1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
Commit Graph

48 Commits

Author SHA1 Message Date
Nordsoft91
e4ac0d4370
Editor prerequisites [part 2] (#889) 2022-09-17 14:04:01 +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
e4c2f0c822 Fix: Skyship Grail should work immediately after capturing without battle 2021-10-31 09:01:49 +02:00
Dmitry Orlov
30b879ae5d Fixed: duplicated bonusing building. Improved: opposite bonus propagation 2021-09-12 14:30:54 +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
Dmitry Orlov
3cb88b6964 Feature: Magic Well should work in the fan towns 2021-09-04 14:15:37 +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
Dmitry Orlov
d6a4767865 Mod system improvement: Patch 2 2020-10-25 01:04:34 +03:00
Dmitry Orlov
643cc00db6 Mod system improvement: Special buildings should work in the modders towns. Part II 2020-10-19 22:38:06 +03:00
Dmitry Orlov
934c4e511d Special buildings support : Patch 1 2020-10-15 15:03:01 +03:00
Dmitry Orlov
bf07cd0ad9 Mod system improvement Part I : Old saves support & MSVS build fix 2020-10-07 15:12:32 +03:00
Dmitry Orlov
f4816b0824 Mod system improvement Part I : Special buildings should work in the modders towns 2020-10-07 12:35:11 +03:00
DJWarmonger
273802c92c I have no idea what I'm doing 2018-07-26 12:14:29 +02:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00
Hao Hu
9cc2464cf6 Fixing bugs for external dwelling bonus of Golem Factory (#382)
* Fixing bugs for external dwelling bonus of Golem Factory.

[Problem]
  The occupied Golem Factory on adventure map doesn't give
  the player corresponding weekly growth bonus.

[Solution]
  1. Add the dwelling (of multiple generators) to a player's dewelling set.
  2. Created helper function to calculate external dwelling bonus
  points.

[Test]
  Manual testing on the map, works fine.

https://bugs.vcmi.eu/view.php?id=2789
2017-10-07 17:42:33 +03:00
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
ArseniyShestakov
9d9c026c85 Code style: serialize everything on own lines for easier debugging (#357) 2017-07-31 16:35:42 +03:00
Arseniy Shestakov
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
AlexVinS
70a092f58c [Refactoring] use virtual method for object specific actions when new map object is created
* --TODO
* fixes CID 1366291, CID 1366297
2017-05-28 16:23:42 +03:00
AlexVinS
a7ed27c73f Fixed CID 1375705, CID 1375709, CID 1375708 2017-05-28 14:40:35 +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
ArseniyShestakov
b5fa97b697 Merge pull request #211 from Chocimier/iss2321
Tested. Everthing looks fine so merging.
2016-09-14 00:37:17 +03:00
Arseniy Shestakov
c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00
Piotr Wójcik
40003460ca Check if building's dependencies are allowed 2016-09-10 19:38:49 +02:00
Piotr Wójcik
044e2b9e51 Properly calculate building requirements
In OH3 you can't build Capitol when Tavern is not builded.
In VCMI up to now you could.
2016-08-30 22:15:24 +02:00
DjWarmonger
8f1fba9551 Merge pull request #146 from vcmi/feature/VCMIMapFormat1
Ok let's try it.
2016-03-01 07:49:54 +01:00
Arseniy Shestakov
9428f865d3 CGTownInstance: erase all stacks when town is captured by enemy 2016-02-22 03:33:15 +03:00
Arseniy Shestakov
d15106bf63 CGTownInstance: implement armies merging on siege. Fix issue 169
Merging algorithm is replicate one from original game.
2016-02-22 02:46:31 +03:00
AlexVinS
dd1aabbe23 Use JsonSerializeFormat for map objects 2016-02-22 02:37:19 +03:00
AlexVinS
6e205a58b4 Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
	lib/VCMI_lib.cbp
	lib/filesystem/CZipLoader.cpp
	lib/filesystem/CZipLoader.h
	lib/mapObjects/CGTownInstance.cpp
2016-02-04 10:27:51 +03:00
Vadim Markovtsev
3926920103 Rename radious -> radius
There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
AlexVinS
f9d0b20234 CGMine, CGArtifact, CGGarrison serialization 2016-01-23 19:53:02 +03:00
Ivan Savenko
90dfe3e782 reduced visibility for members of Mine and Dwellings 2015-12-02 22:34:13 +02:00
Vadim Markovtsev
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00
AlexVinS
8f2da66a18 fix mantiss 1967 + some refactoring
* remove TModDescr and realted APIs - they were only used in one place
2015-09-04 22:29:20 +03:00
Sandy Carter
bdee647525 CastleInterface: Exclude previous building upgrade in reqs
Hide CityHall from Capitol prerequisites in Capitol build window
2015-08-19 12:05:43 -04:00
DjWarmonger
9e7b459882 Partial solution to #2206
TODO: add serialized field that contains custom guard config
2015-06-05 11:28:14 +02:00
AlexVinS
54453aee73 get rid of boost::assign 2014-10-04 00:34:13 +04:00
Ivan Savenko
d1dd7eef48 Proper fix for #1712 - Building requirement tests are now fixed
- added minimize() method in logical expressions that will remove excessive elements
- replaced forEach() with morph() that allows replacing types in variant
2014-08-07 19:53:07 +03:00
DjWarmonger
57fa905a2b Something that compiles. 2014-06-26 22:05:27 +02:00
Ivan Savenko
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
Ivan Savenko
5ebc0e8614 First part of object instance API cleanup
- removed passability() method in favour of passableFor(PlayerColor)
- moved operator < code to map handler
- updated class documentation
2014-06-24 20:39:47 +03:00
DjWarmonger
79036484dd Trying to sort out project changes and compile issues. 2014-06-23 19:58:19 +02:00
Ivan Savenko
b2e8c92383 Cleanup:
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
652ceb2bde Finally shattered CObjectHandler.cpp into tiny bits
- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00