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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.
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@@ -288,10 +288,11 @@ class DLL_LINKAGE CMapHeader
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{
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void setupEvents();
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public:
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static const int MAP_SIZE_SMALL;
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static const int MAP_SIZE_MIDDLE;
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static const int MAP_SIZE_LARGE;
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static const int MAP_SIZE_XLARGE;
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static const int MAP_SIZE_SMALL = 36;
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static const int MAP_SIZE_MIDDLE = 72;
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static const int MAP_SIZE_LARGE = 108;
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static const int MAP_SIZE_XLARGE = 144;
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CMapHeader();
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virtual ~CMapHeader();
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@@ -382,6 +383,8 @@ public:
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/// Sets the victory/loss condition objectives ??
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void checkForObjectives();
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void resetStaticData();
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ui32 checksum;
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std::vector<Rumor> rumors;
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std::vector<DisposedHero> disposedHeroes;
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