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vcmi/lib/mapping/CMapInfo.h

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/*
* CMapInfo.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
struct StartInfo;
class CMapHeader;
class CCampaignHeader;
class ResourceID;
/**
* A class which stores the count of human players and all players, the filename,
* scenario options, the map header information,...
*/
class DLL_LINKAGE CMapInfo
{
public:
std::unique_ptr<CMapHeader> mapHeader; //may be nullptr if campaign
std::unique_ptr<CCampaignHeader> campaignHeader; //may be nullptr if scenario
StartInfo * scenarioOptionsOfSave; // Options with which scenario has been started (used only with saved games)
std::string fileURI;
std::string date;
int amountOfPlayersOnMap;
int amountOfHumanControllablePlayers;
int amountOfHumanPlayersInSave;
bool isRandomMap;
CMapInfo();
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virtual ~CMapInfo();
CMapInfo(CMapInfo &&other) = delete;
CMapInfo(const CMapInfo &other) = delete;
CMapInfo &operator=(CMapInfo &&other) = delete;
CMapInfo &operator=(const CMapInfo &other) = delete;
void mapInit(const std::string & fname);
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void saveInit(const ResourceID & file);
void campaignInit();
void countPlayers();
// TODO: Those must be on client-side
std::string getName() const;
std::string getNameForList() const;
std::string getDescription() const;
int getMapSizeIconId() const;
std::pair<int, int> getMapSizeFormatIconId() const;
std::string getMapSizeName() const;
template <typename Handler> void serialize(Handler &h, const int Version)
{
h & mapHeader;
h & campaignHeader;
h & scenarioOptionsOfSave;
h & fileURI;
h & date;
h & amountOfPlayersOnMap;
h & amountOfHumanControllablePlayers;
h & amountOfHumanPlayersInSave;
h & isRandomMap;
}
};
VCMI_LIB_NAMESPACE_END