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Commit Graph

54 Commits

Author SHA1 Message Date
Arseniy Shestakov
668cd83ee5 More work on static variable desyncs 2016-08-29 23:07:52 +03:00
AlexVinS
74a82c4c9d Moved boost:format log proxy to CLoggerBase 2016-08-13 16:57:18 +03:00
AlexVinS
599f4cfb55 extracted base logger class to vstd 2016-08-13 16:57:16 +03:00
AlexVinS
efee250e49 Few more usages of logFormat 2016-08-13 16:57:14 +03:00
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
ArseniyShestakov
4e8486da7b Merge pull request #160 from vmarkovtsev/issue/2388
Fix 2388 obelisks puzzle revealing
2016-01-27 20:49:03 +03:00
Vadim Markovtsev
9f3313524e Fix 2160 dismissing a VIP hero 2016-01-27 17:10:19 +03:00
Vadim Markovtsev
10f888a483 Fix obelisks puzzle revealing
Teams and players were messed up in lib; hardcoded constants were refactored.
2016-01-20 10:44:13 +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
ArseniyShestakov
e872b400b7 Comments save format backward compatability code as Ivan suggested
Also we should always handle RumorState::TYPE_NONE in getTavernRumor properly anyway.
2015-12-06 02:51:54 +03:00
ArseniyShestakov
360ebcce7e Merge pull request #145 from vcmi/feature/tavernRumors
Tavern rumors and Thieves Guild fixes
2015-12-05 03:13:25 +03:00
ArseniyShestakov
0a5e9c0fbe Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
ArseniyShestakov
c83f15e413 Merge branch 'develop' into feature/tavernRumors
Conflicts:
	lib/CGameState.h
2015-12-05 01:01:26 +03:00
ArseniyShestakov
d856fde73f Rumors: use enum instead of magic numbers and avoid potential crash 2015-12-04 22:58:14 +03:00
ArseniyShestakov
2a63ba148a Thieves Guild: fix tavern map object, lvl 0 when no taverns owned
We also now check not number of towns, but only towns that has tavern built. Also according to original mechanics all taverns always display information based on your number of taverns and not number of taverns of object owner.
2015-12-04 18:38:57 +03:00
ArseniyShestakov
eced16945e getVisibleTeleportObjects: use getObj as not verbose
We checking visibility in this function so there no need to send information about that into errorStream.
2015-12-04 05:43:55 +03:00
Ivan Savenko
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
Ivan Savenko
c3ce4b25df Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
ArseniyShestakov
ffcc5ccdd2 Rumors: implement support for grail terrain rumor 2015-12-01 04:57:52 +03:00
ArseniyShestakov
15273ac0f7 Rumors: avoid repeating of same rumor twice in a row
Multiple rumors of same type can go in a row, but not identical rumors.
2015-12-01 02:14:11 +03:00
ArseniyShestakov
98582d628c Rumors: move code into CGameState and add backward compatability 2015-12-01 00:44:58 +03:00
ArseniyShestakov
879eaa47f8 Rumors: client-side proof of concept implementation
Actually information about this week rumor should be stored in gamestate and updated weekly
2015-11-30 20:52:15 +03:00
ArseniyShestakov
6704ea0cff Rumors: rename getTavernGossip to getTavernRumor for consistency
Original game used "Rumors" and not "Gossips" and we already using rumor in CMap.
2015-11-30 17:51:28 +03:00
DjWarmonger
a6ea0981b6 Merge branch 'develop' into mutexRelax 2015-10-24 18:30:43 +02:00
AlexVinS
2b434111bf More hero|creature casting unification 2015-09-29 17:26:40 +03:00
DjWarmonger
1c14dbf7b2 Cache SectorMaps to evaluate multiple goals -> huge performance boost 2015-08-31 08:25:33 +02:00
DjWarmonger
a3ce1521e5 Cache visible tiles within SectorMap for quicker access. 2015-08-31 07:39:03 +02:00
DjWarmonger
904a66764c Optimization to getPlayerTeam functions, not very successful :/ 2015-08-30 21:42:19 +02:00
DjWarmonger
70801309bd Optimization for CGameInfoCallback:getPlayer function. It also seems to be called more often than needed. 2015-08-30 20:51:22 +02:00
Rohit Nirmal
aa00fdbd0e Fix building with Boost 1.58. 2015-05-06 19:16:51 -05:00
DjWarmonger
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
00b0af7306 CGameInfoCallback: now actually drop excludeId argument 2015-03-09 14:20:34 +03:00
ArseniyShestakov
861104f493 CGameInfoCallback: refactoring of getTeleportChannelEntraces / getTeleportChannelExits
Move shared filtering code into getVisibleTeleportObjects.
Also remove excludeId as it's not currently used.
2015-03-09 05:10:31 +03:00
ArseniyShestakov
0c1a37e5a7 CGameInfoCallback: more functions to check teleport channel types 2015-03-09 02:01:24 +03:00
ArseniyShestakov
eff4da1d03 ETeleportChannelType: is now strongly typed enumeration 2015-03-09 01:45:39 +03:00
ArseniyShestakov
826a64b579 Pack of tiny code improvements for @alexvins request 2015-03-08 20:19:00 +03:00
ArseniyShestakov
8d7b6d119f CGameInfoCallback: add functions that gather information about teleport channels
This code belongs to callback because both player and AI shouldn't directly access information about teleport channels.
For example pathfinder code need to check teleport channel type only based on information about objects player already seen.
2015-03-08 16:21:14 +03:00
AlexVinS
b6038240ab Implemented DISGUISE spell. Untested 2015-02-26 08:39:59 +03:00
AlexVinS
b846b717a1 implemented VISIONS spell (partially)
(-) todo: agressivnes
2015-02-26 08:39:56 +03:00
AlexVinS
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
AlexVinS
eebf65e88f Merge branch 'develop' into SpellsRefactoring4 2014-12-24 00:15:27 +03:00
DjWarmonger
c538370c5d Players will be always able to see their owned heroes and other objects. Fixes #1959. 2014-12-21 13:56:32 +01:00
AlexVinS
787c970003 Simplify CGameInfoCallback::estimateSpellDamage 2014-11-13 15:16:27 +03:00
AlexVinS
d7800b834e get rid of CBattleInfoCallback::calculateSpellDmg 2014-11-12 09:52:11 +03:00
Ivan Savenko
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
DjWarmonger
36a7cff998 Cleaning error messages at access to players. 2014-09-17 11:03:53 +02:00
DjWarmonger
d9273b3b2a Cleaning logs. 2014-09-10 19:09:48 +02:00
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
Ivan Savenko
16eb4b3267 First part of fix for 1712
- implemented recursive search for missing dependencies
 - todo - update GUI. As of now Gui may provide incorrect information
2014-08-07 19:53:07 +03:00
rhn
e7fa17af38 Fixed message when a structure can't be built due to requirements, but a different building has been built already 2014-07-29 09:49:50 +02:00