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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

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.
This commit is contained in:
Arseniy Shestakov
2018-01-05 20:21:07 +03:00
parent 14f03e22da
commit ac66fc7f42
85 changed files with 8808 additions and 7938 deletions

View File

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