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Commit Graph

2868 Commits

Author SHA1 Message Date
nordsoft
108470471e Minor fixes 2022-08-28 06:31:45 +04:00
nordsoft
9bb8f2a971 Game runs without crash 2022-08-28 06:31:33 +04:00
nordsoft
756793992f First compilable commit for obstacles 2022-08-28 06:31:26 +04:00
Nordsoft91
6da7c9ccb5
Random map generator refactoring (#762)
random map generator refactoring and improvements
2022-08-09 08:54:32 +03:00
Andrii Danylchenko
232010c5de battlefields in VLC and custom bonuses for terrain patches 2022-07-02 14:47:40 +03:00
Nordsoft91
d8f552006a
New battlegrounds (#758) 2022-06-22 11:41:02 +03:00
Nordsoft91
5f1c5c6731
New terrain support - part 1 (#755)
Initial support of new terrains
2022-06-20 17:39:50 +03:00
Andrii Danylchenko
1128abc593 Fix hero movement animation 2022-06-07 15:00:39 +03:00
Soar Qin
b061c4988c
Changes to resolution check on window creation (#747)
* Changes to resolution check on window creation:
1. Allow scaled rendering in window mode
2. Match closest logical rendering resolution while scaling is used
2022-06-06 09:46:24 +03:00
nordsoft
d92356f085 Fixed game crash: divide by zero due to threads racing 2022-05-28 14:34:36 +03:00
Konstantin
8fc14369a4
CMake presets. (#744)
* CI: use single build action
* CMake: use imported targets
* CI: do not build boost for linux
* CMake: add FORCE_BUNDLED_MINIZIP option
* linux: use external minizip and fuzzylite
* CMake: add presets
* .gitignore: ignore cmake build dirs
* github: use cmake presets
2022-05-26 08:55:20 +03:00
Andrii Danylchenko
c293b655f5 Fix one more battle ai related crash. 2022-05-21 15:41:56 +03:00
Konstantin
c6b198ce14
Warning fix (I moved C++17 and CI to another branch) (#739)
* clang warning fixes
* use CMake 3.10 due to MXE CI does not have 3.13 yet

Co-authored-by: Konstantin <rilian@niisi.ras.ru>
2022-05-19 15:14:50 +03:00
Andrii Danylchenko
b269d7fed6 Fix case when defender creature is killed with pre-attack spell like liches death ripple 2022-05-14 17:38:06 +03:00
Andrii Danylchenko
6c36a1a2f6 Tray notifications for MXE 2022-05-14 13:23:09 +03:00
Andrii Danylchenko
2fc7cf02b0 tray notification for windows 2022-05-14 13:23:09 +03:00
Konstantin
8757a577e3 CVideoHandler: fix codecContext according to docs 2022-05-14 13:22:41 +03:00
Konstantin
e7b753c222 CVideoHandler: use new ffmpeg 2022-05-14 13:22:41 +03:00
Andrii Danylchenko
1e97859fbf Fix crash when clicking scenario info during campaign gameplay. 2022-05-10 09:48:05 +03:00
Andrii Danylchenko
2710d1df50 Android: make keyboard appear and disappear only on demand 2022-05-08 17:09:17 +03:00
Andrii Danylchenko
0d15089dd4 Do not remove hero if left only with commander 2022-05-01 09:30:30 +03:00
Andrii Danylchenko
e0e3787748 When the battle is won with only summoned creatures - defeat 2022-05-01 09:30:30 +03:00
Andrii Danylchenko
fa9a420f99 Fix a few crashes 2022-04-17 09:10:53 +03:00
Andrii Danylchenko
4defbc314a Fix saves when some humans become AI. (PlayerInterface destructor clears LOCPLINT) 2022-03-21 09:38:14 +02:00
Dmitry Orlov
ea2931c6ea Fix: Get rid of 'Tile is not visible' error message 2022-01-30 12:31:07 +02:00
Andrii Danylchenko
84948820b2 exchange window move single stacks buttons 2022-01-03 15:13:46 +02:00
Andrii Danylchenko
0fd13d2f3b Change HD mod assets 2022-01-03 15:13:46 +02:00
Andrii Danylchenko
78efd09e2e Refactor HD mod army exchange 2022-01-03 15:13:46 +02:00
Andrii Danylchenko
3c0935a5b9 Artifact exchange 2022-01-03 15:13:46 +02:00
Andrii Danylchenko
8fa0b30985 Army exchange implementation 2022-01-03 15:13:46 +02:00
Andrii Danylchenko
2ce73fd4e1 Army exchange implementation 2022-01-03 15:13:46 +02:00
Arseniy Lartsev
222a0e40c7 Added code to display some HD mod buttons in hero exchange window 2022-01-03 15:13:46 +02:00
Arseniy Lartsev
24d2d5b702 New layout for hero exchange dialog with HD mod features 2022-01-03 15:13:46 +02:00
Arseniy Lartsev
c502cfc223 Added constructor with target size argument for CAnimImage
The image will be scaled to the given width (height is ignored)
2022-01-03 15:13:46 +02:00
Dmitry Orlov
8cae3398ba Feature: Army Management Shortcuts should work as in HD+ Mod 2021-11-28 20:00:43 +02:00
Dmitry Orlov
a65feb29f5 Fixed: Advanced options window issues 2021-11-13 17:02:11 +02:00
Dmitry Orlov
1ce7701168 Fixed: Animation errors should not lead to hanging 2021-11-10 20:32:54 +02:00
Dmitry Orlov
0427fa45dd Fix: Terrain description should be shown correctly 2021-11-08 21:01:30 +02:00
Dmitry Orlov
7cfd1fe0ca Fix: Captured town should not be duplicated on the UI 2021-10-31 17:33:26 +02:00
Dmitry Orlov
30b879ae5d Fixed: duplicated bonusing building. Improved: opposite bonus propagation 2021-09-12 14:30:54 +03:00
Dmitry Orlov
25d9ea1ddf Feature: Opposite Side Limiter 2021-09-04 14:15:38 +03:00
Dmitry Orlov
6f0864b47c Feature: Town Negative Bonuses. Fix: Negative bonus bearers should not be affected 2021-09-04 14:15:37 +03:00
Andrii Danylchenko
83f690e059 change SDL color key alpha to transparent 2021-08-21 09:32:52 +03:00
Andrii Danylchenko
27b3a88dda Replace App Veyor 2021-08-21 09:32:52 +03:00
Sergei Trofimovich
23215e039c client/CVideoHandler.cpp: fix crash on video playback
Avoid buffer overflow caused by sws_scale():
    http://trac.ffmpeg.org/ticket/9254
Currently (ffmpeg-4.4 with SSE3 enabled) sws_scale()
has a few requirements for target data buffers on rescaling:
1. buffer has to be aligned to be usable for SIMD instructions
2. buffer has to be padded to allow small overflow by SIMD instructions
Unfortunately SDL_Surface does not provide these guarantees.
This means that atempt to rescale directly into SDL surface causes
memory corruption. Usually it happens on campaign selection screen
where short video moves start spinning on mouse hover.

To fix [1.] we use av_malloc() for memory allocation.
To fix [2.] we add an `ffmpeg_pad` that provides plenty of space.
We have to use intermdiate buffer and then use memcpy() to land it
to SDL_Surface.

Without the change crash has the following backtrace:

```
(gdb) bt
    (c=0x47508940, src=0x1ffeffef50, srcStride=0x1ffeffef30, srcSliceY=0, srcSliceH=116, dst=0x1ffeffef70, dstStride=0x1ffeffef40) at src/libswscale/x86/yuv2rgb_template.c:119
    (c=<optimized out>, srcSlice=<optimized out>, srcStride=0x432afa20, srcSliceY=<optimized out>, srcSliceH=116, dst=<optimized out>, dstStride=0x1ffefff0a0) at src/libswscale/swscale.c:969
    (this=0x1abaa330, x=90, y=72, dst=0x1a85a4c0, forceRedraw=<optimized out>, update=<optimized out>)
    at ../vcmi-9999/client/CVideoHandler.cpp:332
    at ../vcmi-9999/client/gui/CIntObject.cpp:83
    at ../vcmi-9999/client/gui/CGuiHandler.cpp:462
```

valgrind points to corruption right in sws_scale():

```
Invalid write of size 8
   at 0x6C50BD3: ??? (in /usr/lib64/libswscale.so.5.7.100)
   by 0x6C4FAE6: yuv420_rgb32_ssse3 (yuv2rgb_template.c:119)
   by 0x6C28DF2: sws_scale (swscale.c:969)
   by 0x4566F6: CVideoPlayer::nextFrame() (CVideoHandler.cpp:293)
   by 0x4573A6: CVideoPlayer::update(int, int, SDL_Surface*, bool, bool) (CVideoHandler.cpp:332)
   by 0x25EC94: CIntObject::show(SDL_Surface*) [clone .part.0] (CIntObject.cpp:83)
   by 0x34E855: CMainMenu::update() (CMainMenu.cpp:319)
   by 0x25D589: CGuiHandler::renderFrame() (CGuiHandler.cpp:462)
   by 0x1F7450: mainLoop (CMT.cpp:1387)
   by 0x1F7450: main (CMT.cpp:513)
 Address 0x475088a8 is 0 bytes after a block of size 92,840 alloc'd
   at 0x483F7E5: malloc (vg_replace_malloc.c:380)
   by 0x52B4E23: SDL_malloc_REAL (SDL_malloc.c:5387)
   by 0x5266237: SDL_SIMDAlloc_REAL (SDL_cpuinfo.c:963)
   by 0x52EF042: SDL_CreateRGBSurfaceWithFormat_REAL (SDL_surface.c:123)
   by 0x2649AC: CSDL_Ext::newSurface(int, int, SDL_Surface*) (SDL_Extensions.cpp:42)
   by 0x457B20: CVideoPlayer::open(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, bool, bool, bool) (CVideoHandler.cpp:182)
   by 0x457C60: CVideoPlayer::open(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, bool) (CVideoHandler.cpp:84)
   by 0x35B14E: CCampaignScreen::CCampaignButton::show(SDL_Surface*) (CCampaignScreen.cpp:126)
   by 0x25EC94: CIntObject::show(SDL_Surface*) [clone .part.0] (CIntObject.cpp:83)
   by 0x34E855: CMainMenu::update() (CMainMenu.cpp:319)
   by 0x25D589: CGuiHandler::renderFrame() (CGuiHandler.cpp:462)
   by 0x1F7450: mainLoop (CMT.cpp:1387)
   by 0x1F7450: main (CMT.cpp:513)
```

Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
2021-07-31 14:35:31 +03:00
Andrii Danylchenko
3fa7e0976f Nullkiller: update / fix build, core changes required for Nullkiller AI 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
b4241670ba Nullkiller: rename VCAI to AIGateway 2021-07-26 21:02:50 +03:00
Sergei Trofimovich
e407d4e547 client/lobby/CBonusSelection.cpp: fix difficulty overflow in bonus UI
Before the change campaign bonus selection screen had inconsistent
overflow behaviour for difficulty selection:

```
    0 1 2 3 4 | available buttons: '-' to decrease
      ^       |                    '+' to increase
```

Before the change:

1. If we click '+' 5 times we will end up on difficulty=4 (ok, saturated).
2. If we click '-' 5 times we will end up on difficulty=1 (unexpected, wrap around).

After the change:

1. If we click '+' 5 times we will end up on difficulty=4 (saturated).
2. If we click '-' 5 times we will end up on difficulty=0 (saturated).

The inconsistency happens because `difficulty` variable has `ui8` type
and server uses `difficulty = vstd::abetween(difficulty, 0, 4)` to
implement the saturation.

For large positive values saturation works as expected:
    vstd::abetween(difficulty=5, 0, 4) -> 4
For small values it does not:
    vstd::abetween(difficulty=-1, 0, 4) -> 4

The change makes client to avoid using negative values.
2021-07-25 21:01:17 +03:00
Sergei Trofimovich
e4dd2f6dd8 client/lobby/SelectionTab.cpp: initialize generalSortingBy before use
Noticed use of uninitialized value when built vcmi with -fsanitize=undefined:

```
  Established connection with
    VCMI 0.99 b310f2e61e (server).
    UUID: bab9a90d-7416-4566-8817-e367ffcac7c1
  ../vcmi-9999/client/lobby/SelectionTab.cpp:138:16:
    runtime error: load of value 32717, which is not a valid value for type 'ESortBy'
  /usr/lib/gcc/x86_64-pc-linux-gnu/12.0.0/include/g++-v12/tuple:190:4:
    runtime error: load of value 32717, which is not a valid value for type 'ESortBy'
  /usr/lib/gcc/x86_64-pc-linux-gnu/12.0.0/include/g++-v12/tuple:190:4:
    runtime error: load of value 32717, which is not a valid value for type 'ESortBy'
```

Here (before the change) `SelectionTab()` used `generalSortingBy` before
first use:

```
    SelectionTab::SelectionTab(ESelectionScreen Type) {
        ...
        if(tabType != ESelectionScreen::campaignList)
        {
            ...
                ESortBy criteria = (ESortBy)i;
                if(criteria == _name)
                    criteria = generalSortingBy;

                buttonsSortBy.push_back(... std::bind(&SelectionTab::sortBy, this, criteria)));
            ...
        }
        ...
        switch(tabType)
        {
        case ESelectionScreen::newGame:
                generalSortingBy = ESortBy::_name;
        ....
```

The change moves `generalSortingBy` initialization before first use.

Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
2021-07-25 21:00:31 +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