mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +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:
@@ -17,7 +17,8 @@
|
||||
#include "../VCMI_Lib.h"
|
||||
#include "../CTownHandler.h"
|
||||
|
||||
CMapGenOptions::CMapGenOptions() : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(false),
|
||||
CMapGenOptions::CMapGenOptions()
|
||||
: width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
|
||||
playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE), humanPlayersCount(0),
|
||||
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user