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vcmi/lib/VCMI_lib.cbp

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2012-12-24 18:55:19 +03:00
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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2016-01-09 22:23:55 +02:00
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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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2019-02-10 07:23:16 +02:00
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2015-08-22 15:22:10 +02:00
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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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2019-02-10 07:23:16 +02:00
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2015-08-22 15:22:10 +02:00
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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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2019-02-10 07:23:16 +02:00
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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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2016-01-18 18:49:07 +02:00
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2016-01-29 16:16:14 +02:00
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2016-01-09 22:23:55 +02:00
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2019-02-10 07:23:16 +02:00
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2016-01-09 22:23:55 +02:00
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2016-10-27 15:27:10 +02:00
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2016-08-12 14:51:14 +02:00
<Unit filename="../include/vstd/CLoggerBase.h" />
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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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2018-04-08 17:36:35 +02:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2016-11-28 18:34:20 +02:00
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2012-12-24 18:55:19 +03:00
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2016-02-13 09:47:40 +02:00
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2012-12-24 18:55:19 +03:00
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2015-10-31 23:01:41 +02:00
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2016-09-04 12:43:09 +02:00
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2012-12-24 18:55:19 +03:00
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2017-09-05 13:31:34 +02:00
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2014-06-27 12:04:47 +03:00
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2017-03-18 12:21:23 +02:00
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2012-12-24 18:55:19 +03:00
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2013-02-11 22:27:37 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2014-06-26 19:41:27 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2012-12-24 18:55:19 +03:00
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2017-09-05 13:31:34 +02:00
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<Unit filename="battle/BattleInfo.cpp" />
<Unit filename="battle/BattleInfo.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="battle/BattleProxy.cpp" />
<Unit filename="battle/BattleProxy.h" />
2017-09-05 13:31:34 +02:00
<Unit filename="battle/CBattleInfoCallback.cpp" />
<Unit filename="battle/CBattleInfoCallback.h" />
<Unit filename="battle/CBattleInfoEssentials.cpp" />
<Unit filename="battle/CBattleInfoEssentials.h" />
<Unit filename="battle/CCallbackBase.cpp" />
<Unit filename="battle/CCallbackBase.h" />
<Unit filename="battle/CObstacleInstance.cpp" />
<Unit filename="battle/CObstacleInstance.h" />
<Unit filename="battle/CPlayerBattleCallback.cpp" />
<Unit filename="battle/CPlayerBattleCallback.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="battle/CUnitState.cpp" />
<Unit filename="battle/CUnitState.h" />
<Unit filename="battle/Destination.cpp" />
<Unit filename="battle/Destination.h" />
<Unit filename="battle/IBattleInfoCallback.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="battle/IBattleState.cpp" />
<Unit filename="battle/IBattleState.h" />
<Unit filename="battle/IUnitInfo.h" />
2017-09-05 13:31:34 +02:00
<Unit filename="battle/ReachabilityInfo.cpp" />
<Unit filename="battle/ReachabilityInfo.h" />
<Unit filename="battle/SideInBattle.cpp" />
<Unit filename="battle/SideInBattle.h" />
<Unit filename="battle/SiegeInfo.cpp" />
<Unit filename="battle/SiegeInfo.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="battle/Unit.cpp" />
<Unit filename="battle/Unit.h" />
<Unit filename="events/ApplyDamage.cpp" />
<Unit filename="events/ApplyDamage.h" />
<Unit filename="events/GameResumed.cpp" />
<Unit filename="events/GameResumed.h" />
<Unit filename="events/ObjectVisitEnded.cpp" />
<Unit filename="events/ObjectVisitEnded.h" />
<Unit filename="events/ObjectVisitStarted.cpp" />
<Unit filename="events/ObjectVisitStarted.h" />
<Unit filename="events/PlayerGotTurn.cpp" />
<Unit filename="events/PlayerGotTurn.h" />
<Unit filename="events/TurnStarted.cpp" />
<Unit filename="events/TurnStarted.h" />
<Unit filename="filesystem/AdapterLoaders.cpp" />
<Unit filename="filesystem/AdapterLoaders.h" />
<Unit filename="filesystem/CArchiveLoader.cpp" />
<Unit filename="filesystem/CArchiveLoader.h" />
<Unit filename="filesystem/CBinaryReader.cpp" />
<Unit filename="filesystem/CBinaryReader.h" />
<Unit filename="filesystem/CCompressedStream.cpp" />
<Unit filename="filesystem/CCompressedStream.h" />
<Unit filename="filesystem/CFileInputStream.cpp" />
<Unit filename="filesystem/CFileInputStream.h" />
<Unit filename="filesystem/CFilesystemLoader.cpp" />
<Unit filename="filesystem/CFilesystemLoader.h" />
<Unit filename="filesystem/CInputOutputStream.h" />
<Unit filename="filesystem/CInputStream.h" />
2015-08-09 13:03:57 +02:00
<Unit filename="filesystem/CMemoryBuffer.cpp" />
<Unit filename="filesystem/CMemoryBuffer.h" />
<Unit filename="filesystem/CMemoryStream.cpp" />
<Unit filename="filesystem/CMemoryStream.h" />
2015-08-09 13:03:57 +02:00
<Unit filename="filesystem/COutputStream.h" />
<Unit filename="filesystem/CStream.h" />
<Unit filename="filesystem/CZipLoader.cpp" />
<Unit filename="filesystem/CZipLoader.h" />
2015-08-11 20:20:13 +02:00
<Unit filename="filesystem/CZipSaver.cpp" />
<Unit filename="filesystem/CZipSaver.h" />
<Unit filename="filesystem/FileInfo.cpp" />
<Unit filename="filesystem/FileInfo.h" />
2016-01-09 22:23:55 +02:00
<Unit filename="filesystem/FileStream.cpp" />
<Unit filename="filesystem/FileStream.h" />
<Unit filename="filesystem/Filesystem.cpp" />
<Unit filename="filesystem/Filesystem.h" />
<Unit filename="filesystem/ISimpleResourceLoader.h" />
<Unit filename="filesystem/MinizipExtensions.cpp" />
<Unit filename="filesystem/MinizipExtensions.h" />
<Unit filename="filesystem/ResourceID.cpp" />
<Unit filename="filesystem/ResourceID.h" />
2012-12-24 18:55:19 +03:00
<Unit filename="int3.h" />
<Unit filename="logging/CBasicLogConfigurator.cpp" />
<Unit filename="logging/CBasicLogConfigurator.h" />
<Unit filename="logging/CLogger.cpp" />
<Unit filename="logging/CLogger.h" />
<Unit filename="mapObjects/CArmedInstance.cpp" />
<Unit filename="mapObjects/CArmedInstance.h" />
<Unit filename="mapObjects/CBank.cpp" />
<Unit filename="mapObjects/CBank.h" />
<Unit filename="mapObjects/CGHeroInstance.cpp" />
<Unit filename="mapObjects/CGHeroInstance.h" />
<Unit filename="mapObjects/CGMarket.cpp" />
<Unit filename="mapObjects/CGMarket.h" />
<Unit filename="mapObjects/CGPandoraBox.cpp" />
<Unit filename="mapObjects/CGPandoraBox.h" />
<Unit filename="mapObjects/CGTownInstance.cpp" />
<Unit filename="mapObjects/CGTownInstance.h" />
<Unit filename="mapObjects/CObjectClassesHandler.cpp" />
<Unit filename="mapObjects/CObjectClassesHandler.h" />
<Unit filename="mapObjects/CObjectHandler.cpp" />
<Unit filename="mapObjects/CObjectHandler.h" />
<Unit filename="mapObjects/CQuest.cpp" />
<Unit filename="mapObjects/CQuest.h" />
<Unit filename="mapObjects/CRewardableConstructor.cpp" />
<Unit filename="mapObjects/CRewardableConstructor.h" />
<Unit filename="mapObjects/CRewardableObject.cpp" />
<Unit filename="mapObjects/CRewardableObject.h" />
<Unit filename="mapObjects/CommonConstructors.cpp" />
<Unit filename="mapObjects/CommonConstructors.h" />
<Unit filename="mapObjects/JsonRandom.cpp" />
<Unit filename="mapObjects/JsonRandom.h" />
<Unit filename="mapObjects/MapObjects.h" />
<Unit filename="mapObjects/MiscObjects.cpp" />
<Unit filename="mapObjects/MiscObjects.h" />
<Unit filename="mapObjects/ObjectTemplate.cpp" />
<Unit filename="mapObjects/ObjectTemplate.h" />
<Unit filename="mapping/CCampaignHandler.cpp" />
<Unit filename="mapping/CCampaignHandler.h" />
<Unit filename="mapping/CDrawRoadsOperation.cpp" />
<Unit filename="mapping/CDrawRoadsOperation.h" />
<Unit filename="mapping/CMap.cpp" />
<Unit filename="mapping/CMap.h" />
<Unit filename="mapping/CMapDefines.h" />
<Unit filename="mapping/CMapEditManager.cpp" />
<Unit filename="mapping/CMapEditManager.h" />
<Unit filename="mapping/CMapInfo.cpp" />
<Unit filename="mapping/CMapInfo.h" />
<Unit filename="mapping/CMapService.cpp" />
<Unit filename="mapping/CMapService.h" />
<Unit filename="mapping/MapFormatH3M.cpp" />
<Unit filename="mapping/MapFormatH3M.h" />
<Unit filename="mapping/MapFormatJson.cpp" />
<Unit filename="mapping/MapFormatJson.h" />
<Unit filename="registerTypes/RegisterTypes.cpp" />
<Unit filename="registerTypes/RegisterTypes.h" />
<Unit filename="registerTypes/TypesClientPacks1.cpp" />
<Unit filename="registerTypes/TypesClientPacks2.cpp" />
2018-04-05 19:46:38 +02:00
<Unit filename="registerTypes/TypesLobbyPacks.cpp" />
<Unit filename="registerTypes/TypesMapObjects1.cpp" />
<Unit filename="registerTypes/TypesMapObjects2.cpp" />
<Unit filename="registerTypes/TypesMapObjects3.cpp" />
<Unit filename="registerTypes/TypesServerPacks.cpp" />
<Unit filename="rmg/CMapGenOptions.cpp" />
<Unit filename="rmg/CMapGenOptions.h" />
<Unit filename="rmg/CMapGenerator.cpp" />
<Unit filename="rmg/CMapGenerator.h" />
<Unit filename="rmg/CRmgTemplate.cpp" />
<Unit filename="rmg/CRmgTemplate.h" />
<Unit filename="rmg/CRmgTemplateStorage.cpp" />
<Unit filename="rmg/CRmgTemplateStorage.h" />
<Unit filename="rmg/CRmgTemplateZone.cpp" />
<Unit filename="rmg/CRmgTemplateZone.h" />
<Unit filename="rmg/CZoneGraphGenerator.cpp" />
<Unit filename="rmg/CZoneGraphGenerator.h" />
<Unit filename="rmg/CZonePlacer.cpp" />
<Unit filename="rmg/CZonePlacer.h" />
2016-10-27 18:18:52 +02:00
<Unit filename="serializer/BinaryDeserializer.cpp" />
<Unit filename="serializer/BinaryDeserializer.h" />
<Unit filename="serializer/BinarySerializer.cpp" />
<Unit filename="serializer/BinarySerializer.h" />
<Unit filename="serializer/CLoadIntegrityValidator.cpp" />
<Unit filename="serializer/CLoadIntegrityValidator.h" />
<Unit filename="serializer/CMemorySerializer.cpp" />
<Unit filename="serializer/CMemorySerializer.h" />
<Unit filename="serializer/CSerializer.cpp" />
<Unit filename="serializer/CSerializer.h" />
<Unit filename="serializer/CTypeList.cpp" />
<Unit filename="serializer/CTypeList.h" />
<Unit filename="serializer/Cast.h" />
2016-10-27 18:18:52 +02:00
<Unit filename="serializer/Connection.cpp" />
<Unit filename="serializer/Connection.h" />
2016-02-13 09:47:40 +02:00
<Unit filename="serializer/JsonDeserializer.cpp" />
<Unit filename="serializer/JsonDeserializer.h" />
<Unit filename="serializer/JsonSerializeFormat.cpp" />
<Unit filename="serializer/JsonSerializeFormat.h" />
<Unit filename="serializer/JsonSerializer.cpp" />
<Unit filename="serializer/JsonSerializer.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="serializer/JsonTreeSerializer.h" />
<Unit filename="serializer/JsonUpdater.cpp" />
<Unit filename="serializer/JsonUpdater.h" />
<Unit filename="spells/AbilityCaster.cpp" />
<Unit filename="spells/AbilityCaster.h" />
2015-02-02 11:22:19 +02:00
<Unit filename="spells/AdventureSpellMechanics.cpp" />
<Unit filename="spells/AdventureSpellMechanics.h" />
<Unit filename="spells/BattleSpellMechanics.cpp" />
<Unit filename="spells/BattleSpellMechanics.h" />
<Unit filename="spells/BonusCaster.cpp" />
<Unit filename="spells/BonusCaster.h" />
2015-02-02 11:22:19 +02:00
<Unit filename="spells/CSpellHandler.cpp" />
<Unit filename="spells/CSpellHandler.h" />
<Unit filename="spells/ISpellMechanics.cpp" />
<Unit filename="spells/ISpellMechanics.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="spells/Problem.cpp" />
<Unit filename="spells/Problem.h" />
<Unit filename="spells/ProxyCaster.cpp" />
<Unit filename="spells/ProxyCaster.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="spells/TargetCondition.cpp" />
<Unit filename="spells/TargetCondition.h" />
<Unit filename="spells/ViewSpellInt.cpp" />
<Unit filename="spells/ViewSpellInt.h" />
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
<Unit filename="spells/effects/Catapult.cpp" />
<Unit filename="spells/effects/Catapult.h" />
<Unit filename="spells/effects/Clone.cpp" />
<Unit filename="spells/effects/Clone.h" />
<Unit filename="spells/effects/Damage.cpp" />
<Unit filename="spells/effects/Damage.h" />
<Unit filename="spells/effects/Dispel.cpp" />
<Unit filename="spells/effects/Dispel.h" />
<Unit filename="spells/effects/Effect.cpp" />
<Unit filename="spells/effects/Effect.h" />
<Unit filename="spells/effects/Effects.cpp" />
<Unit filename="spells/effects/Effects.h" />
<Unit filename="spells/effects/EffectsFwd.h" />
<Unit filename="spells/effects/Heal.cpp" />
<Unit filename="spells/effects/Heal.h" />
<Unit filename="spells/effects/LocationEffect.cpp" />
<Unit filename="spells/effects/LocationEffect.h" />
<Unit filename="spells/effects/Obstacle.cpp" />
<Unit filename="spells/effects/Obstacle.h" />
<Unit filename="spells/effects/Registry.cpp" />
<Unit filename="spells/effects/Registry.h" />
<Unit filename="spells/effects/RemoveObstacle.cpp" />
<Unit filename="spells/effects/RemoveObstacle.h" />
<Unit filename="spells/effects/Sacrifice.cpp" />
<Unit filename="spells/effects/Sacrifice.h" />
<Unit filename="spells/effects/Summon.cpp" />
<Unit filename="spells/effects/Summon.h" />
<Unit filename="spells/effects/Teleport.cpp" />
<Unit filename="spells/effects/Teleport.h" />
<Unit filename="spells/effects/Timed.cpp" />
<Unit filename="spells/effects/Timed.h" />
<Unit filename="spells/effects/UnitEffect.cpp" />
<Unit filename="spells/effects/UnitEffect.h" />
2012-12-24 18:55:19 +03:00
<Unit filename="vcmi_endian.h" />
2018-04-08 17:36:35 +02:00
<Unit filename="vstd/StringUtils.cpp" />
2012-12-24 18:55:19 +03:00
<Extensions>
<lib_finder disable_auto="1" />
</Extensions>
</Project>
</CodeBlocks_project_file>