AlexVinS
15fe37133c
Fix compilation with SDL1
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+ seems to be fully backward compatible (need more testing)
2014-06-13 07:55:48 +04:00
AlexVinS
56c74bc46a
+More build target to support both SDL1 and SDL2 builds
2014-06-13 07:55:48 +04:00
AlexVinS
bbd0312b45
Tweak configuration
2014-06-13 07:55:47 +04:00
Ivan Savenko
c424677736
- Hotfix: overlay was a pointer
2014-06-13 07:55:47 +04:00
Ivan Savenko
6205d07223
Re-enabled video player, should now work with SDL 2
2014-06-13 07:55:46 +04:00
AlexVinS
47979d28bb
Remove broken assertion
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* this restores music support
2014-06-13 07:55:46 +04:00
Ivan Savenko
8eb661461c
- vcmi compiles with SDL2 on Linux, video player is disabled for now
2014-06-13 07:55:45 +04:00
AlexVinS
3db7fb4f63
Still try to fix opengl backend
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- no success
+ make backend selection configurable
2014-06-13 07:55:45 +04:00
AlexVinS
d289c6a34a
Prefere opengl rendering
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- broken ...
2014-06-13 07:55:44 +04:00
AlexVinS
5bb3d859eb
Nice fullscreen mode++
2014-06-13 07:55:44 +04:00
AlexVinS
04aa76b842
Fix arrow keys moving on adventure map
2014-06-13 07:55:43 +04:00
AlexVinS
6474e37b76
try to fix hotkeys
2014-06-13 07:55:43 +04:00
AlexVinS
ac2896da42
Implemented SDL2 unicode input. Hotkeys are sill broken.
2014-06-13 07:55:42 +04:00
AlexVinS
d50976bf4a
restore some SDL1 code in CMT.XXX
2014-06-13 07:55:41 +04:00
AlexVinS
0ef16feca9
Refactoring towards backward compatibility (WiP)
2014-06-13 07:55:41 +04:00
AlexVinS
1597254399
just a few tweaks and it works!
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* enable video again
* set default bpp to 32 - SDL2 dont like 24 bit resolution
* now almost everything looks as expected (some issues are present though)
2014-06-13 07:55:40 +04:00
AlexVinS
6890c2650b
fix keyboard state access
...
* is somewhat playable already!
2014-06-13 07:55:40 +04:00
AlexVinS
cd81e85a61
fix loading to pregame. Looks awful. More work to do.
...
* video temprorary disabled
* multithread loading seems to be broken - disabled
2014-06-13 07:55:39 +04:00
AlexVinS
e072b2664f
fix pixel format
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* now it shows intro video (but then crash ...)
2014-06-13 07:55:39 +04:00
AlexVinS
62d42465de
fix compilation
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* may not even run
* text input disabled
2014-06-13 07:55:38 +04:00
AlexVinS
796905ec42
change VCMI_client.cbp to new externals layout
...
* it will not compile of course
2014-06-13 07:55:38 +04:00
AlexVinS
30fd9987cf
change minizip.cbp, VCMI_lib.cbp to new externals layout
...
* static link with zlib for now - I don`t want to mix with SDLs zlib
2014-06-13 07:55:37 +04:00
DjWarmonger
2c1001f8e0
Making sure that treasure piles and other objects will always be accessible from the center of zone.
2014-06-12 21:51:16 +02:00
DjWarmonger
236b3ec807
Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.
2014-06-12 21:10:43 +02:00
DjWarmonger
e468e8453b
Merge pull request #17 from Haryaalcar/develop
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sorting by filename implemented for save and load screens
2014-06-11 13:10:28 +02:00
Haryaalcar
11955605b5
sorting by filename implemented for save and load screens
2014-06-11 00:03:08 +03:00
DjWarmonger
110aebc5b1
Merge pull request #16 from Haryaalcar/develop
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crash in VCAI::completeGoal() fixed
2014-06-09 15:43:49 +02:00
Haryaalcar
2ee139977f
crash in VCAI::completeGoal() fixed
2014-06-09 11:24:17 +03:00
DjWarmonger
1a34297c33
Rearranged treasure pile info.
2014-06-08 14:35:41 +02:00
DjWarmonger
c82bfd0f3e
- Fixed guard generation
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- Added Jebus template for comparison
2014-06-08 08:42:29 +02:00
DjWarmonger
fed2821a94
Fixed behaviour with extreme treasure values.
2014-06-07 22:27:36 +02:00
stopiccot
145df56126
different data file locations for different iso files
2014-06-07 17:29:16 +03:00
DjWarmonger
81a64a8e67
Templates can now use multiple configurations of treasure piles.
2014-06-07 15:51:03 +02:00
DjWarmonger
b3a39f4920
Misc improvements & tests.
2014-06-07 14:02:57 +02:00
DjWarmonger
dd5c94fa1e
Fixed overlaping of treasure piles.
2014-06-07 10:47:38 +02:00
DjWarmonger
b68f16e89e
Make sure that non-removable objects have their visitable tile accessible.
2014-06-07 10:13:59 +02:00
DjWarmonger
743d8dcf9f
Treasure piles won't be placed at free tiles.
2014-06-07 09:09:50 +02:00
Ivan Savenko
44742814cd
More cleanup:
...
- moved SoundBase.h to lib since it contains shared data
- added RMG info to object format. Note that data is not yet imported in
configs
- slightly updated API of object handlers
2014-06-05 23:51:24 +03:00
DjWarmonger
e4ea6727b7
Treasure piles should always be accessible.
...
Boosted treasure value for better overview.
2014-06-05 21:37:39 +02:00
DjWarmonger
1746ab8c12
Added spell scrolls to the mix.
2014-06-05 20:19:42 +02:00
Ivan Savenko
b2e8c92383
Cleanup:
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- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
76bf5351c6
Line endings are now unix-style
2014-06-05 19:57:43 +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
DjWarmonger
e54c816c92
Treasure piles can now cover several tiles.
2014-06-05 17:19:11 +02:00
Ivan Savenko
0afdfa529c
Moved all object-related files to lib/mapObjects directory.
...
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
1d5d4e3248
Fixed broken in some cases behavior of "base" entries.
...
Maps with new objects seems to be working correctly now, objects are
correctly initialized with base values even with null input
2014-06-04 22:59:28 +03:00
DjWarmonger
c470b9606b
Obstacles won't be generated around unguarded objects.
2014-06-04 20:59:01 +02:00
stopiccot
a091398027
different iso files have different data1.cab location
2014-06-04 21:40:33 +03:00
Ivan Savenko
971a93b4f1
Fixed missing serialization of new types
2014-06-04 20:43:54 +03:00
DjWarmonger
464ffc4afa
Implemented (hopefully) original treasure randomization algorithm.
2014-06-04 19:08:04 +02:00