mirror of
https://github.com/wesnoth/wesnoth
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261 lines
6.6 KiB
C++
261 lines
6.6 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003 - 2012 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 as published by
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the Free Software Foundation; either version 2 of the License, or
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(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 "preferences.hpp"
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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 is_authenticated();
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void parse_admin_authentication(const std::string& sender, const std::string& message);
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bool parse_should_show_lobby_join(const std::string& sender, const std::string& message);
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int lobby_joins();
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void _set_lobby_joins(int show);
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enum { SHOW_NONE, SHOW_FRIENDS, SHOW_ALL };
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bool new_lobby();
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void set_new_lobby(bool value);
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const std::set<std::string> & get_friends();
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const std::set<std::string> & get_ignores();
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bool add_friend(const std::string& nick);
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bool add_ignore(const std::string& nick);
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void add_completed_campaign(const std::string& campaign_id);
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void remove_friend(const std::string& nick);
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void remove_ignore(const std::string& nick);
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bool is_friend(const std::string& nick);
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bool is_ignored(const std::string& nick);
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bool is_campaign_completed(const std::string& campaign_id);
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const std::vector<game_config::server_info>& server_list();
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std::string network_host();
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void set_network_host(const std::string& host);
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unsigned int get_ping_timeout();
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std::string campaign_server();
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void set_campaign_server(const std::string& host);
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/**
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* Returns whether the MP username is stored wrapped in markers.
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*
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* New usernames are stored in a specific format to force string interpretation
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* (due to bug #16571).
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*/
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bool wrap_login();
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void set_wrap_login(bool wrap);
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std::string login();
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void set_login(const std::string& username);
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// If password remembering is turned off use
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// prv::password instead. This way we will not
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// have to worry about whether to remember the
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// password or not anywhere else in the code.
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//
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// It is put into a separate namespace to make clear
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// it is "private" and not supposed to be edit outside
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// of the preferences functions.
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namespace prv {
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extern std::string password;
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}
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/**
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* Returns whether the password is stored wrapped in markers.
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*
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* New passwords are stored in a specific format to force string interpretation
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* (due to bug #16571).
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*/
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bool wrap_password();
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void set_wrap_password(bool wrap);
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std::string password();
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void set_password(const std::string& password);
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bool remember_password();
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void set_remember_password(bool remember);
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bool turn_dialog();
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void set_turn_dialog(bool ison);
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bool enable_whiteboard_mode_on_start();
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void set_enable_whiteboard_mode_on_start(bool value);
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bool hide_whiteboard();
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void set_hide_whiteboard(bool value);
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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 shuffle_sides();
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void set_shuffle_sides(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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int mp_server_warning_disabled();
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void set_mp_server_warning_disabled(int value);
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void set_mp_server_program_name(const std::string&);
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std::string get_mp_server_program_name();
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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_colors(bool value);
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bool show_side_colors();
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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_interrupt_when_ally_sighted(bool value);
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bool interrupt_when_ally_sighted();
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void set_autosavemax(int value);
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int autosavemax();
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const int INFINITE_AUTO_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_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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// Multiplayer functions
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std::string get_chat_timestamp(const time_t& t);
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bool chat_timestamping();
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void set_chat_timestamping(bool value);
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int chat_lines();
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void set_chat_lines(int lines);
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int chat_message_aging();
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void set_chat_message_aging(const int aging);
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bool show_all_units_in_help();
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void set_show_all_units_in_help(bool value);
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bool compress_saves();
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bool startup_effect();
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std::set<std::string> &encountered_units();
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std::set<t_translation::t_terrain> &encountered_terrains();
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std::string custom_command();
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void set_custom_command(const std::string& command);
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std::vector<std::string>* get_history(const std::string& id);
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std::string client_type();
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void set_theme(const std::string& theme);
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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(std::vector<team>& teams);
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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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