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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
/*
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* CMapInfo.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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// Forward class declarations aren't enough here. The compiler
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// generated CMapInfo d-tor, generates the std::unique_ptr d-tor as well here
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// as a inline method. The std::unique_ptr d-tor requires a complete type. Defining
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// the CMapInfo d-tor to let the compiler add the d-tor stuff in the .cpp file
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// would work with one exception. It prevents the generation of the move
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// constructor which is needed. (Writing such a c-tor is nasty.) With the
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// new c++11 keyword "default" for constructors this problem could be solved. But it isn't
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// available for Visual Studio for now. (Empty d-tor in .cpp would be required anyway)
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#include "CMap.h"
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#include "CCampaignHandler.h"
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struct StartInfo;
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/**
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* A class which stores the count of human players and all players, the filename,
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* scenario options, the map header information,...
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*/
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class DLL_LINKAGE CMapInfo
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{
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public:
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std::unique_ptr<CMapHeader> mapHeader; //may be nullptr if campaign
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std::unique_ptr<CCampaignHeader> campaignHeader; //may be nullptr if scenario
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StartInfo * scenarioOptionsOfSave; // Options with which scenario has been started (used only with saved games)
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std::string fileURI;
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std::string date;
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int amountOfPlayersOnMap;
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int amountOfHumanControllablePlayers;
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int amountOfHumanPlayersInSave;
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bool isRandomMap;
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CMapInfo();
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virtual ~CMapInfo();
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CMapInfo &operator=(CMapInfo &&other);
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void mapInit(const std::string & fname);
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void saveInit(ResourceID file);
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void campaignInit();
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void countPlayers();
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// TODO: Those must be on client-side
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std::string getName() const;
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std::string getNameForList() const;
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std::string getDescription() const;
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int getMapSizeIconId() const;
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std::pair<int, int> getMapSizeFormatIconId() const;
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std::string getMapSizeName() const;
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template <typename Handler> void serialize(Handler &h, const int Version)
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{
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h & mapHeader;
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h & campaignHeader;
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h & scenarioOptionsOfSave;
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h & fileURI;
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h & date;
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h & amountOfPlayersOnMap;
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h & amountOfHumanControllablePlayers;
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h & amountOfHumanPlayersInSave;
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h & isRandomMap;
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}
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};
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