Code structure
The code of VCMI is divided into several main parts: client, server, lib and AIs, each one in a separate binary file.
Contents
Structure of client
Main purposes of client
Client is responsible for:
- displaying state of game to human player
- capturing player's actions and sending requests to server
- displaying changes in state of game indicated by server
Rendering of graphics
TBD
Adventure map
TBD
Town
TBD
Battle
Animations of creatures
All animations of creatures in a battle are handled by storing currently displayed animations in pendingAnims vector. When server tells that an event requiring animation happens, info about it is added to pendingAnims. Every animation needs to be initialized (what indicates that this animation has started). show() function tries to initialize all not initialized animations every frame until it succeeds. Then nextFrame call-ins are called until animation removes itself from pendingAnims. During initialization it is checked if this animation can be played now or we must wait.
Structure of server
Main purposes of server
Server is responsible for:
- maintaining state of the game
- handling requests from all clients participating in game
- informing all clients about changes in state of the game that are visible to them
Structure of lib
Main purposes of lib
Lib is responsible for:
- handling Heroes III's files (.lod, txt setting files)
- storing information common to server and client (if run on the same machine) like state of the game
Structure of AI (GeniusAI)
TBD
How these parts are connected
TBD