[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *resourceMultiplierIndexNode = gameSettingsNode->addChild("resourceMultiplierIndex");
resourceMultiplierIndexNode->addAttribute("multiplier",intToStr(resourceMultiplierIndex[idx]), mapTagReplacements);
}
// int thisFactionIndex;
gameSettingsNode->addAttribute("thisFactionIndex",intToStr(thisFactionIndex), mapTagReplacements);
// int factionCount;
gameSettingsNode->addAttribute("factionCount",intToStr(factionCount), mapTagReplacements);
// int teams[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *teamsNode = gameSettingsNode->addChild("teams");
teamsNode->addAttribute("team",intToStr(teams[idx]), mapTagReplacements);
}
// int startLocationIndex[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *startLocationIndexNode = gameSettingsNode->addChild("startLocationIndex");
startLocationIndexNode->addAttribute("location",intToStr(startLocationIndex[idx]), mapTagReplacements);
}
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
XmlNode *networkPlayerUUIDNode = gameSettingsNode->addChild("networkPlayerUUID");
networkPlayerUUIDNode->addAttribute("value",networkPlayerUUID[idx], mapTagReplacements);
}
// int mapFilterIndex;
gameSettingsNode->addAttribute("mapFilterIndex",intToStr(mapFilter), mapTagReplacements);
//
//
// bool defaultUnits;
gameSettingsNode->addAttribute("defaultUnits",intToStr(defaultUnits), mapTagReplacements);
// bool defaultResources;
gameSettingsNode->addAttribute("defaultResources",intToStr(defaultResources), mapTagReplacements);
// bool defaultVictoryConditions;
gameSettingsNode->addAttribute("defaultVictoryConditions",intToStr(defaultVictoryConditions), mapTagReplacements);
// bool fogOfWar;
gameSettingsNode->addAttribute("fogOfWar",intToStr(fogOfWar), mapTagReplacements);
// bool allowObservers;
gameSettingsNode->addAttribute("allowObservers",intToStr(allowObservers), mapTagReplacements);
// bool enableObserverModeAtEndGame;
gameSettingsNode->addAttribute("enableObserverModeAtEndGame",intToStr(enableObserverModeAtEndGame), mapTagReplacements);
// bool enableServerControlledAI;
gameSettingsNode->addAttribute("enableServerControlledAI",intToStr(enableServerControlledAI), mapTagReplacements);
// int networkFramePeriod;
gameSettingsNode->addAttribute("networkFramePeriod",intToStr(networkFramePeriod), mapTagReplacements);
// bool networkPauseGameForLaggedClients;
gameSettingsNode->addAttribute("networkPauseGameForLaggedClients",intToStr(networkPauseGameForLaggedClients), mapTagReplacements);
// PathFinderType pathFinderType;
gameSettingsNode->addAttribute("pathFinderType",intToStr(pathFinderType), mapTagReplacements);
// uint32 flagTypes1;
gameSettingsNode->addAttribute("flagTypes1",uIntToStr(flagTypes1), mapTagReplacements);
// int32 mapCRC;
gameSettingsNode->addAttribute("mapCRC",uIntToStr(mapCRC), mapTagReplacements);
// int32 tilesetCRC;
gameSettingsNode->addAttribute("tilesetCRC",uIntToStr(tilesetCRC), mapTagReplacements);
// int32 techCRC;
gameSettingsNode->addAttribute("techCRC",uIntToStr(techCRC), mapTagReplacements);
// vector<pair<string,int32> > factionCRCList;
for(unsigned int i = 0; i < factionCRCList.size(); ++i) {
const pair<string,uint32> &item = factionCRCList[i];
XmlNode *factionCRCListNode = gameSettingsNode->addChild("factionCRCList");
factionCRCListNode->addAttribute("key",item.first, mapTagReplacements);
factionCRCListNode->addAttribute("value",uIntToStr(item.second), mapTagReplacements);
}
// int aiAcceptSwitchTeamPercentChance;
gameSettingsNode->addAttribute("aiAcceptSwitchTeamPercentChance",intToStr(aiAcceptSwitchTeamPercentChance), mapTagReplacements);
// int masterserver_admin;
gameSettingsNode->addAttribute("masterserver_admin",intToStr(masterserver_admin), mapTagReplacements);
gameSettingsNode->addAttribute("masterserver_admin_factionIndex",intToStr(masterserver_admin_factionIndex), mapTagReplacements);
gameSettingsNode->addAttribute("networkAllowNativeLanguageTechtree",intToStr(networkAllowNativeLanguageTechtree), mapTagReplacements);
}
void loadGame(const XmlNode *rootNode) {
const XmlNode *gameSettingsNode = rootNode->getChild("GameSettings");
if(gameSettingsNode->hasAttribute("gameUUID") == true) {
gameUUID = gameSettingsNode->getAttribute("gameUUID")->getValue();
}
// string gameName;
if(gameSettingsNode->hasAttribute("gameName") == true) {
gameName = gameSettingsNode->getAttribute("gameName")->getValue();
}
else {
gameName = "oldSavegame";
}
// string description;
description = gameSettingsNode->getAttribute("description")->getValue();
// string map;
map = gameSettingsNode->getAttribute("map")->getValue();
// string tileset;
tileset = gameSettingsNode->getAttribute("tileset")->getValue();
// string tech;
tech = gameSettingsNode->getAttribute("tech")->getValue();
// string scenario;
scenario = gameSettingsNode->getAttribute("scenario")->getValue();
// string scenarioDir;
scenarioDir = gameSettingsNode->getAttribute("scenarioDir")->getValue();
if(fileExists(scenarioDir) == false) {
scenarioDir = Config::findValidLocalFileFromPath(scenarioDir);
}
// string factionTypeNames[GameConstants::maxPlayers]; //faction names
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *factionTypeNamesNode = gameSettingsNode->getChild("factionTypeNames",idx);
factionTypeNames[idx] = factionTypeNamesNode->getAttribute("name")->getValue();
}
// string networkPlayerNames[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *networkPlayerNamesNode = gameSettingsNode->getChild("networkPlayerNames",idx);
networkPlayerNames[idx] = networkPlayerNamesNode->getAttribute("name")->getValue();
}
// int networkPlayerStatuses[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *networkPlayerStatusesNode = gameSettingsNode->getChild("networkPlayerStatuses",idx);
networkPlayerStatuses[idx] = networkPlayerStatusesNode->getAttribute("status")->getIntValue();
}
// int networkPlayerStatuses[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
if(gameSettingsNode->hasChildAtIndex("networkPlayerGameStatus",idx) == true) {
const XmlNode *networkPlayerGameStatusNode = gameSettingsNode->getChild("networkPlayerGameStatus",idx);
networkPlayerGameStatus[idx] = networkPlayerGameStatusNode->getAttribute("game_status")->getIntValue();
}
}
// string networkPlayerLanguages[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *networkPlayerLanguagesNode = gameSettingsNode->getChild("networkPlayerLanguages",idx);
networkPlayerLanguages[idx] = networkPlayerLanguagesNode->getAttribute("name")->getValue();
}
// ControlType factionControls[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *factionControlsNode = gameSettingsNode->getChild("factionControls",idx);
factionControls[idx] = static_cast<ControlType>(factionControlsNode->getAttribute("control")->getIntValue());
}
// int resourceMultiplierIndex[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *resourceMultiplierIndexNode = gameSettingsNode->getChild("resourceMultiplierIndex",idx);
resourceMultiplierIndex[idx] = resourceMultiplierIndexNode->getAttribute("multiplier")->getIntValue();
}
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
if(gameSettingsNode->hasChildAtIndex("networkPlayerUUID",idx) == true) {
const XmlNode *networkPlayerUUIDNode = gameSettingsNode->getChild("networkPlayerUUID",idx);
networkPlayerUUID[idx] = networkPlayerUUIDNode->getAttribute("value")->getValue();
}
}
// int thisFactionIndex;
thisFactionIndex = gameSettingsNode->getAttribute("thisFactionIndex")->getIntValue();
// int factionCount;
factionCount = gameSettingsNode->getAttribute("factionCount")->getIntValue();
// int teams[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *teamsNode = gameSettingsNode->getChild("teams",idx);
teams[idx] = teamsNode->getAttribute("team")->getIntValue();
}
// int startLocationIndex[GameConstants::maxPlayers];
for(int idx =0; idx < GameConstants::maxPlayers; idx++) {
const XmlNode *startLocationIndexNode = gameSettingsNode->getChild("startLocationIndex",idx);
startLocationIndex[idx] = startLocationIndexNode->getAttribute("location")->getIntValue();
}
// int mapFilterIndex;
mapFilter = gameSettingsNode->getAttribute("mapFilterIndex")->getIntValue();
//
//
// bool defaultUnits;
defaultUnits = gameSettingsNode->getAttribute("defaultUnits")->getIntValue() != 0;
// bool defaultResources;
defaultResources = gameSettingsNode->getAttribute("defaultResources")->getIntValue() != 0;
// bool defaultVictoryConditions;
defaultVictoryConditions = gameSettingsNode->getAttribute("defaultVictoryConditions")->getIntValue() != 0;
// bool fogOfWar;
fogOfWar = gameSettingsNode->getAttribute("fogOfWar")->getIntValue() != 0;
// bool allowObservers;
allowObservers = gameSettingsNode->getAttribute("allowObservers")->getIntValue() != 0;
// bool enableObserverModeAtEndGame;
enableObserverModeAtEndGame = gameSettingsNode->getAttribute("enableObserverModeAtEndGame")->getIntValue() != 0;
// bool enableServerControlledAI;
enableServerControlledAI = gameSettingsNode->getAttribute("enableServerControlledAI")->getIntValue() != 0;
// int networkFramePeriod;
networkFramePeriod = gameSettingsNode->getAttribute("networkFramePeriod")->getIntValue();
// bool networkPauseGameForLaggedClients;
networkPauseGameForLaggedClients = gameSettingsNode->getAttribute("networkPauseGameForLaggedClients")->getIntValue() != 0;
// PathFinderType pathFinderType;
pathFinderType = static_cast<PathFinderType>(gameSettingsNode->getAttribute("pathFinderType")->getIntValue());
// uint32 flagTypes1;
flagTypes1 = gameSettingsNode->getAttribute("flagTypes1")->getUIntValue();
// int32 mapCRC;
mapCRC = gameSettingsNode->getAttribute("mapCRC")->getUIntValue();
// int32 tilesetCRC;
tilesetCRC = gameSettingsNode->getAttribute("tilesetCRC")->getUIntValue();
// int32 techCRC;
techCRC = gameSettingsNode->getAttribute("techCRC")->getUIntValue();
// vector<pair<string,int32> > factionCRCList;
// for(unsigned int i = 0; i < factionCRCList.size(); ++i) {
// const pair<string,int32> &item = factionCRCList[i];
//
// XmlNode *factionCRCListNode = gameSettingsNode->addChild("factionCRCList");
// factionCRCListNode->addAttribute("key",item.first, mapTagReplacements);
// factionCRCListNode->addAttribute("value",intToStr(item.second), mapTagReplacements);
// }
// int aiAcceptSwitchTeamPercentChance;
aiAcceptSwitchTeamPercentChance = gameSettingsNode->getAttribute("aiAcceptSwitchTeamPercentChance")->getIntValue();
// int masterserver_admin;
masterserver_admin = gameSettingsNode->getAttribute("masterserver_admin")->getIntValue();
if(gameSettingsNode->hasAttribute("masterserver_admin_factionIndex") == true) {
masterserver_admin_factionIndex = gameSettingsNode->getAttribute("masterserver_admin_factionIndex")->getIntValue();
}
if(gameSettingsNode->hasAttribute("networkAllowNativeLanguageTechtree") == true) {
networkAllowNativeLanguageTechtree = gameSettingsNode->getAttribute("networkAllowNativeLanguageTechtree")->getIntValue() != 0;
}
}
};
}}//end namespace
#endif