/* * 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 mapHeader; //may be nullptr if campaign std::unique_ptr 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(); 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); 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; int getMapSizeFormatIconId() const; std::string getMapSizeName() const; template 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