From a234b4c935cc517074a78632f4f5448e61c3cc42 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C5=82=20W=2E=20Urba=C5=84czyk?= Date: Sat, 19 May 2012 22:57:24 +0000 Subject: [PATCH] Fixed #956. Removed unused code left after tests. Updated changelog. --- ChangeLog | 53 +++++++++++++++++++++++++++++++++++++ client/CPlayerInterface.cpp | 3 ++- lib/IGameCallback.cpp | 4 --- 3 files changed, 55 insertions(+), 5 deletions(-) diff --git a/ChangeLog b/ChangeLog index b20d87a5d..a3334c695 100644 --- a/ChangeLog +++ b/ChangeLog @@ -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 diff --git a/client/CPlayerInterface.cpp b/client/CPlayerInterface.cpp index 947e78b3c..64e49c1df 100644 --- a/client/CPlayerInterface.cpp +++ b/client/CPlayerInterface.cpp @@ -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); diff --git a/lib/IGameCallback.cpp b/lib/IGameCallback.cpp index e31f65deb..5db544957 100644 --- a/lib/IGameCallback.cpp +++ b/lib/IGameCallback.cpp @@ -418,10 +418,6 @@ shared_ptr CBattleInfoCallback::battleGetObstacleOnPos( if(!gs->curB) return NULL; - //unused? causes crash in forts without moat - //auto ptr = gs->curB->obstacles.front(); - //shared_ptr nastala = ptr; - BOOST_FOREACH(auto &obs, battleGetAllObstacles()) { if(vstd::contains(obs->getBlockedTiles(), tile)