_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
#include <bitset>
#include <stdint.h>
#include <string>
#include <vector>
#include <functional>
#include <variant>
Go to the source code of this file.
Classes | |
struct | SettingsPresets |
struct | Settings |
#define ENUM_CLASS enum |
#define USING_TOLUAPP 1 |
void InitSettings | ( | ) |
ENUM_CLASS cAllUnits |
ENUM_CLASS cBuildingsOnly |
ENUM_CLASS cExplored |
ENUM_CLASS cKnown |
ENUM_CLASS cNumOfModes |
ENUM_CLASS cSimpleRadial |
|
constexpr |
Game cycles per second to simulate (original 30-40)
ENUM_CLASS FieldOfViewTypes |
|
constexpr |
this is the neutral player slot
Frames per second to display (original 30-40)
Settings GameSettings |
ENUM_CLASS GameTypes |
GameType settings
ENUM_CLASS MapRevealModes |
Map revealing modes: cHidden - unrevealed, cKnown - you can see unexplored tiles, but they are darker than explored cExplored - all tiles became explored, and covered only by the fog of war if it's enabled.
|
constexpr |
How many upgrades supported.
ENUM_CLASS NetGameTypes |
Revelation types.
Single or multiplayer settings
ENUM_CLASS NumOfTypes |
ENUM_CLASS PlayerComputer = 4 |
unused slot
|
constexpr |
ENUM_CLASS PlayerNeutral = 2 |
not set
ENUM_CLASS PlayerNobody = 3 |
neutral
|
constexpr |
ENUM_CLASS PlayerPerson = 5 |
computer player
ENUM_CLASS PlayerRescueActive |
rescued passive
ENUM_CLASS PlayerRescuePassive = 6 |
human player
std::string PlayerTypeNames[static_cast< int >(PlayerTypes::PlayerRescueActive)+1] |
ENUM_CLASS PlayerTypes |
Special: Use map supplied.
Types for the player
This player is controlled by the computer doing nothing.
This player is unused. Nobody controls this player.
This player is controlled by the computer. CPlayer::AiNum selects the AI strategy.
This player is contolled by a person. This can be the player sitting on the local computer or player playing over the network.
This player does nothing, the game pieces just sit in the game (being passive)... when a person player moves next to a PassiveRescue unit/building, then it is "rescued" and becomes part of that persons team. If the city center is rescued, than all units of this player are rescued.
This player is controlled by the computer. CPlayer::AiNum selects the AI strategy. Until it is rescued it plays like an ally. The first person which reaches units of this player, can rescue them. If the city center is rescued, than all units of this player are rescued.
ENUM_CLASS PlayerUnset = 0 |
use default
ENUM_CLASS RevealTypes |
ENUM_CLASS SettingsGameTypeFreeForAll |
ENUM_CLASS SettingsGameTypeLeftVsRight |
ENUM_CLASS SettingsGameTypeMachineVsMachine |
ENUM_CLASS SettingsGameTypeMachineVsMachineTraining |
ENUM_CLASS SettingsGameTypeManTeamVsMachine |
ENUM_CLASS SettingsGameTypeManVsMachine |
ENUM_CLASS SettingsGameTypeMelee = 0 |
ENUM_CLASS SettingsGameTypeTopVsBottom |
ENUM_CLASS SettingsMultiPlayerGame |
|
constexpr |
|
constexpr |
How many players are supported.
ENUM_CLASS Unset |
|
constexpr |
How many unit types supported.