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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-05 00:49:09 +02:00

79 Commits

Author SHA1 Message Date
6cef1dd8d8 CButton GUI class (partial rewrite of CAdventureButton),
bugs fixes, warnings elimination
2013-03-10 18:26:10 +00:00
1e0f473761 New namespaces: GL2D (low-level OpenGL functions), Gfx (images and animation objects cooperating with the interface GL2D) 2013-03-03 19:03:45 +00:00
dbec99ffc7 * PlayerColor and TeamID refactoring 2013-03-03 17:06:03 +00:00
fbb1ae1bb8 * prologue videos (according to Randjan's list) 2013-02-22 21:03:56 +00:00
92995964f3 a bit more of prologue/epilogue screen 2013-02-20 21:01:18 +00:00
b776b93b0c * a bit of campaign prologue/epilogue screen 2013-02-19 20:39:09 +00:00
898228fd54 * minor fix for bonus selection screen 2013-02-05 19:33:09 +00:00
4bc2fd5519 [c::b] renamed map subfolder to workaround dependency tracking bug 2013-01-03 12:19:20 +00:00
94c55e2632 - string ID's for spells (not configurable due to hardcode)
- spell chances in new towns guilds can be specified in config
2012-12-18 10:32:11 +00:00
62e99a1ae5 - basic loading screen, no progress bar
- startGame() call will run in separate thread if loading screen is used (looks OK so far)
2012-12-17 18:01:17 +00:00
ff146a80fe - fixed empty tavern in new towns
- by default new heroes\new towns will be enabled on maps (no effect without mods)
2012-12-17 12:55:29 +00:00
1c5a4c669c - merged minimap.json into terrains.json
- removed no longer used fields from Graphics + portraits.json
 - work on pregame:
 - - new code for map options window icons + popups
 - - fixed bugs related to new towns
 - - less hardcoded magic numbers
2012-12-10 14:28:27 +00:00
c9dd80ea6d - moved json-related functions (e.g. ParseBonus) into JsonUtils namespace
- replaced JsonNode::toStdVector with more universal convertTo
- some renaming in StartInfo
2012-12-02 12:21:44 +00:00
53169abea7 - Foundation for starting a random map is done - Moved StdInc.h to header file in some /Map and /RMG compilation units(better syntax highlighting, should have no negative impact) 2012-11-20 17:53:45 +00:00
f5ddc44827 - Compile fix - unique_ptr can't be serialized
- Linking fix - now MapGenOptions have DLL-interface (but probably shouldn't be called directly from client anyway)
2012-11-13 12:55:47 +00:00
c336abcf4a * Added RMG tab to pregame(disabled by default, activate with: enableRMG=true in settings.json) * Fixed tab intendation * Renamed colors to more comprehensible names 2012-11-11 12:23:31 +00:00
a878f5f79a * Separated map loading from the map object * Moved map classes to lib/Map * Renamed map.h/cpp to CMap.h/cpp * Profiling of map loading is now optional * Updated CMemoryStream 2012-11-03 13:30:47 +00:00
306d64b0c4 - it is possible to read json file with vector
- town configuration:
- - all town-related texts are now in TownHandler
- - alignments are now part of faction
- - removed CTown::bonus field
2012-10-05 13:11:26 +00:00
8dca88c3c8 * start map in campaign button is properly disabled/enabled (I hope)
* exported json for artifact bonuses; no limiters/propagators yet, so it's not used
* minor changes
2012-09-26 18:10:29 +00:00
18bd898cb1 * fixed bug when starting certain maps in campaigns
* introduced TPlayerColor typedef
2012-09-24 16:14:53 +00:00
9acfa0d136 * more or less working HERO campaign bonus
* minor improvements
2012-09-22 17:23:28 +00:00
8e3de98059 * restoring campaign features
* minor improvements
2012-09-21 17:59:54 +00:00
369f0ae9c6 [PLATFORM] MinGW support added
* disabled features unsupported by MinGW
* fixed issues with DLL_LINKAGE
! BOOST_THREAD_VERSION in now 3 workaround for existing code added, consider refactoring.
* some small tweaks ("-fpedantic" warnings)
2012-09-15 19:16:16 +00:00
708ad6ac7f - music player uses URI's instead of enum from music base
- #1045 and #1046 should be fixed
- moved pregame backgrounds to config/mainmenu
- animation can be overriden with .json multiple times
2012-08-06 07:34:37 +00:00
e67f8afdd9 - removed multiple unused files
- config folder with all json files is used via new FS API
- fixed campaigns loading. Replaced "detect h3m starts" heuristics with CCompessedStream::getNextBlock()
2012-08-02 11:03:26 +00:00
b3c17d2788 large filesystem update. Filesysytem is now fully functional, everything should work.
- completely replaced CLodHandler, removed bitmaph and spriteh
- replaced CLodStream in favour of CCompressedStream (2 new files)
- renamed CResourceLoaderFactory and ResourceIndetifier to shorter names
NOTES:
- campaign loading is currently broken. Will fix.
- I am going to remove several unused files in several days (e.g. LodHandler)
2012-08-01 12:02:54 +00:00
13de841e10 - minor tweaks to quest window
- fixed #531
- fixed query crash (empty funciton)
2012-07-21 20:16:54 +00:00
7ddf76a081 - fixed #967
- removed unused settings.txt
- fixed player flags on info windows.
2012-05-26 17:59:00 +00:00
59255a4cad - background for main menu can be scaled. Won't work as default due to non-scalable video 2012-05-20 11:03:21 +00:00
45c2809a40 - pregame will use same resolution as main game
- disabled most of now unused code for changing resolution
- added missing spell effect sounds
- adventure map spells sounds
- remaining fixes for big endian systems
2012-05-18 17:35:46 +00:00
6db3c5bc7e * VCAI: can't request actions from action handling thread
* Save game screen and returning to main menu will work if game was started with --start option
* GUI controls can selectively capture keyboard events. CTextInput won't capture Enter. Fixes #654.
2012-03-11 16:29:01 +00:00
046e54563c * fixed project files for RD configuration
* fixed crash when creature is casting Hypnosis (ie. exped Vampire Lords)
* fixed crash when creature is casting Cure before attack (ie. exped Unicorns)
* fixed crash when creature is summoning elemental (TODO fix it)
* fixed crash when doing a bonus system operation with a hero liberated from prison (ie. entering town or battle)
* fixed deadlock when StupidAI tried to assault the turrets
* fixed never ending siege when StupidAI has to use catapult (no more deadlocks on AI-AI siege)
* fixed deadlock when a hero received a level during another player's turn (ie. when he successfully defended)
* AI can win the game by defeating all enemies if there is a specific victory condition applying only to human players
* added options to help testing adventure map AI (--onlyAI, --autoSkip and --oneGoodAI).
* many minor changes
2012-01-03 01:55:26 +00:00
156aa6e4d9 * Updated class - file - handling
* Renamed color constants
* Renamed class AdventureMapButton to CAdventureMapButton
* Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses
* Moved new creature window from GuiClasses to CCreatureWindow
2011-12-22 13:05:19 +00:00
2f5d6f2684 * CHexField renamed to CBattleHex
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
2011-12-17 18:59:59 +00:00
7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00
2eca314e92 - fixed #841 and #840
- fixed several crashes
2011-11-27 18:55:11 +00:00
064466998a - made main menu configurable (mainmenu.json)
- added credits screen (using NWC credits for now)
- campaigns can be started
2011-11-27 13:14:20 +00:00
3152e6d540 Fixed #771, #772 and #787.
Some minor changes and fixes.
2011-08-25 15:24:37 +00:00
580c4e4c9b ERM is now a separate project, linking to ./Scripting/ERM.dll and consisting all ERM* files from ./lib.
Little changes around handling ERM. New class in lib: CFileUtility, so the code for scanning files with given extension is not duplicated.
2011-06-20 11:41:04 +00:00
45fba15511 * Reverted previously changed PreGame code
* Added the missing AB video resource file in linux code, AB campaign selection videos should now play BUT they don't => it seems that ffmpeg can't handle older BINK videos
* Fixed a visual glitch which could be seen at the WOG animation in the main menu on a linux machine
* Fixed the random crashes bug on mouse centering at startup on linux
* Fixed a visual bug at the bonus selection screen when starting a campaign-map
* Changed some positions in the bonus selection screen, no bonus pre selection, you cannot start the campaign when no bonus is selected (like in h3)
* Added a border functionality to the AdventureMapButton
* InfoWindow buttons and some other buttons have now the border which heroes 3 buttons have
* Fixed a app crash when you start a campaign two times in one session
2011-04-26 13:30:29 +00:00
66b708c168 * PreGame interface gets now redrawn every frame.
* Changed PreGame event handling and update/draw order.
* Changed mouse cursor drawing in PreGame
* Fixed linux bug where main menu WOG animation gets played only once, windows/linux video handling is now more similar
* Minor code improvements
2011-04-17 18:02:13 +00:00
b6c385f158 Better implementation of campaign selection screen 2011-03-21 19:32:48 +00:00
fb929fa9b0 AB campaign selection screen added 2011-03-19 14:27:51 +00:00
38837ebfc9 Implementation of WOG and ROE campaign selection screen 2011-03-15 14:35:36 +00:00
b4edd10e6c * beegee's comments patch
* very minor changes
2011-02-22 11:52:36 +00:00
dbe38a7062 A few bug fixes and arious warning fixes: unused code/variables, out of order initializations, ... 2010-10-30 21:53:41 +00:00
daeb3af67a Early changes towards MP support.
It's possible to connect several clients (running on localhost) and enter MP pregame. The actual MP game still not playable. (though it can be started)
2010-10-24 11:35:14 +00:00
9356ba15ef * minor improvements for campaigns 2010-09-04 14:49:15 +00:00
4ba3c68ced Chenges (networking for PG, minor fixes) 2010-09-03 18:42:54 +00:00
d681afe1c1 Changes towards campaign support. 2010-08-20 13:34:39 +00:00