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Commit Graph

59 Commits

Author SHA1 Message Date
AlexVinS
483a4689ce Fixes for code review issues 2021-02-20 04:57:50 +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
Dydzio
e50efdc279 Creature spellcast refactor (#569)
* Move some logic to lib
* Mouse action priority queue enhancement
* Get rid of siegehandler dependency
* Improve AI offensive spellcasting
* CBattleInterface cleanup
2019-05-04 06:42:55 +03:00
Dydzio
68992fbbb8 Minor fix 2019-03-23 12:12:25 +01:00
Dydzio
262057ad1c Battle action start on client after intro sound 2019-03-22 21:39:53 +01:00
Alexander Shishkin
75f8c8b29a Gui cleanup4 (#446)
* use smart pointers for almost all widget fields
* use SDL2 texture for cursor
* a lot af small tweaks and formatting
* removed CompImage class, it is actually useless as long as regular SDLImage support margins
* CGuiHandler: use smart pointers for [push|pop]Int
2018-07-25 01:36:48 +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
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
891eb5771a Use hero battle victory and failure animations 2017-09-27 17:35:30 +03:00
AlexVinS
270e1b75ce Support for creature 2-hex attack, alternate death and cast animation types
* margin option .json animation
* Use ranged attack animation for spell cast if there is no cast animation, display cast animation only on active casting.
2017-09-12 19:51:54 +03:00
AlexVinS
3bbff27127 Wiped CDefEssential 2017-09-06 15:13:28 +03:00
AlexVinS
6cd0dd9843 Use CAnimation for creature projectiles 2017-09-05 20:04:17 +03:00
AlexVinS
78b86224a0 Use CAnimation fro custom battle effects 2017-09-05 17:21:44 +03:00
Arseniy Shestakov
2da3d8a563 Code style: remove senseless comments 2017-07-18 00:04:00 +03:00
Dydzio
81ccecedca Fix color change of highlighted hex borders (#343) 2017-07-17 01:15:05 +03:00
ArseniyShestakov
ea0ceb1805 Merge pull request #323 from vcmi/CStackTweaks
CStack tweaks
2017-07-15 00:42:08 +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
AlexVinS
4f14f22d3a Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus)

Centralized stack 'ammo' loading from bonus system.
* introduced small proxy class for local bonus cache
(no need to use global cache if particular selector used on node only in one place)
* handle killing resurrected creatures
* use IBonusBearer::MaxHealth() where possible
* Fixed https://bugs.vcmi.eu/view.php?id=2486
* Possible fix for 0 HP after resurrection.
* Hack-fixed https://bugs.vcmi.eu/view.php?id=2584
* Unified CStack health API
* Use CHealth for CStack count and health points
* increased SERIALIZATION_VERSION
2017-07-08 20:29:59 +03:00
AlexVinS
0af9aa382c Possible fix for https://bugs.vcmi.eu/view.php?id=2692 2017-06-14 04:53:26 +03:00
Arseniy Shestakov
18161d3688 Client: implement spectator mode via command-line options
If running with --spectate/-s CPlayerInterface will appear even without human players.
Following command-line options also available:
 --spectate-ignore-hero
 --spectate-hero-speed=N
 --spectate-battle-speed=N
 --spectate-skip-battle
 --spectate-skip-battle-result
Boolean options can also be changed in runtime via client console:
 set spectate-ignore-hero on / off
Spectator mode also:
 - Work with --onlyAI option when starting game or loading saves.
 - Allow to use any cheat codes.
 - Give recon on towns and heroes.
2017-06-06 07:30:16 +03:00
dydzio
141e5ad032 Implement "emergency" projectile init attempt 2017-02-03 23:25:46 +01:00
Vadim Markovtsev
ab7a0d64eb Fix formatting 2016-10-28 23:37:20 +02:00
AlexVinS
b256c4c36d Improved creature casting GUI.
* "F" is new hotkey for creature spells
* creature spells now have lowest priority unless F pressed
* creatures can cast NO_LOCATION spells (only with hotkey)
2016-10-17 08:09:09 +03:00
AlexVinS
4a9978c642 Disabled massive spells fore creatures as they are not fully supported yet.
* (WoG) commanders now cast spells properly.
2016-09-10 21:07:36 +03:00
AlexVinS
b7509f588f Support all spell target types (except NO_TARGET) for creature casting. 2016-09-10 19:26:55 +03:00
AlexVinS
be002f6576 Cleanup 2016-09-10 18:56:38 +03:00
AlexVinS
d1579ea620 Simplify spell action selection for creature target. 2016-08-30 12:20:13 +03:00
AlexVinS
750c114648 Drafts 2016-08-30 12:19:57 +03:00
AlexVinS
8d2aa2c8c7 Reduced scope of CBattleInterface spellSelMode 2016-08-30 12:14:12 +03:00
Arseniy Shestakov
2cfdfca7e5 Battles: fix more cases where invalid wall hex position present 2016-02-14 14:38:24 +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
b946c52242 CBattleInterface: introduce EWallVisual instead of ids with comments 2016-02-13 17:10:14 +03:00
Arseniy Shestakov
422d5cabdf CBattleInterface: first pass on client drawbridge visualization 2016-02-10 07:10:32 +03:00
Arseniy Shestakov
9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
Vadim Markovtsev
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00
AlexVinS
075b65b31b Use dummy animations 2015-09-12 21:09:53 +03:00
AlexVinS
9482852020 few tweaks 2015-09-12 21:09:45 +03:00
AlexVinS
a3f2667376 Remove some deprecated fields from CSpell
* now only new SpellScholl API is used
(!) untested
2015-02-26 08:39:43 +03:00
AlexVinS
d94f15bdf4 Added configurable animation for SPELL_LIKE_ATTACK 2014-11-28 00:36:14 +03:00
Ivan Savenko
10fc1892a8 Large refactoring of button classes:
- renamed CAdventureMapButton to more expectable CButton
- merged CButtonBase into CButton
- created more generic class for clickable elements
- created more generic class for selectable elements
- renamed CHighlightableButton to CToggleButton
- renamed CHighlightableButtonsGrous to CToggleGroup
- minimized differences between API of all these classes
- removed all but one contructors in buttons, with same parameters across all classes
2014-08-03 14:16:19 +03:00
Ivan Savenko
731aedf3a1 Split CIntObjectClasses into multiple smaller files. This should be the last change in files 2014-07-15 10:14:49 +03:00
Ivan Savenko
647b9c683f Reorganized client source tree:
- client/widgets for reusable GUI elements
- client/windows for independent windows
- client/gui for base GUI classes which should remain internal
2014-07-13 20:53:37 +03:00
beegee1
94bee3fd1b - Changed visibility of curInt member of BattleInterface from public to private and provided a getter method 2013-11-03 16:44:47 +00:00
DjWarmonger
d06b02638b Partially implemented #481 2013-09-17 12:02:33 +00:00
Ivan Savenko
45c2bd7511 hopefully fixes #1397. Still too much magic in this code :( 2013-08-09 17:37:41 +00:00
Ivan Savenko
c81a31c74a - catapult attacks should be identical to H3
- catapult may miss and attack another part of wall instead (this is how it works in H3)
- minor fixes
2013-08-06 11:20:28 +00:00
Michał W. Urbańczyk
d8a27d8f3c Refactored player-specific data into single struct BattleState. 2013-07-21 22:01:29 +00:00
Ivan Savenko
a148c39e0a more battles animations:
- UI will be correctly greyed-out during opponent turn
- fixed remaining issues with blit order
- a bit better handling of catapult attack
- fixes #1362
2013-07-21 10:10:38 +00:00
Ivan Savenko
096d6ebf9c refactoring of CBattleInterface::show() and all related code
fixes most of blit order-related bugs in battles (#1200, #1238, #226)

known issues, will fix soon:
- there are still some minor blitting issues during movement
- destruction of walls in siege is out of sync with catapult projectile movement
2013-07-19 16:35:16 +00:00
Ivan Savenko
1a77fee7f7 more improvements for battle animations
- synchronized attack/defence animation
- spell animation speed uses game settings
- added logging domain for battle animations

- fixed disrupting ray duration
2013-07-16 18:12:47 +00:00