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configure_engine.cpp
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configure_engine.cpp
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#include "configure_engine.hpp"
#include "formula_string_utils.hpp"
#include "game_config_manager.hpp"
#include "resources.hpp"
#include "settings.hpp"
#include <boost/foreach.hpp>
#include <cassert>
namespace ng {
configure_engine::configure_engine(saved_game& state) :
state_(state),
parameters_(state_.mp_settings()),
sides_(state_.get_starting_pos().child_range("side")),
cfg_((assert(sides_.first != sides_.second), *sides_.first))
{
set_use_map_settings(use_map_settings_default());
BOOST_FOREACH(const config& scenario,
resources::config_manager->game_config().child_range("multiplayer")) {
if (!scenario["campaign_id"].empty() &&
(scenario["allow_new_game"].to_bool(true) || game_config::debug)) {
const std::string& title = (!scenario["new_game_title"].empty()) ?
scenario["new_game_title"] : scenario["name"];
entry_points_.push_back(&scenario);
entry_point_titles_.push_back(title);
}
}
}
void configure_engine::set_default_values() {
set_use_map_settings(use_map_settings_default());
set_game_name(game_name_default());
set_num_turns(num_turns_default());
set_village_gold(village_gold_default());
set_village_support(village_support_default());
set_xp_modifier(xp_modifier_default());
set_mp_countdown_init_time(mp_countdown_init_time_default());
set_mp_countdown_reservoir_time(mp_countdown_reservoir_time_default());
set_mp_countdown_action_bonus(mp_countdown_action_bonus_default());
set_mp_countdown(mp_countdown_default());
set_random_start_time(random_start_time_default());
set_fog_game(fog_game_default());
set_shroud_game(shroud_game_default());
}
bool configure_engine::force_lock_settings() const {
return state_.get_starting_pos()["force_lock_settings"].to_bool(
state_.classification().campaign_type != game_classification::MULTIPLAYER);
}
std::string configure_engine::game_name() const { return parameters_.name; }
int configure_engine::num_turns() const { return parameters_.num_turns; }
int configure_engine::village_gold() const { return parameters_.village_gold; }
int configure_engine::village_support() const { return parameters_.village_support; }
int configure_engine::xp_modifier() const { return parameters_.xp_modifier; }
int configure_engine::mp_countdown_init_time() const { return parameters_.mp_countdown_init_time; }
int configure_engine::mp_countdown_reservoir_time() const { return parameters_.mp_countdown_reservoir_time; }
int configure_engine::mp_countdown_turn_bonus() const { return parameters_.mp_countdown_turn_bonus; }
int configure_engine::mp_countdown_action_bonus() const { return parameters_.mp_countdown_action_bonus; }
bool configure_engine::mp_countdown() const { return parameters_.mp_countdown; }
bool configure_engine::use_map_settings() const { return parameters_.use_map_settings; }
bool configure_engine::random_start_time() const { return parameters_.random_start_time; }
bool configure_engine::fog_game() const { return parameters_.fog_game; }
bool configure_engine::shroud_game() const { return parameters_.shroud_game; }
bool configure_engine::allow_observers() const { return parameters_.allow_observers; }
bool configure_engine::shuffle_sides() const { return parameters_.shuffle_sides; }
const config& configure_engine::options() const { return parameters_.options; }
void configure_engine::set_game_name(std::string val) { parameters_.name = val; }
void configure_engine::set_num_turns(int val) { parameters_.num_turns = val; }
void configure_engine::set_village_gold(int val) { parameters_.village_gold = val; }
void configure_engine::set_village_support(int val) { parameters_.village_support = val; }
void configure_engine::set_xp_modifier(int val) { parameters_.xp_modifier = val; }
void configure_engine::set_mp_countdown_init_time(int val) { parameters_.mp_countdown_init_time = val; }
void configure_engine::set_mp_countdown_reservoir_time(int val) { parameters_.mp_countdown_reservoir_time = val; }
void configure_engine::set_mp_countdown_turn_bonus(int val) { parameters_.mp_countdown_turn_bonus = val; }
void configure_engine::set_mp_countdown_action_bonus(int val) { parameters_.mp_countdown_action_bonus = val; }
void configure_engine::set_mp_countdown(bool val) { parameters_.mp_countdown = val; }
void configure_engine::set_use_map_settings(bool val) { parameters_.use_map_settings = val; }
void configure_engine::set_random_start_time(bool val) { parameters_.random_start_time = val; }
void configure_engine::set_fog_game(bool val) { parameters_.fog_game = val; }
void configure_engine::set_shroud_game(bool val) { parameters_.shroud_game = val; }
void configure_engine::set_allow_observers(bool val) { parameters_.allow_observers = val; }
void configure_engine::set_shuffle_sides(bool val) { parameters_.shuffle_sides = val; }
void configure_engine::set_options(const config& cfg) { parameters_.options = cfg; }
void configure_engine::set_scenario(size_t scenario_num) {
const config& scenario = *entry_points_[scenario_num];
parameters_.hash = scenario.hash();
state_.set_scenario(scenario);
}
bool configure_engine::set_scenario(std::string& scenario_id) {
for (size_t i = 0; i < entry_points_.size(); ++i) {
if ((**(entry_points_.begin() + i))["id"] == scenario_id) {
set_scenario(i);
return true;
}
}
return false;
}
std::string configure_engine::game_name_default() const {
utils::string_map i18n_symbols;
i18n_symbols["login"] = preferences::login();
return vgettext("$login|’s game", i18n_symbols);
}
int configure_engine::num_turns_default() const {
return use_map_settings() ?
settings::get_turns(state_.get_starting_pos()["turns"]) :
preferences::turns();
}
int configure_engine::village_gold_default() const {
return use_map_settings() && sides_.first != sides_.second ?
settings::get_village_gold(cfg_["village_gold"], state_.classification().campaign_type) :
preferences::village_gold();
}
int configure_engine::village_support_default() const {
return use_map_settings() && sides_.first != sides_.second ?
settings::get_village_support(cfg_["village_support"]) :
preferences::village_support();
}
int configure_engine::xp_modifier_default() const {
return use_map_settings() ?
settings::get_xp_modifier(state_.get_starting_pos()["experience_modifier"]) :
preferences::xp_modifier();
}
int configure_engine::mp_countdown_init_time_default() const {
return preferences::countdown_init_time();
}
int configure_engine::mp_countdown_reservoir_time_default() const {
return preferences::countdown_reservoir_time();
}
int configure_engine::mp_countdown_turn_bonus_default() const {
return preferences::countdown_turn_bonus();
}
int configure_engine::mp_countdown_action_bonus_default() const {
return preferences::countdown_action_bonus();
}
bool configure_engine::mp_countdown_default() const {
return preferences::countdown();
}
bool configure_engine::use_map_settings_default() const {
return force_lock_settings() || preferences::use_map_settings();
}
bool configure_engine::random_start_time_default() const {
return use_map_settings() ?
state_.get_starting_pos()["random_start_time"].to_bool(true) :
preferences::random_start_time();
}
bool configure_engine::fog_game_default() const {
return use_map_settings() && sides_.first != sides_.second ?
cfg_["fog"].to_bool(state_.classification().campaign_type != game_classification::SCENARIO) :
preferences::fog();
}
bool configure_engine::shroud_game_default() const {
return use_map_settings() && sides_.first != sides_.second ?
cfg_["shroud"].to_bool(false) :
preferences::shroud();
}
bool configure_engine::allow_observers_default() const {
return preferences::allow_observers() &&
state_.classification().campaign_type != game_classification::SCENARIO;
}
bool configure_engine::shuffle_sides_default() const {
return preferences::shuffle_sides();
}
const config& configure_engine::options_default() const {
return preferences::options();
}
const mp_game_settings& configure_engine::get_parameters() const {
return parameters_;
}
const std::vector<std::string>& configure_engine::entry_point_titles() const {
return entry_point_titles_;
}
} //end namespace ng