Code structure

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The code of VCMI is divided into several main parts: client, server, lib and AIs, each one in a separate binary file.

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