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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
Removed unused code left after tests.
Updated changelog.
This commit is contained in:
Michał W. Urbańczyk 2012-05-19 22:57:24 +00:00
parent a13a62537b
commit a234b4c935
3 changed files with 55 additions and 5 deletions

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@ -1,3 +1,56 @@
0.88 -> 0.next
GENERAL
* Save game screen and returning to main menu will work if game was started with --start option
* Simple mechanism for detecting game desynchronization after init
* CTRL+T will open marketplace window
* G will open thieves guild window if player owns at least one town with tavern
* Implemented restart functionality. CTRL+R will trigger a quick restart
* Support for stack artifacts
* New creature window
* Config file may have multiple upgrades for creatures
ADVENTURE MAP
* Fixed monsters regenerating casualties from battle at the start of new week.
* T in adventure map will switch to next town
BATTLES
* It's possible to switch active creature during tacts phase by clicking on stack
* After battle artifacts of the defeated hero (and his army) will be taken by winner
* Rewritten handling of battle obstacles. They will be now placed following H3 algorithm.
* Fixed crash when death stare or acid breath activated on stack that was just killed
* First aid tent can heal only creatures that suffered damage
* War machines can't be healed by tent
* Creatures casting spells won't try to cast them during tactic phase
* Console tooltips for first aid tent
* Console tooltips for teleport spell
* Cursor is reset to pointer when action is requested
* Fixed a few other missing or wrong tooltips/cursors
* Implemented opening creature window by l-clicking on stack
* Fixed crash on attacking walls with Cyclop Kings
* Fixed and simplified Teleport casting
* Fixed Remove Obstacle spell
* New spells supported:
- Fire Wall
- Force Field
- Land Mine
- Quicksands
- Sacrifice
TOWNS:
* T in castle window will open a tavern window (if available)
PREGAME
* Pregame will use same resolution as main game
ADVENTURE AI
* basic rule system for threat evaluation
* AI can now use external dwellings
* AI will weekly revisit dwellings & mills
* AI will now always pick best stacks from towns
* AI will recruit multiple heroes for exploration
* AI won't try attacking its own heroes
0.87 -> 0.88 (Mar 01 2012)
* added an initial version of new adventure AI: VCAI
* system settings window allows to change default resolution

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@ -1207,9 +1207,10 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
bool result = false; //TODO why not set to true anywhere?
{
//evil...
auto unlockEvents = vstd::makeUnlockGuard(eventsM);
auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); //GS mutex is above PIM because CClient::run thread first locks PIM and then GS -> so this way we avoid deadlocks
auto unlockPim = vstd::makeUnlockGuard(*pim);
auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex());
{
path.convert(0);

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@ -418,10 +418,6 @@ shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(
if(!gs->curB)
return NULL;
//unused? causes crash in forts without moat
//auto ptr = gs->curB->obstacles.front();
//shared_ptr<const CObstacleInstance> nastala = ptr;
BOOST_FOREACH(auto &obs, battleGetAllObstacles())
{
if(vstd::contains(obs->getBlockedTiles(), tile)