// ____ _ __ // / __ )____ _____ | | / /___ ___________ // / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/ // / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ ) // /_____/\____/____/ |__/|__/\__,_/_/ /____/ // // A futuristic real-time strategy game. // This file is part of Bos Wars. // /**@name settings.h - The game settings headerfile. */ // // (c) Copyright 2000-2007 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 /*---------------------------------------------------------------------------- -- Declarations ----------------------------------------------------------------------------*/ class CFile; class CMap; /*---------------------------------------------------------------------------- -- Settings ----------------------------------------------------------------------------*/ struct SettingsPresets { int Team; /// Team of player -- NOT SELECTABLE YET int 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 }; /*---------------------------------------------------------------------------- -- Variables ----------------------------------------------------------------------------*/ extern Settings GameSettings; /// Game settings /*---------------------------------------------------------------------------- -- Functions ----------------------------------------------------------------------------*/ /// 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 // !__SETTINGS_H__