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ac66fc7f42
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.
42 lines
838 B
C++
42 lines
838 B
C++
/*
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* CGameInfo.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGameInfo.h"
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#include "../lib/CSkillHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/VCMI_Lib.h"
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const CGameInfo * CGI;
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CClientState * CCS = nullptr;
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CServerHandler * CSH;
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CGameInfo::CGameInfo()
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{
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generaltexth = nullptr;
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mh = nullptr;
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townh = nullptr;
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}
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void CGameInfo::setFromLib()
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{
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modh = VLC->modh;
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generaltexth = VLC->generaltexth;
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arth = VLC->arth;
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creh = VLC->creh;
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townh = VLC->townh;
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heroh = VLC->heroh;
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objh = VLC->objh;
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spellh = VLC->spellh;
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skillh = VLC->skillh;
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objtypeh = VLC->objtypeh;
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}
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