mirror of
https://github.com/wesnoth/wesnoth
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201 lines
4.5 KiB
C++
201 lines
4.5 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003 - 2007 by David White <dave@whitevine.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License version 2
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or at your option any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef GAME_PREFERENCES_HPP_INCLUDED
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#define GAME_PREFERENCES_HPP_INCLUDED
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class gamemap;
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class game_state;
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class team;
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class unit_map;
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#include "game_config.hpp"
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#include "preferences.hpp"
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#include "terrain_translation.hpp"
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#include <string>
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#include <utility>
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#include <set>
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namespace preferences {
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struct manager
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{
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manager();
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~manager();
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base_manager base;
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};
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bool adjust_gamma();
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void _set_adjust_gamma(bool val);
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int gamma();
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void _set_gamma(int gamma);
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int lobby_joins();
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void _set_lobby_joins(int show);
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enum { SHOW_NON, SHOW_FRIENDS, SHOW_ALL };
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bool _set_relationship(std::string nick, std::string rela);
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bool sort_list();
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void _set_sort_list(bool show);
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bool iconize_list();
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void _set_iconize_list(bool show);
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const std::vector<game_config::server_info>& server_list();
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const std::string network_host();
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void set_network_host(const std::string& host);
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const std::string campaign_server();
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void set_campaign_server(const std::string& host);
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const std::string login();
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void set_login(const std::string& username);
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bool mouse_scroll_enabled();
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void enable_mouse_scroll(bool value);
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const std::string turn_cmd();
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bool turn_dialog();
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void set_turn_dialog(bool ison);
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bool show_combat();
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bool allow_observers();
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void set_allow_observers(bool value);
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bool use_map_settings();
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void set_use_map_settings(bool value);
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bool random_start_time();
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void set_random_start_time(bool value);
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bool fog();
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void set_fog(bool value);
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bool shroud();
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void set_shroud(bool value);
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int turns();
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void set_turns(int value);
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bool skip_mp_replay();
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void set_skip_mp_replay(bool value);
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bool countdown();
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void set_countdown(bool value);
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int countdown_init_time();
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void set_countdown_init_time(int value);
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int countdown_turn_bonus();
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void set_countdown_turn_bonus(int value);
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int countdown_reservoir_time();
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void set_countdown_reservoir_time(int value);
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int countdown_action_bonus();
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void set_countdown_action_bonus(int value);
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int village_gold();
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void set_village_gold(int value);
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int xp_modifier();
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void set_xp_modifier(int value);
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int era();
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void set_era(int value);
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int map();
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void set_map(int value);
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bool show_ai_moves();
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void set_show_ai_moves(bool value);
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void set_show_side_colours(bool value);
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bool show_side_colours();
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bool save_replays();
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void set_save_replays(bool value);
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bool delete_saves();
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void set_delete_saves(bool value);
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void set_ask_delete_saves(bool value);
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bool ask_delete_saves();
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void set_savemax(int value);
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int savemax();
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const int INFINITE_SAVES = 61;
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bool show_floating_labels();
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void set_show_floating_labels(bool value);
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bool message_private();
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void set_message_private(bool value);
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bool show_tip_of_day();
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bool show_haloes();
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void set_show_haloes(bool value);
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bool flip_time();
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void set_flip_time(bool value);
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bool upload_log();
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void set_upload_log(bool value);
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const std::string upload_id();
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// Multiplayer functions
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bool chat_timestamp();
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void set_chat_timestamp(bool value);
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int chat_lines();
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void set_chat_lines(int lines);
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bool compress_saves();
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std::set<std::string> &encountered_units();
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std::set<t_translation::t_letter> &encountered_terrains();
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std::string client_type();
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std::string clock_format();
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void set_theme(const std::string& theme);
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const std::string theme();
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bool compare_resolutions(const std::pair<int,int>& lhs, const std::pair<int,int>& rhs);
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// Ask for end turn confirmation
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bool yellow_confirm();
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bool green_confirm();
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bool confirm_no_moves();
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// Add all recruitable units as encountered so that information
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// about them are displayed to the user in the help system.
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void encounter_recruitable_units(std::vector<team>& teams);
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// Add all units that exist at the start to the encountered units so
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// that information about them are displayed to the user in the help
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// system.
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void encounter_start_units(unit_map& units);
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// Add all units that are recallable as encountred units.
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void encounter_recallable_units(game_state& gamestate);
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// Add all terrains on the map as encountered terrains.
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void encounter_map_terrain(gamemap& map);
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}
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#endif
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