bac83d8bd0
Compatiblity for last version of Cove (and likely any other town mods)
2014-06-27 00:07:09 +03:00
57fa905a2b
Something that compiles.
2014-06-26 22:05:27 +02:00
e51e2190fd
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-06-26 20:12:37 +02:00
aea5a7ba75
add comment. no code changes.
2014-06-26 20:49:18 +04:00
c28b5f6633
fix mingw build
2014-06-26 20:41:27 +04:00
00b6232ff6
Replaced usage of DLL_LINKAGE with ELF_VISIBILITY in netpacks. Please make sure that compilation now works on all platforms
2014-06-26 18:34:54 +03:00
ce6940e272
build fix for mac os:
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1) type_info visibility for CatapultAttack
2) using IObjectInfo::CArmyStructure in min_element : operator< should be const
2014-06-26 01:24:48 +03:00
955552488e
- H3M parser will create objects that don't have data in map file via
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object handler.
- Added large number of missing objects to config
2014-06-25 20:26:47 +03:00
32240da34e
Reduced number of #include's in headers. May break compilation on Win
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since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
3b0ecee678
Ugly workaround for DLL_LINKAGE issue. Should be removed once I figure
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out what's triggering it.
2014-06-25 00:37:33 +03:00
a0689fa377
Refactoring of hoverText from objects:
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- 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
ad632d1e8a
Moved FoW management from CGObjectInstance to callback
2014-06-24 20:39:47 +03:00
5ebc0e8614
First part of object instance API cleanup
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- 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
4e4ba6654c
fix Eye of magi, also fix #1608
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Conflicts:
lib/CObjectHandler.cpp
2014-06-24 18:20:28 +04:00
c7772aa5a4
Merge branch 'develop' into SDL2
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Conflicts:
lib/NetPacks.h
lib/NetPacksLib.cpp
2014-06-24 18:19:57 +04:00
c7dc4c05b8
fix mingw build
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(?) does this brake *nix build?
2014-06-24 18:17:25 +04:00
b371c7ef74
fix build
2014-06-24 15:23:37 +04:00
3b8d0e44d4
Merge branch 'develop' into SDL2
2014-06-24 14:09:44 +04:00
13bc4cb24f
Added -fvisibility=hidden parameter for gcc.
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Should help a bit with endless missing DLL_LINKAGE attributes and
(according to gcc docs) help a bit with library loading times.
2014-06-24 00:05:53 +03:00
79036484dd
Trying to sort out project changes and compile issues.
2014-06-23 19:58:19 +02:00
db49798b4d
Fixed random artifact selection
2014-06-23 20:47:09 +03:00
7c52db923a
Removed mods compatibility code from 0.95
2014-06-23 20:47:09 +03:00
06d17f709d
fixed compatibility code for resource-granting buildings
2014-06-23 20:47:09 +03:00
46d92f11cb
Project update, fix build
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(!) register types as usual too huge
2014-06-23 10:24:49 +04:00
c605e2d10c
Gcc compile & warning fixes
2014-06-22 17:26:08 +03:00
901188e2e1
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-06-22 14:53:51 +02:00
3ac306f501
Merge pull request #19 from vcmi/feature/mapObjects
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Feature/map objects
2014-06-22 14:49:42 +02:00
ab475195ac
Banks now use new scheme as well
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- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)
2014-06-22 13:39:40 +03:00
d3134a1290
Add free tiles around unguarded objects.
2014-06-18 10:31:08 +02:00
f84e25fa78
Somewhat better algorithm for paths, helps balance object distribution.
2014-06-18 09:57:36 +02:00
0a71e89f58
Created large number of missing objects in configs
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Minor bugfixes in code
2014-06-17 14:57:47 +03:00
09d595e385
- Implemented "mapObject" entry for hero classes
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- Updated schemas
- Some bugfixing
2014-06-16 19:27:26 +03:00
89b89ff85d
Bugfixing. Game seems to be working without major bugs.
2014-06-15 23:25:10 +03:00
60df94a3f5
Placing towns according to template.
2014-06-15 21:23:53 +02:00
8e66b7168a
Corrected paths & guard for large objects.
2014-06-15 19:56:58 +02:00
836c466f81
- Implementation of overrides for towns
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- Converted dwellings.json into new format
- Implemented "mapObject" entry in town format
- Removed capital/fort/village fields from town in favor of overrides
2014-06-15 19:43:01 +03:00
01355a77d8
Added "monster strength" info to templates.
2014-06-15 11:08:06 +02:00
890f29fa7e
Improved guard placement for large objects.
2014-06-15 09:39:30 +02:00
aa54803c50
Refactoring, clearing logs.
2014-06-15 08:48:46 +02:00
79da7b92ce
Templates now contain info about mines.
2014-06-14 20:05:19 +02:00
7cfd9a0903
First part of implementation of some type-specific handlers.
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TODO:
- merge dwellings.json into object configs
- proper implementation of overrides for towns
- fully connect new API to RMG/H3M
2014-06-14 18:42:13 +03:00
93b44de63c
Handling "terrain type" and "match terrain to town" options.
2014-06-14 17:14:59 +02:00
6cbcfbf0a9
Sealed-off treasure piles will be discarded and filled with obstacles.
2014-06-13 12:04:17 +02:00
edd46d87c1
Treasure pile entrance/guard will always be aimed at the center of the zone.
2014-06-13 08:00:26 +02:00
56c74bc46a
+More build target to support both SDL1 and SDL2 builds
2014-06-13 07:55:48 +04:00
bbd0312b45
Tweak configuration
2014-06-13 07:55:47 +04:00
6205d07223
Re-enabled video player, should now work with SDL 2
2014-06-13 07:55:46 +04:00
8eb661461c
- vcmi compiles with SDL2 on Linux, video player is disabled for now
2014-06-13 07:55:45 +04:00
ac2896da42
Implemented SDL2 unicode input. Hotkeys are sill broken.
2014-06-13 07:55:42 +04:00
30fd9987cf
change minizip.cbp, VCMI_lib.cbp to new externals layout
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* static link with zlib for now - I don`t want to mix with SDLs zlib
2014-06-13 07:55:37 +04:00