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Commit Graph

358 Commits

Author SHA1 Message Date
Ivan Savenko
62cd8b12d4 Converted several namespace enums to enum class 2023-08-25 13:38:02 +03:00
Ivan Savenko
c4bc6840ea Moved management of turn order into a new class 2023-08-24 23:34:33 +03:00
Nordsoft91
1bad0e96ef
Merge pull request #2635 from Nordsoft91/loading-bar
Loading progress bar
2023-08-23 17:28:19 +04:00
nordsoft
dfaf778d16 Redesign loading solution 2023-08-22 20:10:20 +04:00
nordsoft
7b4b01a280 Adopt turn timer to battle refactoring 2023-08-22 01:49:50 +04:00
nordsoft
d50edc28ab Merge remote-tracking branch 'upstream/develop' into turn-timer
# Conflicts:
#	server/CGameHandler.cpp
#	server/CGameHandler.h
2023-08-22 00:54:38 +04:00
nordsoft
dbc3a93013 Merge remote-tracking branch 'upstream/develop' into loading-bar
# Conflicts:
#	server/CGameHandler.h
2023-08-22 00:46:54 +04:00
nordsoft
45f13c7964 Progress update on client side 2023-08-21 19:21:27 +04:00
nordsoft
584dd20943 Progress on server side for rmg 2023-08-21 19:21:22 +04:00
Ivan Savenko
323772fc2e Split CQuery file into multiple files 2023-08-21 17:55:07 +03:00
Ivan Savenko
c217d7717a server queries is now stored as unique_ptr 2023-08-21 17:55:07 +03:00
Ivan Savenko
e8e6c02a4a Moved all battle-related functionality of server into a new class 2023-08-21 17:55:06 +03:00
Ivan Savenko
00ac8eb306 Attempt to fix crash on quitApplication on Android 2023-08-15 00:17:59 +03:00
nordsoft
a8e5b32b6a Fix compiling 2023-08-14 04:55:45 +04:00
nordsoft
e414af221b Move turn timer logic from GameHandler class 2023-08-14 03:20:27 +04:00
Andrii Danylchenko
ec8898a0e7 #1965 - treat dwelling defenders as neutrals 2023-07-25 10:13:41 +03:00
Ivan Savenko
baa865d857 Extracted message-related functionality of CGameHandler to separate file 2023-07-15 21:01:13 +03:00
Ivan Savenko
cb16636fce Implemented preserving hero on retreat on 7th day after end of turn 2023-07-15 19:55:30 +03:00
Ivan Savenko
ec7e046617 Fix hero pool persistency between saves 2023-07-15 19:55:30 +03:00
Ivan Savenko
19ace6a849 Moved hero pool logic to the separate files 2023-07-15 19:55:29 +03:00
Ivan Savenko
6a08a96d0c Added createObject call as wrapper around NewObject netpack 2023-06-23 13:42:08 +03:00
Tomasz Zieliński
351d596bdc Handle water Prisons and Taverns. 2023-06-08 09:17:08 +02:00
Konstantin
05eccbc2bb vcmi: split bonus to enumerator and HeroBonus.h 2023-05-03 18:01:06 +03:00
Konstantin
86f5d6de69 vcmi: modernize headers 2023-04-30 13:35:54 +03:00
Ivan Savenko
7db67a3101 int3 now has proper hasher function 2023-04-20 22:04:24 +03:00
Konstantin P
f11fa8f0c8 Teleport: can trigger obstacles now 2023-04-13 11:24:19 +03:00
nordsoft
bfc75ccd39 Merge remote-tracking branch 'upstream/develop' into battle-dialog 2023-04-11 02:22:42 +04:00
Nordsoft91
ebd17c9e4a
Merge pull request #1928 from Nordsoft91/cast-reward
Spell cast reward
2023-04-10 22:49:36 +04:00
Ivan Savenko
42b2be4bbb
Merge pull request #1908 from SoundSSGood/art-client-server-fixes
Artifact related fixes
2023-04-10 18:26:49 +03:00
nordsoft
464ad63749 Implement behavior 2023-04-10 05:46:45 +04:00
nordsoft
c0b90432cb Change callback interface 2023-04-10 05:40:03 +04:00
nordsoft
e440343921 Bypass initial version of spell callback 2023-04-10 04:34:24 +04:00
SoundSSGood
ea7dd14d8b client is able to erase artifact 2023-04-08 00:41:55 +03:00
nordsoft
ce3028bd73 Intermediate commit 2023-04-06 19:34:07 +04:00
Konstantin
11b237a23c vcmi: massive refactoring v1 2023-04-05 22:33:12 +03:00
Konstantin
e946ddcfeb CGameHandler: obstacle trigger does not use CStack 2023-04-04 23:02:54 +03:00
Ivan Savenko
307065a633 Merge beta into develop 2023-04-04 16:06:20 +03:00
Ivan Savenko
820c9be61b Use own resources when buying boat in allied shipyard 2023-03-31 23:18:45 +03:00
Ivan Savenko
3e1506dba3
Merge pull request #1767 from Adriankhl/fix_battle_thread_shutdown
Properly shutdown battle thread
2023-03-29 14:40:15 +03:00
Ivan Savenko
b2f5042942
Merge pull request #1783 from vcmi/beta
Merge beta -> develop
2023-03-27 21:21:25 +03:00
Konstantin
9a229d6e48 vcmi: really correct obstacle trigger
Now obstacle trigger really matches H3
2023-03-27 16:11:17 +03:00
Adriankhl
21a4113fc1 Properly shutdown battle thread in CGameHandler destructor 2023-03-25 20:29:33 +01:00
SoundSSGood
9f8aa25297 Backpack limit part4 (Using cheats, buying) 2023-03-21 12:14:33 +02:00
SoundSSGood
e23766280f Backpack limit part2 (Pick up, Dig up, Object rewards) 2023-03-21 12:14:33 +02:00
Konstantin
4617ce10e5 vcmi: allow showing more than one components in infobar
Up to 8, AFAIK. So, we can show multi-reward in infobox now.
One issue remain - cannot dynamically choose components size
based on text size.
2023-03-11 21:41:57 +03:00
Ivan Savenko
4501036a04 Basic version of hero movement on map. Removed old code. 2023-03-05 17:48:02 +02:00
Andrii Danylchenko
9f55666931 rework netpacks to avoid double typeinfo 2023-02-13 20:26:39 +02:00
SoundSSGood
30db38c0fe Unified CGameHandler::bulkMoveArtifacts and CGameHandler::bulkSwapArtifacts to one 2022-11-10 20:11:26 +02:00
SoundSSGood
0032947735 regression fixed. Artifact assemble dialog shows multiple times. 2022-11-07 00:36:13 +02:00
SoundSSGood
0f391e19d5 server side funcs 2022-11-06 23:59:30 +02:00
nordsoft
895ec2d302 Make console available during other players' turn 2022-10-05 19:04:51 +04:00
Nordsoft91
d4f97aadf0
Merge branch 'develop' into incomatibility-response 2022-09-25 13:26:07 +04:00
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
nordsoft
e74890c4b1 Add system message about mods incompatibility 2022-09-23 15:02:45 +04:00
Andrii Danylchenko
328fe4a556
Merge pull request #952 from kambala-decapitator/fix-vampire-drain-effect
server-side fixes to battle events
2022-09-22 18:37:29 +03:00
Andrey Filipenkov
7e6ed0583c disable all scripting code when configuring without scripting modules 2022-09-21 19:31:42 +03:00
Andrey Filipenkov
1313da191b trigger Drain Life effects after the attack
- animation and sound are played after the attack
- amount of drained life appears after damage dealt in the battle log
2022-09-20 18:00:00 +03:00
Nordsoft91
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
Konstantin
c6b198ce14
Warning fix (I moved C++17 and CI to another branch) (#739)
* clang warning fixes
* use CMake 3.10 due to MXE CI does not have 3.13 yet

Co-authored-by: Konstantin <rilian@niisi.ras.ru>
2022-05-19 15:14:50 +03:00
Dmitry Orlov
8cae3398ba Feature: Army Management Shortcuts should work as in HD+ Mod 2021-11-28 20:00:43 +02:00
Dmitry Orlov
30b879ae5d Fixed: duplicated bonusing building. Improved: opposite bonus propagation 2021-09-12 14:30:54 +03:00
Dmitry Orlov
25d9ea1ddf Feature: Opposite Side Limiter 2021-09-04 14:15:38 +03:00
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
Dmitry Orlov
ae3b8e4916 Travis errors & warnings fix 2020-09-28 16:39:55 +03:00
Dmitry Orlov
38fd05f655 Minor fix: apply Monday bonuses to heroes who have slept overnight 2020-09-28 01:32:33 +03:00
Arseniy Shestakov
74e5c5bf05 CGameHandler: rename CPackForClient argument and add network logging 2018-04-04 14:24:32 +07:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00
Alexander Shishkin
8b002ad774
Issue2888 (#421)
Fixed issue 2888
* Merged AFTER_ATTACK & BEFORE_ATTACK cast modes.
* Introduced new caster class for creature ability usage
* Added few tests
2018-03-02 13:22:51 +03:00
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
Arseniy Shestakov
7c77249d37 Refactoring: get rid of macro in server-side request validation code 2018-01-28 08:03:48 +03:00
Arseniy Shestakov
da117e9255 Code style: remove void from constructors without arguments 2018-01-13 11:51:47 +03:00
Piotr Wójcik
7171fa7ad4 Formatting 2017-10-28 11:04:55 +02:00
Piotr Wójcik
58b427345f Constify 2017-10-18 21:39:04 +02:00
Piotr Wójcik
f145b4be91 Correctly sacrifice many stacks or many atrifacts, fixes #2607 2017-10-14 21:30:56 +02:00
ArseniyShestakov
9d9c026c85 Code style: serialize everything on own lines for easier debugging (#357) 2017-07-31 16:35:42 +03:00
ArseniyShestakov
006fa6c6df Merge pull request #332 from FeniksFire/SmallBugFix
Fix handling damage from obstacles
2017-07-15 00:09:37 +03:00
Arseniy Shestakov
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
FeniksFire
43d324b561 Fix handling damage when stack wait in moat.
Currently stack don't take any damage from moat when he stay in same
place.
2017-07-09 15:07:20 +02:00
AlexVinS
3d1a84875e Queries refactoring
* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
2017-07-03 21:43:04 +03:00
ArseniyShestakov
2f305cc68d Remove code related to duel mode (#312)
Remove code related to duel mode
2017-07-01 16:30:13 +03:00
FeniksFire
4113bdab01 Moving some files from lib to the battle subdirectory. 2017-06-26 15:26:08 +02:00
AlexVinS
0f5202689e Cumulative spell effects
* Added experimental support for cumulative effects for ENCHANTED bonus
* Updated and fixed SPECIAL_PECULIAR_ENCHANT processing
* Initial implementation of cumulative spell effects.
* Scheme for new spell feature - cumulative bonus.
2017-06-13 21:50:50 +03:00
AlexVinS
0190c9804e formatting 2017-06-06 19:45:34 +03:00
AlexVinS
a31c28ec33 Unified war machine mechanics.
* it is possible to define new war machines
* added warMachine field to artifact configuration
2017-06-06 19:18:26 +03:00
Arseniy Shestakov
4b0f702e7e Add LeaveGame netpack and avoid replying on it and CloseServer 2017-06-02 02:51:44 +03:00
AlexVinS
609c6f81bd Fixed a few CWE-457 2016-11-27 22:37:41 +03:00
AlexVinS
86e33a4c45 [Refactoring] Unified SetResources NetPack API. 2016-11-26 15:14:43 +03:00
AlexVinS
dc39fb2d14 Removed useless CPack::type field.
* it was an ancient network protocol artifact
2016-11-18 17:45:59 +03:00
DjWarmonger
9db3bfcbf2 Merge pull request #212 from vcmi/refactoring/serialization2
Apparently it works - both new and old saves load at least.
2016-11-01 17:25:39 +01:00
Vadim Markovtsev
dccc25268c Fix the initial creature spells at battle start
Before: built-in spells appear on first move of the creature
After: all built-in spells appear before the first move but after tactics

Example: Air Shield for experienced skeletons
2016-10-28 23:37:45 +02:00
Ivan Savenko
5b76c3f4eb Rebase of codebase changes for refactored serializer
Some of newer fixes not yet merged there and save compatibility a bit off.
2016-10-27 18:12:20 +03:00
Vadim Markovtsev
6fe5f2a7f6 Fix segfault / assertion failure during battle
The cause of the assertion failure at BattleStackAttacked::applyGs "at"
was shooting and casting some spell in handleAttackBeforeCasting() and
eventually killing the whole stack. Fix: filter dead stacks in the end of
handleAttackBeforeCasting().
2016-10-12 19:11:12 +02:00
Arseniy Shestakov
7b7958c548 Cheat codes: add option to apply cheats on different players
All suitable codes can now be used with "ai", "all" color or with object ID:
vcminahar all - will apply cheat to all heroes of all players
vcminahar ai - will apply cheat  to all heroes of AI players
vcminahar blue - will apply it to all heroes of blue player
vcminahar 553 - will apply cheat to hero with instance id of 553 if it's exist
Cheats without options work as before.
2016-10-02 16:21:46 +03:00
AlexVinS
23b7a803b6 cleanup 2016-10-01 20:07:36 +03:00
Arseniy Shestakov
c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00
Arseniy Shestakov
c8bcb14d34 CCallbackBase: add CRandomGenerator to all callbacks
This is easiest way to make server RNG available to CBattleInfoCallback.

Now server, client and gamestate have own RNG instance.
Only server and gamestate RNGs are serialized.
2016-09-09 23:16:42 +03:00
Arseniy Shestakov
2ba3b20928 Multiple changes to RNG usage to both client and server
Server should never use RNG from CGameState directly.
Instead server get's own RNG that's state is secret for client.
2016-09-09 23:16:42 +03:00
ArseniyShestakov
c550484613 Merge pull request #181 from vcmi/feature/drawbridgeMechanics
Feature/drawbridge mechanics
2016-02-14 16:32:24 +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
fbb34b8d04 Battles: always update drawbridge state after battle state changed
Now gate tower destruction will immidiately affect drawbridge state.
2016-02-09 10:59:33 +03:00