* 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.
* CGameHandler::buildStructure was using wrong requirements for buildings in auto mode.
* Build mode loading was wrong in case of omitted value
* Show town hall slot for not built building only if it have normal build mode
* Hero portrait serialization
* Fix town spells serialization
* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
- Converted dwellings.json into new format
- Implemented "mapObject" entry in town format
- Removed capital/fort/village fields from town in favor of overrides
- new property: affinity (might/magic) since in mods it is impossible to
rely on odd/even numeric indexes
- property commander is now part of hero class
- buiding/structure lists must use object format. This may break some
outdated mods.
- generic support for logical expressions that consist from and/or/not
operators.
- string ID's for buidings are now actually used.
compiled first.
- changed format of modSettings.json, VCMI should properly update file
on the first run.
- implemented property "defaultTavern" that acts as default value for
"tavern" entry in hero class and town formats.
- disabled intro menu animation for now - different position in different versions (WoG, SoD)
- removed no longer needed entry for Linux video from filesystem
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector
- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)
Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
- removed duplicated json loading code in handlers
- simpler and mod-friendly handling of combined artifacts
- reorganized CCreature to avoid huge number of fields in one structure
- artifact iconIndex should work
- new file with hardcoded string constants: lib/StringConstants.h
Note: some minor bugs, will fix soon:
- slow to open hero window
- hero adventure map images serialization is broken\incorrect
- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
- moved almost all loading to TownHandler
- CBuildings and CStructures are now part of CTown
- merged hall.json into buildings.json
Should not cause any crashes or glitches