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vcmi/lib/mapping/CMapInfo.h
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
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.
2018-04-04 14:24:26 +07:00

72 lines
2.3 KiB
C++

/*
* 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
// Forward class declarations aren't enough here. The compiler
// generated CMapInfo d-tor, generates the std::unique_ptr d-tor as well here
// as a inline method. The std::unique_ptr d-tor requires a complete type. Defining
// the CMapInfo d-tor to let the compiler add the d-tor stuff in the .cpp file
// would work with one exception. It prevents the generation of the move
// constructor which is needed. (Writing such a c-tor is nasty.) With the
// new c++11 keyword "default" for constructors this problem could be solved. But it isn't
// available for Visual Studio for now. (Empty d-tor in .cpp would be required anyway)
#include "CMap.h"
#include "CCampaignHandler.h"
struct StartInfo;
/**
* 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();
virtual ~CMapInfo();
CMapInfo &operator=(CMapInfo &&other);
void mapInit(const std::string & fname);
void saveInit(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;
}
};