25a68c3ca1
Add "citadel" and "fort" to all town templates. Lazy fix for issue 1911
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Without this capitol appearance tend to be used by default.
HotA mod have all templates and actual different DEFs so it's was never affected.
2016-08-24 05:06:21 +03:00
abad3cfb17
PlayerState::daysWithoutCastle: change in netpacks only. Fix issue 2462
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Moving code from CGameHandler to NetPacksLib without changes.
2016-08-23 08:02:04 +03:00
355f0a74ab
CGSeerHut: add initialization to constructor
2016-08-23 01:19:03 +03:00
52e660f087
CQuest: add proper constructor to avoid uninitialized fields
2016-08-22 20:41:37 +03:00
111f080639
Fixed memory leak in CCreatureHandler
2016-08-22 13:27:25 +03:00
63500042e8
Fixed memory leak in CCompressedStream
2016-08-22 12:56:05 +03:00
71378546c1
Try to quick fix issue 2376
2016-08-21 05:10:03 +03:00
206c5699cf
CGHeroInstance::SecondarySkillsInfo: always set rand seed
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Seed will always be set again on hero initialization, but for save sync it's must be same before that. Related to issue 2459
2016-08-19 23:31:54 +03:00
ec22da4412
CMap: fix objects memory leak on exit
2016-08-19 16:56:26 +03:00
bf6ad4e783
More fixes for uninitialized fields part 2
2016-08-19 14:58:04 +03:00
ab06cfd586
More fixes for uninitialized fields
2016-08-18 18:53:28 +03:00
89ce1a4509
Fixed uninitialized field
2016-08-18 15:03:20 +03:00
439aeecc8b
[c::b] re-enabled PCH, tested with GCC 5.3. (Older versions may not work)
2016-08-18 13:40:35 +03:00
9250d16016
[c::b] project files tweak
2016-08-18 12:22:34 +03:00
948cca02cc
Fixes to some crashes on exit and to have cleaner valgrind output
2016-08-18 06:52:10 +03:00
39fe9472b6
CGameHandler::moveArtifact: check lock status by slot instead of id
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This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
91c298bdaa
VCAI::tileHidden: added clearPathsInfo
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Sector map likely updated anyway after AI turn starts, but cleaning of heroesUnableToExplore when tile hidden feels reasonable.
2016-08-18 03:51:00 +03:00
c931fa5081
SectorMap::exploreNewSector: only store visible visitable objects
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Fix crash that I initially missed. AI unable to access information about hidden objects like events via callbacks so we shouldn't store them here too.
2016-08-18 03:33:23 +03:00
e4091c05ec
fixed unitialized value field
2016-08-17 09:49:43 +03:00
e26384062f
Fixed memory leak in CObjectClassesHandler
2016-08-17 09:24:01 +03:00
e7f2858d33
Use make_unique for TurnInfo in CGameHandler.
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* Fixes use after free @CGameHandler.cpp:2093
2016-08-17 08:53:36 +03:00
b0045fa357
Fix TurnInfo memory leaks
2016-08-16 15:47:21 +03:00
b4a35f9c62
CPathfinderHelper: fix memory leak
2016-08-16 14:59:16 +03:00
dea39b8497
Complete solution for Subterranean Gate placement.
2016-08-15 21:37:38 +02:00
7600f8cf08
Quick fix - stop spawning Subterranean Gates at the edge of the map.
2016-08-14 08:36:15 +02:00
f995756973
First part of Subterranean Gates rework. Fixes # http://bugs.vcmi.eu/view.php?id=2450
2016-08-13 19:48:44 +02:00
8186fcae99
Removed some legacy code, work in progress.
2016-08-13 12:42:45 +02:00
2a9ddadedd
Fixes. Everything works now.
2016-08-12 21:40:22 +02:00
9b58450cb0
Part 3 - first working draft, cut generation time by half.
2016-08-12 19:16:21 +02:00
d1255f0d67
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2016-08-12 17:52:17 +02:00
1c292205df
More logging cleanup
2016-08-12 12:14:10 +03:00
7bdcd209e6
VCAI::wander: only use nearby objects from SectorMap when possible
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Now AI only check full object list if there is no suitable objects found in current sector and sectors around it.
This optimization drastically increase wandering performance on maps with tons of objects when AI see most of it.
2016-08-12 09:08:53 +03:00
aabf4808da
SectorMap: remember all visitable objects in sector for wandering
2016-08-12 09:02:14 +03:00
b83dea2008
VCAI::wander: map object selection refactoring
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Avoid doing extra steps that's not needed. Related to issue 2454.
2016-08-11 16:53:05 +03:00
8533ee3256
VCAI::validateVisitableObjs: drop unused code that
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For whatever reason it's not removed at compile time and still wasting CPU.
2016-08-11 14:54:58 +03:00
6433d7dd40
VCAI::getFlaggedObjects: don't use thread specific ptr within VCAI
2016-08-11 12:19:08 +03:00
452027cd8d
Handle ObjectInfo via pointer to avoid expensive copy.
2016-08-11 10:49:19 +02:00
379331fc73
[tests] Relaxed logging
2016-08-11 11:07:04 +03:00
19ea46a6d2
Part 2.
2016-08-11 09:20:50 +02:00
2410f0af61
- WeightedRule optimization - part 1
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- comments, style
2016-08-11 07:49:08 +02:00
25fd4d85e2
VCAI::getFlaggedObjects: use visitableObjs for better performance
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This change is drastically improve performance on maps with water. One part that caused issue 2454.
2016-08-11 03:58:24 +03:00
3a1a6cf338
CBattleInterface: fix crash on defeat in tactics phase. Fix issue 2440
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It's possible to lose all mobile stacks if you move them on moat so tactics phase must end in that case.
2016-08-09 18:15:58 +03:00
2bffd4e5c1
Moar optimization!
2016-08-09 13:40:46 +02:00
7f0b852449
Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U).
2016-08-09 10:12:13 +02:00
08dccb4cc3
Use binary search for roulette wheel. TODO: implement in other places.
2016-08-08 22:16:31 +02:00
7db2fc6d25
Fixes. Works correctly only for player factions configured in RMG options.
2016-08-06 12:16:13 +02:00
f980de7107
Place starting zones on surface/underground depending on player faction - first draft.
2016-08-06 10:04:03 +02:00
6e24d1e929
Applied patch by rumianom from http://bugs.vcmi.eu/view.php?id=2442
2016-08-01 18:28:14 +03:00
57e588cba1
attempt to fix travis build
2016-07-28 13:15:19 +03:00
5a1383fea8
Correct implementation for previous fix.
2016-07-25 18:37:42 +02:00