1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
Commit Graph

121 Commits

Author SHA1 Message Date
Ivan Savenko
01811317f9 Remove assert which may not always be true 2023-01-09 23:22:59 +02:00
Ivan Savenko
3219e322ae Fixed all non-silenced gcc/clang warnings 2022-12-07 18:05:47 +02:00
Ivan Savenko
5cd405bce8 Fixed meta field handling in JsonUtils::inherit function, removed
workarounds
2022-11-30 17:38:53 +02:00
Andrey Filipenkov
9f46bf5bff Apply suggestions from code review
Co-authored-by: Nordsoft91 <nordsoft@yahoo.com>
2022-09-24 15:55:26 +03:00
Andrey Filipenkov
011f303397 code style improvement 2022-09-24 15:55:25 +03:00
Andrey Filipenkov
ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
Nordsoft91
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
Dmitry Orlov
2a39c401b8 Feature: Opposite Side Limiter. Added: Old saves support. 2021-09-04 14:15:38 +03:00
Dmitry Orlov
25d9ea1ddf Feature: Opposite Side Limiter 2021-09-04 14:15:38 +03:00
Andrii Danylchenko
9c8d776398 Merge branch 'develop' into handlersAbstraction
# Conflicts:
#	CI/linux/before_install.sh
#	CI/mac/before_install.sh
#	CI/mxe/before_install.sh
#	lib/CModHandler.cpp
#	lib/mapObjects/CObjectClassesHandler.cpp
#	lib/mapObjects/CObjectClassesHandler.h
#	lib/mapObjects/CommonConstructors.cpp
#	server/CGameHandler.cpp
#	test/CMakeLists.txt
#	test/spells/effects/TeleportTest.cpp
2021-07-16 00:32:13 +03:00
Dmitry Orlov
8b08973283 Fix: ID-collisions when processing large mods collections 2021-04-25 15:07:06 +03:00
AlexVinS
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
Dmitry Orlov
854a2e6c39 Feature: Mods system improvement, Part III. Bunusing buildings customization. 2021-01-14 01:02:13 +03:00
John Bolton
a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00
godric3
8650a8eea8 allow json schema references to use relative file path 2018-10-30 22:30:56 +01:00
godric3
d9d01f0b68 Exposed more of existing limiters for modders (#449)
* Exposed alignment, faction and terrain limiters
* Limiters toString() use now boost:format
2018-04-17 19:59:30 +07:00
Henning Koehler
82f334b503 Enable Limiter nesting with AllOf, AnyOf, NoneOf (#439)
* Renamed LimiterList to AllOfLimiter and added AnyOfLimiter, NoneOfLimiter
* Updated bonus schema to new limiter format
2018-04-01 18:17:34 +07:00
Henning Koehler
02b5a5e830 Make bonus stacking configurable + fix duplicate propagation/inheritance (#433)
Addresses several related problems:
* Propagation / unpropagation of duplicate bonuses is inconsistent, causing bugs
* Duplicate bonuses never stack, which is not always intended behaviour (e.g. multiple copies of resource generating artifacts)
* Different bonuses always stack, which is not always intended behaviour (e.g. Angel + Archangel morale bonuses)

This is addressed as follows:
* Duplicate bonuses are never eliminated during propagation/inheritance.
* Unpropagation eliminates only a single copy of duplicated bonus
* Bonus receives a new field stacking that determines stacking behaviour:
* * empty string = no stacking with duplicates (default)
* * "ALWAYS" = stacks with duplicates & everything else
* * some other value = no stacking with bonuses with same stacking value
Also Morale/Luck window now hides non-stacking bonuses.
2018-03-27 14:54:58 +07:00
Henning Koehler
7f76648a7c Extend Bonus.addInfo to integer vector (#427)
* changed Bonus::additionalInfo to integer vector

* fixed deserialization for old savegames

* removed newline from JsonNode::toJson()

* updated bonus schema; SPELL_AFTER_ATTACK and SPELL_BEFORE_ATTACK use new addInfo format

* removed unnecessary init in Bonus constructor
2018-03-12 08:20:18 +03:00
Henning Koehler
4ee9d7f65a Configure JSON merge behaviour via #override flag (#423)
* added json flags; override flag affects how structs are merged
2018-03-05 11:30:10 +08:00
Henning Koehler
e2f2568221 added extra debug info for Json parsing 2018-02-18 20:59:05 +13:00
Henning Koehler
552bad08b3 added TimesHeroLevelUpdater; renamed ScalingUpdater to GrowsWithLevelUpdater 2018-02-18 20:36:24 +13:00
Henning Koehler
f9a8cb2876 fixed formatting and other small issues 2018-02-18 20:22:23 +13:00
Henning Koehler
2b8f111a81 converted special.json; fixed bugs in specialty json construction 2018-02-18 20:22:23 +13:00
Henning Koehler
20172dba7c indentation fix 2018-02-18 20:08:34 +13:00
Henning Koehler
ee46862784 replaced JsonNode::isEmpty() with JsonNode::containsBaseData() 2018-02-18 20:08:34 +13:00
Henning Koehler
de6d4d8367 fixed indentation for switch statements 2018-02-18 20:08:34 +13:00
Henning Koehler
6ae103dd63 print json in compact format 2018-02-18 19:27:24 +13:00
Henning Koehler
038cb4bf19 remove base json from specialty bonuses 2018-02-18 19:27:24 +13:00
Henning Koehler
eb02ce0f31 changed specialty json format to struct with base (WIP) 2018-02-18 19:27:24 +13:00
Henning Koehler
05838b3827 Bonuse::toJsonNode uses string constants for type/subtype 2018-02-18 17:33:23 +13:00
Henning Koehler
c79b776f3c Limiters (at least creature type limiters) are printed as well 2018-02-18 17:33:23 +13:00
Henning Koehler
2703b035a6 added updater to Bonus json format 2018-02-18 17:33:23 +13:00
Michał Kalinowski
26a222ac62 Change JsonType to enum class (#393)
Change enum JsonType to enum class JsonType
2017-11-27 00:18:18 +03:00
Henning Koehler
03b7da93e2 use logMod for all mod-related logging 2017-08-31 09:23:19 +12:00
AlexVinS
15138c23de Finished conversion to new logging API
* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00
AlexVinS
046e1a7c29 Prepared JsonNode for new logging API. 2017-08-11 16:27:42 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +03:00
AlexVinS
a85b4cf2a5 * WIP on event condition format
* Hero portrait serialization
* Fix town spells serialization

* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00
Vadim Markovtsev
baa7a84db3 Fix memory corruption during loading artifacts from mods 2016-10-22 10:00:55 +02:00
Vadim Markovtsev
2c1dddde33 Fix memory problems with BonusList
Bonus * -> std::shared_ptr<Bonus>

This cures the following problems:

1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?).
2) Memory leaks. Some Bonuses were not deleted.
3) Reduce the number of "Orphaned child" messages.

Valgrind reports 0 leaked memory now and no invalid reads/writes.
2016-09-29 15:08:00 +02:00
Arseniy Shestakov
10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
Vadim Markovtsev
36eaa399e7 Add hardcodedFeature to switch winner's retreating with no troops 2016-01-27 16:42:17 +03:00
Arseniy Shestakov
9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
AlexVinS
ac3e48f4b9 Move JsonNode operator<< to right plase 2015-02-10 14:43:26 +03:00
Ivan Savenko
836c466f81 - Implementation of overrides for towns
- Converted dwellings.json into new format
- Implemented "mapObject" entry in town format
- Removed capital/fort/village fields from town in favor of overrides
2014-06-15 19:43:01 +03:00
AlexVinS
eff801f39a Extract "inherit node" function 2014-05-19 02:28:44 +04:00
Ivan Savenko
9c0df68cb8 Fixing spelling mistakes. Patch from josch, fixes #1759 2014-03-23 12:59:03 +00:00
Ivan Savenko
122db9963b More string ID's for buildings:
- town hall slots now use string ID's
- converted building requirements to new format
- "upgrades" property from buildings now uses string ID's
- several fixes for improved support of alternative creatures
- removed no longer needed "id" property from structures

Old mods should still work but will produce error messages during
validation
2013-12-04 10:36:39 +00:00
Ivan Savenko
dd73573c5c - vcmi can now calculate crc32 checksum of a file
- reorganized internal filesystem structure - all files from one mod are
now grouped in same FS node
- modhandler will now calculate crc32 checksum for each mod
- modhandler now knows validation status of each mod

todo - use checksum to determine mods that have not changed since last
start and disable validation for them.
2013-11-08 20:36:26 +00:00