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#ifndef _SaveLoad_h_
#define _SaveLoad_h_
#include <vector>
#include <map>
#include <string>
class CombatLogManager;
class EmpireManager;
class SpeciesManager;
class Universe;
struct GalaxySetupData;
struct PlayerSaveGameData;
struct PlayerSaveHeaderData;
struct SaveGameEmpireData;
struct ServerSaveGameData;
/** Prepared empire data for save game or lobby. */
std::map<int, SaveGameEmpireData> CompileSaveGameEmpireData(const EmpireManager& empires);
/** Saves the provided data to savefile \a filename. */
int SaveGame(const std::string& filename,
const ServerSaveGameData& server_save_game_data,
const std::vector<PlayerSaveGameData>& player_save_game_data,
const Universe& universe,
const EmpireManager& empire_manager,
const SpeciesManager& species_manager,
const CombatLogManager& combat_log_manager,
GalaxySetupData galaxy_setup_data,
bool multiplayer);
/** Loads the indicated data from savefile \a filename. */
void LoadGame(const std::string& filename,
ServerSaveGameData& server_save_game_data,
std::vector<PlayerSaveGameData>& player_save_game_data,
Universe& universe,
EmpireManager& empire_manager,
SpeciesManager& species_manager,
CombatLogManager& combat_log_manager,
GalaxySetupData& galaxy_setup_data);
/** Loads from a savefile \a filename some basic info about players in the save
* that is needed when resuming the game. */
void LoadPlayerSaveHeaderData(const std::string& filename,
std::vector<PlayerSaveHeaderData>& player_save_header_data);
/** Loads from a savefile \a filename some basic empire information that is
* useful when selecting which player will control which empire when reloading
* a saved game: player name, empire name, and empire colour (and empire id).
* Also loads galaxy setup data to show it in lobby window. */
void LoadEmpireSaveGameData(const std::string& filename,
std::map<int, SaveGameEmpireData>& empire_save_game_data,
std::vector<PlayerSaveHeaderData>& player_save_header_data,
GalaxySetupData& galaxy_setup_data,
int ¤t_turn);
#endif
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