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Commit Graph

42 Commits

Author SHA1 Message Date
Ivan Savenko
e9e549148d Implemented teleportation animation effect 2022-12-18 18:26:43 +02:00
Ivan Savenko
deffba01b9 All battle effects are now fully client sided 2022-12-17 17:35:15 +02:00
Ivan Savenko
c79634b6a7 Moved all animation ordering logic to callers
Previously, CBattleAnimation & inheritors were controlling animation
ordering - e.g. which animations should play after which.
Now, this is controlled by caller, e.g. BattleInterface & its
controllers.
H3 animations are fairly linear and can be split in stages which are
already somewhat implemented via waitForAnims
2022-12-13 21:31:49 +02:00
SoundSSGood
0032947735 regression fixed. Artifact assemble dialog shows multiple times. 2022-11-07 00:36:13 +02:00
Andrey Filipenkov
ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
Dmitry Orlov
ea2931c6ea Fix: Get rid of 'Tile is not visible' error message 2022-01-30 12:31:07 +02:00
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
Alexander Shishkin
5c09f751b3 Gui cleanup3 - UI refactoring to use smart pointers (#440)
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +07:00
AlexVinS
03cfd2cb78 Do not use StackLocation in netpacks 2018-03-17 13:24:12 +08:00
AlexVinS
0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00
AlexVinS
4f8c7bd4bb CStack refactoring
* removed all occurrences of attackerOwned
* Use BattleSide enum
* more tweaks
2017-07-01 19:17:08 +03:00
FeniksFire
4113bdab01 Moving some files from lib to the battle subdirectory. 2017-06-26 15:26:08 +02:00
AlexVinS
86e33a4c45 [Refactoring] Unified SetResources NetPack API. 2016-11-26 15:14:43 +03:00
Arseniy Shestakov
c5cfc8467f Battles: change naming from drawbridge to gate for everything
This way code is shorter and cleaner while in future we may support towns with gate only.
2016-02-13 17:40:31 +03:00
Arseniy Shestakov
422d5cabdf CBattleInterface: first pass on client drawbridge visualization 2016-02-10 07:10:32 +03:00
Fay
4b248c2762 World view impl -- initial; 2015-01-13 20:57:41 +01:00
Ivan Savenko
9c0df68cb8 Fixing spelling mistakes. Patch from josch, fixes #1759 2014-03-23 12:59:03 +00:00
beegee1
3e4407593f - Refactoring for checking victory/loss conditions (use enum class instead of magic numbers)
- Improved showing player lost message for one special case
2013-11-17 17:57:04 +00:00
Michał W. Urbańczyk
d1807585ad Fixed at least two #1428 freezes, likely more.
They were occurring when AI hero visited bank that was also guarded by neutral creature nearby,
2013-09-27 23:46:58 +00:00
Michał W. Urbańczyk
d4a8e90460 Fixed #1448, #1470 2013-09-14 19:09:35 +00:00
Ivan Savenko
f82122d9be second part of c++11 update. gcc 4.5 and VS 2010 are no longer supported
- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
2013-06-29 13:05:48 +00:00
Ivan Savenko
2b45e13c5c c++03 -> c++11 switch:
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions

NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00
Michał W. Urbańczyk
79026bdfde Introduced strongly typed QueryID.
Exchange between heroes is now a proper first-class query. Fixes #1269. #66 should also be finally fully fixed.
VC projects: /Zm flag to fix compilation issues with recent Boost.
2013-05-27 10:53:28 +00:00
Michał W. Urbańczyk
5c2473d436 Support for saving/loading in player interfaces, including VCAI.
Minor changes.
2013-05-09 11:09:23 +00:00
mateuszb
dbec99ffc7 * PlayerColor and TeamID refactoring 2013-03-03 17:06:03 +00:00
mateuszb
9e00090c42 * refactoring, a few intriguing problems remain 2013-02-13 23:55:42 +00:00
mateuszb
8a8eecd063 * refactoring 2013-02-11 19:11:34 +00:00
alexvins
c0ce8712c1 add some missing licence headers 2012-12-19 14:54:10 +00:00
Michał W. Urbańczyk
edccbd4809 Rewritten many parts of query handling. Fixed several scenarios leading to a hang (including #1012). Purged boost::function from player interface (handy but impossible to serialize). VCAI will keep description for each unanswered query, so the further debugging will be easier. 2012-07-15 15:34:00 +00:00
DjWarmonger
12511d8fee First part of new Quest Log, including common quest interface. 2012-07-06 19:12:04 +00:00
Ivan Savenko
9d2711fb51 - rewrote most of classes from adventure map window
-- new files: client/AdventureMapClasses.*
-- implemented all missing details from infobox
- textinput can handle numbers as input
- fixed several bugs caused by CIntObject changes
- fixed #988
2012-06-13 13:04:06 +00:00
Michał W. Urbańczyk
5449546447 Advanced work on support for Quicksand and Land Mine spells. 2012-05-04 21:16:39 +00:00
Michał W. Urbańczyk
7317e803db Locking pim mutex in client pack handling method, instead of dozens playerint call-ins. GUI won't try updating in between gamestate change and call-ins about it. Should fix #912.
Minor changes.
2012-04-06 15:02:15 +00:00
DjWarmonger
88e9dec974 Fixed Thieves Guild window showing for all players.
It needed 11 files modified... :/
2012-03-07 14:05:54 +00:00
beegee1
156aa6e4d9 * Updated class - file - handling
* Renamed color constants
* Renamed class AdventureMapButton to CAdventureMapButton
* Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses
* Moved new creature window from GuiClasses to CCreatureWindow
2011-12-22 13:05:19 +00:00
beegee1
2f5d6f2684 * CHexField renamed to CBattleHex
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
2011-12-17 18:59:59 +00:00
beegee1
7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00
DjWarmonger
0903d6037c New pack - BattleEffectTrigger for various one-shot effects with animation 2011-10-08 13:02:58 +00:00
beegee1
f609c4ad9a * Fixed #33 -> Creatures tend to stop at every hex during movement 2011-08-01 17:36:18 +00:00
Michał W. Urbańczyk
79f5b29196 Various player/AI interface related fixes and improvements. 2011-07-17 18:49:05 +00:00
DjWarmonger
af8d8cbfc7 Implemented #479 2011-06-21 12:45:57 +00:00
Michał W. Urbańczyk
58ebfc421d One more file:
* lib/IGameEventsReceiver.h

Workaround for crash on post-visit.
2011-05-09 22:30:37 +00:00