Arseniy Shestakov
1d45d214e5
CGameHandler refactoring: when possible only use const data
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We only change gamestate via netpacks so there is absolutely no reason to use non-const pointers and functions in GH.
2016-09-18 11:53:51 +03:00
AlexVinS
d993710f8e
Merge branch 'develop' into SpellsRefactoring8
2016-09-17 20:29:44 +03:00
Arseniy Shestakov
7ae4e70134
CGameHandler: fix player id logging
2016-09-17 00:05:10 +03:00
Arseniy Shestakov
ea65fb15c2
CVCMIServer: do not crash if port not specified
2016-09-16 20:01:07 +03:00
AlexVinS
505e53c17d
Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring8
...
# Conflicts:
# client/battle/CBattleInterface.cpp
# lib/spells/BattleSpellMechanics.cpp
2016-09-12 10:13:40 +03:00
AlexVinS
33d1895d21
Merge branch 'develop' into SpellsRefactoring8
2016-09-11 18:34:18 +03:00
Arseniy Shestakov
fe6c0cf89b
Use RandomGeneratorUtil::randomShuffle for reproducible gameplay
2016-09-11 00:10:52 +03:00
Arseniy Shestakov
c8faca8f39
Refactoring: only use RNGs explicitly to avoid bug prone code in future
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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
AlexVinS
f8767a6380
cleanup
2016-09-10 09:37:18 +03:00
Arseniy Shestakov
70abae9b51
CGameState::battleGetBattlefieldType: use RNG by ref
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For now I not sure about proper place for battleGetBattlefieldType so I left it in GS
2016-09-09 23:16:43 +03:00
Arseniy Shestakov
ea63497b19
Move CGameState::setupBattle code to CGameHandler::setupBattle
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No reason to keep this code in GS.
2016-09-09 23:16:43 +03:00
Arseniy Shestakov
53502e84e3
Add PrepareHeroLevelUp netpack to keep secondary skills RNG in sync
2016-09-09 23:16:43 +03:00
Arseniy Shestakov
ca819b3cda
CGHeroInstance::nextPrimarySkill: don't use GS RNG directly
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Code used from both GS and CGameHandler.
2016-09-09 23:16:42 +03:00
Arseniy Shestakov
c8bcb14d34
CCallbackBase: add CRandomGenerator to all callbacks
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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
85f49bc968
CGHeroInstance::initArmy: don't use GS RNG. Get RNG through a ref
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This function used by both server-side and gamestate so it's must use appropriate random source.
2016-09-09 23:16:42 +03:00
Arseniy Shestakov
2ba3b20928
Multiple changes to RNG usage to both client and server
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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
Arseniy Shestakov
6747555339
CGameHandler: use ObjProperty enum instead of magic numbers
2016-09-09 17:42:16 +03:00
Arseniy Shestakov
d06d07a39b
Add ChangeFormation netpack to avoid MP desyncs
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Previous code was working fine for single client, but would cause desync in multiplayer. Fix issue 2460.
2016-09-08 19:29:15 +03:00
AlexVinS
1ce4675df6
Tweaks
2016-09-06 13:33:11 +03:00
AlexVinS
686cd00c68
Cleanup.
2016-09-06 12:26:01 +03:00
AlexVinS
18fc94d709
WIP on SpellCastContext
2016-09-06 06:40:23 +03:00
AlexVinS
d4a35c6839
Simplify getAffectedStacks arguments. casterColor not needed anymore.
2016-08-30 12:14:08 +03:00
AlexVinS
85f94676a5
Server: convert logging
2016-08-30 01:13:07 +03:00
Alexander Shishkin
5e5ce0bb09
Merge pull request #203 from vcmi/logFormat
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boost::format support for CLogger
2016-08-29 17:32:44 +04:00
Arseniy Shestakov
abad3cfb17
PlayerState::daysWithoutCastle: change in netpacks only. Fix issue 2462
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Moving code from CGameHandler to NetPacksLib without changes.
2016-08-23 08:02:04 +03:00
AlexVinS
439aeecc8b
[c::b] re-enabled PCH, tested with GCC 5.3. (Older versions may not work)
2016-08-18 13:40:35 +03:00
Arseniy Shestakov
948cca02cc
Fixes to some crashes on exit and to have cleaner valgrind output
2016-08-18 06:52:10 +03:00
Arseniy Shestakov
39fe9472b6
CGameHandler::moveArtifact: check lock status by slot instead of id
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This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
AlexVinS
e7f2858d33
Use make_unique for TurnInfo in CGameHandler.
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* Fixes use after free @CGameHandler.cpp:2093
2016-08-17 08:53:36 +03:00
Arseniy Shestakov
b0045fa357
Fix TurnInfo memory leaks
2016-08-16 15:47:21 +03:00
AlexVinS
36c44c2ce7
projects update
2016-08-13 16:57:11 +03:00
AlexVinS
72f79a3ad7
Draft boost::format based log proxy.
2016-08-13 16:57:09 +03:00
Arseniy Shestakov
2e70d29479
CGameHandler::applyBattleEffects: improve Fire Shield support
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Now damage is limited to total health of defending stack and clone have no file shield damage. In same time damage calculation is likely remain incorrect.
2016-03-14 15:28:17 +03:00
Arseniy Shestakov
605962019b
CGameHandler::giveSpells: improve Conflux grail building support
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Aurora Borealis give hero spells of all levels even if only first level of mages guild is built. Widsom requirement is still remain in place of course.
2016-03-13 13:26:00 +03:00
Arseniy Shestakov
bee0c6d705
CGameHandler::buildStructure: give spells after gs apply. Fix issue 2425
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Hero will also immidiately get new spells when Library built in Tower or Grail in Conflux.
2016-03-13 11:31:09 +03:00
Arseniy Shestakov
10dbbead2d
Fix indentation of logging code and around it
...
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
AlexVinS
e3e27b9bfe
Move ghost creation to inner battle loop
2016-03-01 11:07:45 +03:00
AlexVinS
4bf9036c7b
Ensure that ghost stacks are created only by BattleStacksRemoved packet.
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This will allow client to receive notification.
2016-03-01 05:24:35 +03:00
AlexVinS
2c48c95c8d
Fix casualties calculation for commander
2016-03-01 04:06:32 +03:00
AlexVinS
f890037008
Fixes
2016-02-29 04:42:15 +03:00
AlexVinS
5df8d1cbd0
Update low level battle stacks accessor for ghost selection support.
2016-02-28 05:10:20 +03:00
AlexVinS
9036d39241
Do not remove battle stacks, make them ghosts instead.
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* exclude ghost stacks from (hopefully all) get* results for now
2016-02-28 01:08:56 +03:00
AlexVinS
5d5ad99436
Rename DEAD_CLONE -> GHOST, as this will be possible for any stack
2016-02-28 00:13:34 +03:00
Arseniy Shestakov
f8c6751707
CGameHandler::endBattle: change town ownership when hero lost siege
2016-02-22 03:35:38 +03:00
ArseniyShestakov
c550484613
Merge pull request #181 from vcmi/feature/drawbridgeMechanics
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Feature/drawbridge mechanics
2016-02-14 16:32:24 +03:00
Arseniy Shestakov
c5cfc8467f
Battles: change naming from drawbridge to gate for everything
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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
11dc428b1e
Battles: move hexes enum to GameConstants and fix wall position
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Before we had hex 62 marked as destructible wall while actually it's must be 78.
2016-02-09 17:38:59 +03:00
Arseniy Shestakov
01b4d0ae01
Battles: better handling for walking double-wide creatures
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Request opening of gate even if only second half of double-wide stack going to stop on it.
2016-02-09 15:41:37 +03:00
Arseniy Shestakov
a07761b608
Battles: readable identifiers enum for drawbridge and gate hexes
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Dont like to locate them in BattleHex, but it's best place I can see so far.
2016-02-09 12:25:13 +03:00
Arseniy Shestakov
731de439eb
Battles: drawbridge support for double-hex flying creatures
2016-02-09 11:59:20 +03:00
Arseniy Shestakov
28aff78f2c
Battles: implement drawbridge support for flying creatures
2016-02-09 11:30:09 +03:00
Arseniy Shestakov
fbb34b8d04
Battles: always update drawbridge state after battle state changed
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Now gate tower destruction will immidiately affect drawbridge state.
2016-02-09 10:59:33 +03:00
Arseniy Shestakov
47433919ab
Battles: handle drawbridge lowering from stack start position
2016-02-09 10:45:59 +03:00
Arseniy Shestakov
015a57f81c
Battles: more advanced drawbridge mechanics on server-side
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Everything work as intended except starting point not included in path.
So we send BattleDrawbridgeStateChanged package when already standing on bridge hex.
2016-02-08 12:16:47 +03:00
ArseniyShestakov
890ae43f55
Merge pull request #180 from Zyx-2000/FileInfo
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Refactored CFileInfo & ResourceID
2016-02-08 04:55:39 +03:00
ArseniyShestakov
7f68124b97
Merge pull request #136 from vcmi/issue/1372-2
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issue/1372
2016-01-31 20:28:54 +03:00
Vadim Markovtsev
3926920103
Rename radious -> radius
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There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
Vadim Markovtsev
918fbd8530
Refactor hero's mana regain
2016-01-30 13:51:07 +03:00
Vadim Markovtsev
22fc4fd3e9
Fix 2406 reset potentially available heroes
2016-01-30 10:02:33 +03:00
AlexVinS
16e0d18880
Added special slots for war machines and arrow towers
2016-01-30 00:53:53 +03:00
Arseniy Shestakov
57328bdc83
Battles: implement basic drawbridge mechanics
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Movement to blocking hex 94 not yet properly handled as stack movement code need to be rewritten first.
Also gate destruction not immidiately affect drawbridge state.
2016-01-29 22:43:35 +03:00
AlexVinS
ba017c443d
Start from diff of pull request #124 from vcmi/issue/1372
2016-01-29 21:05:17 +03:00
Zyx-2000
3a1a8e3d47
further refactoring-related changes
2016-01-29 15:16:14 +01:00
Zyx-2000
c3e8c8bc1c
Merge branch 'develop' into FileInfo
2016-01-27 19:21:43 +01:00
AlexVinS
d7c0c3759a
Merge branch 'Zyx-develop' into develop
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Conflicts:
lib/filesystem/AdapterLoaders.h
2016-01-27 18:53:41 +03:00
Vadim Markovtsev
36eaa399e7
Add hardcodedFeature to switch winner's retreating with no troops
2016-01-27 16:42:17 +03:00
AlexVinS
bffdc2813d
revert some project changes
2016-01-27 15:21:29 +03:00
ArseniyShestakov
4483c45905
Merge pull request #167 from vmarkovtsev/issue/1569
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Fix 1569 winning hero with no troops shall retreat
2016-01-27 11:48:22 +03:00
Vadim Markovtsev
7772b6de74
Fix 981 reset hero on hiring after retreat/surrender
2016-01-26 22:48:31 +03:00
Zyx-2000
70e3c81b9f
Replaced CFileInfo with more correct and efficient alternative
2016-01-26 14:51:38 +01:00
Vadim Markovtsev
6849ff846c
Fix memory corruption with a draw; race in setBattleResult()
2016-01-25 15:55:32 +03:00
Vadim Markovtsev
afa95312ba
Fix 2139 captured spell scroll descriptions
2016-01-25 08:49:26 +03:00
Vadim Markovtsev
7185890723
Fix double free in battleAfterLevelUp() in case of a draw
2016-01-24 01:31:39 +03:00
ArseniyShestakov
b19e082f37
Merge pull request #166 from vmarkovtsev/issue/1723
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Fix 1723 quest crash on combined arts
2016-01-23 23:23:07 +03:00
Vadim Markovtsev
2a6a8cd433
Fix segfault when non-hero forces win
2016-01-23 19:42:56 +03:00
Vadim Markovtsev
9ffd0155e6
Fix 1810 suggest artifact assembly
2016-01-23 16:24:43 +03:00
Vadim Markovtsev
99992599db
Partially fix 1416 tavern hero rotation
2016-01-22 22:37:46 +03:00
Vadim Markovtsev
9dfef2186d
Fix 1569 winning hero with no troops shall retreat
2016-01-22 22:29:53 +03:00
Vadim Markovtsev
11bce2908d
Fix 1723 quest crash on combined arts
2016-01-22 12:56:25 +03:00
Arseniy Shestakov
d25372a397
Added vcmiglaurung cheat that add 5000 crystal dragons into each slot
2016-01-21 10:49:09 +03:00
Zyx-2000
a50a702073
switched to -std=gnu++11
2016-01-18 17:49:07 +01:00
Vadim Markovtsev
4a05402c2f
Revert 5cd4e852d4
"Use portable cast in CTeleportDialogQuery also"
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Actually, this leads to crash on MacOSX, I specially left that intact.
2016-01-18 10:45:09 +03:00
Zyx-2000
203b2dccc3
hopefully fixed things
2016-01-09 21:23:55 +01:00
Arseniy Shestakov
9fd1cff090
Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
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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
Arseniy Shestakov
29a7934a99
Refactoring: avoid using namespace when it's not absolutely needed
2015-12-29 02:14:08 +03:00
Arseniy Shestakov
6985e96f0d
CGameHandler::newTurn: use next day TurnInfo to set correct hero MP
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This hotfix actually fix issue 2083, but in future we need to rework new turn code anyway. See issue 2356.
2015-12-25 11:09:06 +03:00
Arseniy Shestakov
6f5c52a229
Refactoring: use cleaner CCreatureSet::stacksCount everywhere
2015-12-24 21:30:57 +03:00
Ivan Savenko
a051a08a46
Merge remote-tracking branch 'origin/issue/2306' into develop
2015-12-18 22:21:11 +02:00
ArseniyShestakov
bf9ac7318a
CPathfinder: change cost calculation sequence for embark / disembark
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With old embark cost calculation pathfinder may end up thinking that hero can embark/disembark while have less movement points than base movement cost is. Now hero would be only able to embark / disembark if we have enough movement points to step on that tile. This rule is also valid for situation when hero have Admiral's Hat as in H3 even if hero don't have embark penalty he still use move points for embark and disembark.
Problem was found as it's was causing infitite loop in AI. Server of course rejected attempt to embark with less than 100 movement points while pathfinder tell AI that it's can still embark with 93 movement points.
2015-12-15 20:08:52 +03:00
AlexVinS
5cd4e852d4
Use portable cast in CTeleportDialogQuery also
2015-12-13 15:59:48 +03:00
AlexVinS
9a0161e4e2
Fix and unify CBattleQuery::blocksPack
2015-12-13 15:57:33 +03:00
ArseniyShestakov
5aadc1ed6f
CasualtiesAfterBattle: dont remove catapult artifact. Fix 2346 issue
2015-12-10 13:31:03 +03:00
ArseniyShestakov
d900e9bec2
CGameHandler: fix hero removal code on player loss. Fix issue 2347
2015-12-10 12:43:55 +03:00
ArseniyShestakov
03e9dd3bab
Add hero gold cost to GameConstants
2015-12-07 00:13:58 +03:00
AlexVinS
0fab319c73
Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
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s reverts commit fa8a282696
.
Conflicts:
AI/VCAI/VCAI.cpp
Conflicts:
AI/VCAI/VCAI.cpp
client/windows/CAdvmapInterface.cpp
lib/CPathfinder.cpp
lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
ArseniyShestakov
0a5e9c0fbe
Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
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Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
Ivan Savenko
faa7cbff18
Fixed gcc/clang warnings
2015-12-04 01:17:43 +02:00
ArseniyShestakov
2f9ca778b2
VCAI: add channel probing support for teleporters with multiple exits
2015-12-03 17:20:03 +03:00
Ivan Savenko
7189a12df2
removed few more includes from headers
2015-12-02 22:10:46 +02:00
Ivan Savenko
7b5a7f43ad
Removed includes of CGameState from headers
2015-12-02 21:39:53 +02:00
Ivan Savenko
c3ce4b25df
Removed all #include's of CMap.h from headers.
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To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
ArseniyShestakov
f55bfe41d6
Digging: implement digging status on right click. Fix issue 401
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This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
ArseniyShestakov
a1fe2ebc44
Pathfinding: restore gamestate usage to avoid overhead
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Also when possible pass TerrainTile pointers to getMovementCost instead of using getTile.
2015-11-21 14:31:30 +03:00
ArseniyShestakov
abc4ea272f
TurnInfo: store all bonuses and use TileInfo for everything
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Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
ArseniyShestakov
2ef9d7c3ec
Rename getCost back to getMovementCost
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Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
2015-11-10 02:30:05 +03:00
ArseniyShestakov
b2e1ee5363
CGameState: move two pathfinding-related functions to CPathfinderHelper
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Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
d3c8ca7c1c
Pathfinding: implement duration checking for fly and water walking
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Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.
That work for cost calculations too. Let's say you have two bonuses:
- FLYING_MOVEMENT with 20% penalty for next 2 turns
- FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
ArseniyShestakov
74198a537b
CGameHandler::setOwner: fix InfoWindow text on last town loss
2015-11-09 00:54:59 +03:00
AlexVinS
e645b46aed
Revert "Merge pull request #124 from vcmi/issue/1372"
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This reverts commit da01af319b
, reversing
changes made to 8b6b4e2e0b
.
2015-11-07 11:35:02 +03:00
ArseniyShestakov
bd12989ad6
Artifacts: use ArtifactID instead of ints
2015-11-06 21:54:51 +03:00
ArseniyShestakov
62dc070c0a
moveHero: add transit validation and avoid embarking on transit
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Hero shouldn't embark into boat when attempt to transit over air layer.
2015-11-05 10:50:47 +03:00
ArseniyShestakov
ac12a0735e
Plumbing on client and server to make flying actually work
2015-11-05 10:02:13 +03:00
AlexVinS
6a9dc78dcd
[WiP]Added some checks for RISE_DEMONS action.
2015-11-03 02:18:36 +03:00
AlexVinS
fbebbf39f3
Fix zero size stack summoned in case of basic resurrection.
2015-11-03 02:18:35 +03:00
AlexVinS
f6b9015324
Use constant for summoned creature slot
2015-11-03 02:18:34 +03:00
AlexVinS
c94bea51e3
Update army in case of summoned creatures
2015-11-03 02:18:33 +03:00
AlexVinS
b024237e8a
Remove stack instancies of removed stacks
2015-11-03 02:18:32 +03:00
AlexVinS
d46364c4c3
Merge branch 'develop' into issue/2306
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Need to reapply changes to pathfiner
Conflicts:
AI/VCAI/VCAI.cpp
lib/CGameState.cpp
lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
Vadim Markovtsev
5c623868bf
Fix invalid dynamic_cast replacement
2015-10-31 23:01:22 +03:00
Vadim Markovtsev
fa8a282696
Fix pthread_mutex_lock abort() in requestActionASAP impl
2015-10-31 18:04:06 +03:00
DjWarmonger
17071c6ec8
Merge pull request #125 from ArseniyShestakov/newMovementSystem
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Okay, time to merge this.
2015-10-31 13:56:22 +01:00
Vadim Markovtsev
68cc860133
Fix dynamic_cast on MacOSX in CQuery.cpp
2015-10-31 15:05:52 +03:00
ArseniyShestakov
a0a55974ea
Fix issue 2320. Town events for buildings should now work
2015-10-28 08:46:43 +03:00
DjWarmonger
c47c08aa01
Replaced iterators with auto & loop.
2015-10-25 07:07:01 +01:00
DjWarmonger
eb0af0096e
Fixed #2072 .
2015-10-24 18:16:57 +02:00
DjWarmonger
61692ba168
Possibly fixed #1583 and other issues concerning players capturing towns.
2015-10-24 18:03:00 +02:00
DjWarmonger
3c4f7ec126
Fixed #2311
2015-10-24 17:15:21 +02:00
DjWarmonger
641aa13526
Some fixes for previous commit.
2015-10-24 17:02:00 +02:00
DjWarmonger
716c324695
Don't give a turn to player who is about to lose (days without town).
2015-10-24 16:21:30 +02:00
DjWarmonger
abe88ea890
- Refactoring legacy code
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- Some checks for #2311
2015-10-24 15:09:46 +02:00
ArseniyShestakov
fc6f62e633
getMovementCost: get rid of useless flying parameter
2015-10-19 07:27:00 +03:00
ArseniyShestakov
0d83f6fedd
Fix issue 1877. Allow to buy heroes in ally towns
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Also removed TODO because check already implemented in CGameHandler::hireHero
2015-10-15 04:00:21 +03:00
Alexander Shishkin
fca4deaad2
Merge pull request #122 from vmarkovtsev/feature/warnings
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Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
Vadim Markovtsev
e4b1ef1405
Add "override" to virtual overriden methods
2015-10-13 21:05:36 +03:00
AlexVinS
b94432b4ba
Fixed http://bugs.vcmi.eu/view.php?id=2297
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* allow banned spells by Tomes (XXX_SPELLS bonus), Spelbinders Hat (SPELLS_OF_LEVEL bonus)
* allow banned spells by cheat-code (now also SPELLS_OF_LEVEL bonus)
2015-10-13 13:16:46 +03:00
AlexVinS
f99bf099ca
Made player interface tolerant to active stack removal.
2015-10-06 03:46:35 +03:00
AlexVinS
d042b08682
Fix the SACRIFICE fix regression
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(crach if stack die on counter attack)
2015-10-06 02:04:25 +03:00
AlexVinS
d1ec538d72
Fix server crash releated to active stack remove.
2015-10-05 21:09:00 +03:00
AlexVinS
57e5b768e8
Allow multiple destinations in BattleSpellCastParameters
2015-09-30 00:31:50 +03:00
AlexVinS
70d9be8447
Use ISpellCaster in battle callback
2015-09-29 17:26:52 +03:00
AlexVinS
36e154d9b9
Use ISpellCaster in getAffectedStacks
2015-09-29 17:26:50 +03:00
AlexVinS
a4d4851d80
Fix typo: casted->cast
2015-09-29 17:26:48 +03:00
AlexVinS
660203b436
Tweak BattleSpellCastParameters
2015-09-29 17:26:41 +03:00
AlexVinS
2b434111bf
More hero|creature casting unification
2015-09-29 17:26:40 +03:00
AlexVinS
e454649886
Use BattleSpellCastParameters for spell parameters override
2015-09-29 17:26:39 +03:00
AlexVinS
10318a3da3
Intoduce PASSIVE_CASTING mode for opening battle spells
...
* now at least one "caster" object is present
2015-09-29 17:26:39 +03:00
AlexVinS
6010bbe7ba
More correct usage of battleGetFightingHero
...
* this should fix "FIXME: battleGetFightingHero wrong argument!"
2015-09-29 17:26:38 +03:00
AlexVinS
873979a300
The only usage of secHero cast parameter is mana channeling - better to get it OTF
2015-09-29 17:26:33 +03:00
AlexVinS
46f99db8d7
Hide some spell mechnaics details
2015-09-29 17:26:32 +03:00
AlexVinS
2c3a607497
Tweak StacksHealedOrResurrected
...
* flags should be bool
2015-09-29 17:26:31 +03:00
AlexVinS
a1e06aa217
Unify LIFE_DRAIN and Tent healing with magic healing
2015-09-29 17:26:30 +03:00
AlexVinS
b0c039bd7f
fix 2241
2015-09-15 10:54:55 +03:00
AlexVinS
b4d73409b7
Fix random server crash after CLONE or SACRIFICE use
2015-09-15 04:58:32 +03:00
AlexVinS
e9c3bc9df6
Fix after rebase
2015-09-12 21:09:54 +03:00
AlexVinS
7776d7bbf7
rename BattleSpellCastParameters::caster
2015-09-12 21:09:54 +03:00
AlexVinS
e82dfb5a85
fixed mantiss 0002254
2015-09-04 18:08:25 +03:00
David Zéni
41293caf83
Fix bad formatting
2015-08-29 20:02:27 +02:00
David Zéni
b49fb7d07f
Refactor actions for Catapult
...
No target -> Pass
No player or no ballistics -> automatic action
Else -> manual action
2015-08-27 23:03:48 +02:00
David Zéni
f84e5cf8b3
When hero has ballistics and no target pass turn
2015-08-26 20:54:24 +02:00
AlexVinS
40d3bb40c3
Partial fix for mantiss #2237
2015-08-22 16:22:10 +03:00
AlexVinS
782c8ec40b
Changed windows minimum version back to winxp due to mingw bug
...
* will be changed back after newer mingw tests
2015-08-20 04:22:54 +03:00
AlexVinS
03a295f1a0
Added debug mingw64 build, minimum Windows version set to windows 7, SDL suffixes removed from Build Tagerts
2015-08-20 03:28:04 +03:00
DjWarmonger
c5691cbeb1
Compile fix - srsly?
2015-07-18 20:47:09 +02:00
AlexVinS
a8c45df732
Merge branch 'SDL1Wipe' into develop
2015-06-22 14:24:00 +03:00
AlexVinS
e27516a0b5
fix mantiss #2210
2015-06-21 21:27:58 +03:00
AlexVinS
53b85d16be
Cleanup C::B projects
2015-06-21 01:59:33 +03:00
AlexVinS
f5c2e6d5e1
Style tweaks
2015-06-02 07:12:45 +03:00
AlexVinS
9eaa136c58
fix releasing obstacle pointer
2015-06-02 07:12:44 +03:00
AlexVinS
5226081f33
rewrite stack movement processing
2015-06-02 07:12:43 +03:00
AlexVinS
e45b6cfdda
fix mantiss 0001581
2015-04-13 17:27:47 +03:00
AlexVinS
20acdbbf3b
Fix wrong side for opening battle spells
2015-03-30 19:16:08 +03:00
AlexVinS
6dea40aa95
Do not damage immune creature by spell-created obstacle. This should fix 0001846
2015-03-29 16:50:23 +03:00
DjWarmonger
8820bc05a9
MSVS compiler doesn't allow default arguments for Lambdas.
2015-03-10 10:06:45 +01:00
DjWarmonger
ec879046ca
Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
...
Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
3773859e9d
CGameHandler::moveHero allow transit, but for teleports only
2015-03-08 17:08:57 +03:00
ArseniyShestakov
21aaad6972
MoveHero: add transit movement option
...
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it.
Currently it's will be only allowed is object under destination is teleport.
2015-03-08 17:04:09 +03:00
ArseniyShestakov
25656aa586
Add showTeleportDialog everywhere except actual code for AI and player
...
Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00
ArseniyShestakov
18535db0ef
Add TeleportDialog and CTeleportDialogQuery
...
TeleportDialog is based off BlockingDialog and it's needed for server to ask client what teleport hero should be teleported to.
It's also contain list of possible exits, identifier of currently used channel and also impassable option.
If impassable set to true then client will remember that current teleport channel is lack of exit point.
2015-03-08 16:37:33 +03:00
AlexVinS
685deddac1
Start spell-relatet files reorganisation
...
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
AlexVinS
08d4f7991e
Extract adventure spell mechanics
2015-02-26 08:39:39 +03:00
DjWarmonger
a736a863da
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2015-02-22 18:36:23 +01:00
DjWarmonger
6797c374ed
Additional check
2015-02-22 18:36:13 +01:00
ArseniyShestakov
445ded71a7
Movement: now hero will always ignore guards if visiting object that he staying on
...
This one is replicating original game behaviour and fixes issue 1990 and related to issue 2084.
Currently this is mainly caused problem with teleporters which lead to crash in AI due to unexcepted hero loss.
2015-02-22 20:12:49 +03:00
AlexVinS
aa5e9fc959
get rid of global debug macros.
2015-02-14 22:43:16 +03:00
DjWarmonger
a8ff08a562
Fixed #2012
2015-02-14 19:44:04 +01:00
DjWarmonger
84b2510aa4
Merge pull request #62 from vcmi/SpellsRefactoring4
...
OK
2014-12-26 08:46:29 +01:00
DjWarmonger
8c471f6359
Merge pull request #69 from ArseniyShestakov/artifactsImprovements
...
Thanks, looks great now.
2014-12-25 20:24:08 +01:00
DjWarmonger
5b8180e327
Cleaning logs.
2014-12-25 12:58:15 +01:00
ArseniyShestakov
4cb98e7e8d
Use isTradable and fix issue 1392
...
This change make it possible to sell spell scrolls in Artifacts Merchant.
2014-12-24 20:48:37 +03:00
ArseniyShestakov
937ef0227b
Use ArtifactID instead of int when possible
2014-12-24 18:49:12 +03:00
AlexVinS
eebf65e88f
Merge branch 'develop' into SpellsRefactoring4
2014-12-24 00:15:27 +03:00
DjWarmonger
c538370c5d
Players will be always able to see their owned heroes and other objects. Fixes #1959 .
2014-12-21 13:56:32 +01:00
AlexVinS
d94f15bdf4
Added configurable animation for SPELL_LIKE_ATTACK
2014-11-28 00:36:14 +03:00
AlexVinS
f4cf12d3f8
Fix a crash
2014-11-27 00:53:08 +03:00
AlexVinS
b31ed0e4ea
Use SetMana packet in battle
2014-11-26 13:30:55 +03:00
AlexVinS
ca5391cde6
Get rid of handleSpellCasting
2014-11-25 22:00:04 +03:00
AlexVinS
c67887ae58
Use spell mechanics clases in GameHandler
2014-11-25 18:16:14 +03:00
AlexVinS
f2bf3d7f7b
Added a way to obtain ID of newly added Stack
2014-11-25 12:26:32 +03:00
AlexVinS
f7ff61ce4f
Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring4
2014-11-24 12:41:17 +03:00
KroArtem
e73c60740c
corrected text in vcmibuilder, corrected errors and warnings from cppcheck
2014-11-16 20:48:29 +03:00
AlexVinS
a06dae1f96
Move getAffectedCreatures to CSpell. + more drafts
2014-11-13 04:53:25 +03:00
AlexVinS
d7800b834e
get rid of CBattleInfoCallback::calculateSpellDmg
2014-11-12 09:52:11 +03:00
AlexVinS
e4b726151d
get rid of CBattleInfoCallback::battleStackIsImmune
2014-11-12 09:20:20 +03:00
AlexVinS
ddf98a5920
+SpecialRisingSpellMechanics::isImmuneByStack
2014-11-12 08:34:43 +03:00
Patrick Simmons
41da0ad2e6
multiplayerload changes (committing so I can revert...)
2014-10-25 19:05:49 -04:00
Patrick Simmons
3685e96042
Revert "multiplayer load changes"
...
This reverts commit 368d2c8836cc6e3b5af9cf71e892bf4515f26bda.
2014-10-25 19:05:49 -04:00
Patrick Simmons
99a63c4bbd
multiplayer load changes
2014-10-25 19:05:49 -04:00
Patrick Simmons
cfa6f46d62
VERY buggy, unusable, but progress is being made...
2014-10-25 19:05:49 -04:00
Mikhail Paulyshka
b8f5a57c64
Include ZLib headers for launcher and server
2014-10-12 16:33:38 +03:00
AlexVinS
66b022f93e
initializer lists part1
2014-10-02 19:43:46 +04:00
Ivan Savenko
aa0433228a
Fixed cheats - sendMesssage will also pass current object.
...
Workaround-ish but should work. Branch should be fixed now.
2014-09-21 20:35:53 +03:00
Ivan Savenko
6c0c03d74b
Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
...
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b
Breaking things - trying to remove server-side knowledge of selected objects
2014-09-19 00:18:49 +03:00
DjWarmonger
36a7cff998
Cleaning error messages at access to players.
2014-09-17 11:03:53 +02:00
DjWarmonger
d9273b3b2a
Cleaning logs.
2014-09-10 19:09:48 +02:00
Ivan Savenko
b551bdb725
Final part of the merge
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Merging VCMI Dirs refactoring + GUI refactoring with current develop
2014-09-04 20:59:07 +03:00
josch
2e6e026645
let vcmiserver handle commandline options first
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The vcmiserver application will first try to initialize various things
before parsing the commandline arguments. This leads to the program only
outputting an initialization error when it cannot initialize instead of
parsing arguments like --help. This patch moves the argument parsing to
earlier in program execution to avoid this behaviour.
2014-09-02 18:42:38 +02:00
DjWarmonger
0edaf4fa8a
Merge pull request #26 from vcmi/FFMpeg
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Let's do this, way too many branches running now.
2014-09-01 10:35:30 +02:00
DjWarmonger
8b10f70afd
Migrating to MSVS 2013, which allows to delete inttypes.h file.
2014-08-31 19:08:39 +02:00
Karol
1b6f2ea3b7
VCMIDirs update #5 fix
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- Updated old OS detect macros.
- Fixed 1 misspell.
2014-08-26 12:19:04 +02:00
Karol
a302f6c7ad
VCMIDirs update #3
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bfs = boost::filesystem;
- Updateting filenames (std::string -> bfs::path) #1
- Added platform detection, and some specyfic boost::filesystem includes
to Global.h
- Updated CBasicLogConfigurator. Now class uses bfs::path pathes.
2014-08-10 23:42:39 +02:00
beegee1
5139378319
- migrated boost::function/ref/bind to std:: variants
2014-08-04 20:33:59 +02:00
Michael Pavlyshko
bad7050096
spaces -> tabulation
2014-07-11 11:01:03 +03:00
Michael Pavlyshko
08ee65c3c8
fix .dll and .exe filenames
2014-07-10 01:06:37 +03:00
Michael Pavlyshko
c935193558
disable WIN32 flag for executables, fix previous commit
2014-07-10 00:47:22 +03:00
AlexVinS
195eae48ca
Merge branch 'develop' into SDL2
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Conflicts:
client/CPlayerInterface.cpp
2014-07-02 17:15:12 +04:00
DjWarmonger
bf567c9e50
Fixed crash caused by hiding tiles around AI heroes.
2014-07-01 09:13:19 +02:00
Ivan Savenko
1157111fcf
More bugfixing:
...
- Fixed compile in VCAI (precompiled headers should not include VCMI headers)
- Fixed crash on visiting observatories, including shroud of darkness
2014-06-29 17:23:06 +03:00
Ivan Savenko
32240da34e
Reduced number of #include's in headers. May break compilation on Win
...
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
6e3eaeee21
Minor fix to schema, server will print visited objects in debug log
2014-06-25 00:23:56 +03:00
Ivan Savenko
a0689fa377
Refactoring of hoverText from objects:
...
- 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
Ivan Savenko
ad632d1e8a
Moved FoW management from CGObjectInstance to callback
2014-06-24 20:39:47 +03:00
AlexVinS
3b8d0e44d4
Merge branch 'develop' into SDL2
2014-06-24 14:09:44 +04:00
DjWarmonger
3ac306f501
Merge pull request #19 from vcmi/feature/mapObjects
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Feature/map objects
2014-06-22 14:49:42 +02:00
Ivan Savenko
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
Haryaalcar
fee9f0c1a0
"0001766: Disassembling artifacts in hero and hero meeting screen doesn't work." fix
2014-06-14 16:52:30 +03:00
AlexVinS
0bf7d2b84c
fix server project configure
2014-06-13 07:55:49 +04:00
AlexVinS
56c74bc46a
+More build target to support both SDL1 and SDL2 builds
2014-06-13 07:55:48 +04:00
AlexVinS
bbd0312b45
Tweak configuration
2014-06-13 07:55:47 +04:00
Ivan Savenko
44742814cd
More cleanup:
...
- moved SoundBase.h to lib since it contains shared data
- added RMG info to object format. Note that data is not yet imported in
configs
- slightly updated API of object handlers
2014-06-05 23:51:24 +03:00
Ivan Savenko
b2e8c92383
Cleanup:
...
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
652ceb2bde
Finally shattered CObjectHandler.cpp into tiny bits
...
- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00
Ivan Savenko
0afdfa529c
Moved all object-related files to lib/mapObjects directory.
...
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
32b6568b65
Merged changes from upstream and fixed compilation caused by API changes
2014-06-03 22:45:18 +03:00
karol57
c676c5da82
Fixed small error in nearest town finding algorithm.
2014-05-25 21:53:25 +02:00
karol57
dd33fd51a8
int3 dist2d microoptimization
2014-05-25 20:42:25 +02:00
Ivan Savenko
7f276185bd
Moving files:
...
- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00
AlexVinS
6f65d2484b
Extract battleStackIsImmune from battleIsImmune
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This fix possible problems with rising spells as now immunty is handled on stack level not on hex level
* battleIsImmune in now protected - only used in canCastThisSpellHere
2014-05-19 13:44:38 +04:00
AlexVinS
ababd0d995
there can`t be resistance to rising spell (immunities are handled seperately)
2014-05-18 17:03:02 +04:00
AlexVinS
afd74ff649
Remove more hardcoded immunity handling.
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* ANIMATE_DEAD already limited to UNDED
* make DEATH_STARE immunties absolute
2014-05-18 17:03:02 +04:00
AlexVinS
b6b12ad8f6
Merge and simplify resistance calculation
2014-05-18 17:03:01 +04:00
AlexVinS
1431fcedf7
handleSpellCasting: Handle immunity before RESISTANCE. Now immune creatures shouldnt show resisted animation
2014-05-18 17:03:00 +04:00
AlexVinS
d9368ca5ba
Use new battleGetStacksIf method
2014-05-18 17:02:59 +04:00
DjWarmonger
00c31b4b85
Fixed #1790
2014-05-17 21:30:55 +02:00
Ilya Zhuravlev
db7cd79cf7
Android port.
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Conflicts:
lib/vcmi_endian.h
2014-05-16 23:24:29 +04:00
DjWarmonger
fb5152254d
Merge branch 'develop' of git://github.com/Macron1Robot/vcmi into WarmysBackup
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Conflicts:
client/CKingdomInterface.cpp
2014-05-02 12:03:02 +02:00
DjWarmonger
4a71442c80
Missing changes.
2014-04-27 14:38:20 +02:00
Macron1Robot
31f2af6243
Removed commented part for daily income
2014-04-27 13:44:56 +04:00
Macron1Robot
8ec7a9b919
Moved "max heroes on map per player", "max heroes available for player" to "defaultMods.json"
2014-04-27 10:43:46 +04:00
Macron1Robot
907caedb13
Added "produce" section in "building" structure. Changed dailyIncome.
2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff
Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day
2014-04-24 23:36:18 +04:00
DjWarmonger
9e7013de77
Backup for my own MVS project configuration
2014-04-24 21:07:43 +02:00
beegee1
1d57b75bc5
- random number generation refactoring
...
- fixed mantis #1743
2014-04-10 19:22:32 +02:00
DjWarmonger
a64df5718f
Some nontrivial optimizations based on profiling results:
...
- Movement bonuses will be calculated ONCE per pathfinder loop
- Goals will be sorted by hero to reduce number of calculatePaths calls
2014-03-31 14:26:09 +00:00
Ivan Savenko
9c0df68cb8
Fixing spelling mistakes. Patch from josch, fixes #1759
2014-03-23 12:59:03 +00:00
Ivan Savenko
760ae7d44a
Changes related to Debian packaging, based on josch patch
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- AUTHORS file is now in UTF-8
- tags for desktop files
- fixed some typos
- better reaction on --help and --version commands
- vcmibuilder should work with both avconf and ffmpeg
2014-03-20 18:17:40 +00:00
beegee1
fe1b16a7ec
Some preparation towards mantis #1743 :
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- refactored CRandomGenerator (added util methods, improved method names)
- usages of std::minstd_ran are replaced by CRandomGenerator (not in entire code base, C rand() usages are still not replaced)
- refactored getArtSync method of CArtHandler -> now named pickRandomArtifact
- fixed some compiler warnings
- updated source code URL in VCMI spec
2014-03-17 19:51:07 +00:00
alexvins
9cac0af7be
[Spells] More spell related refactoring
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+ smart target modifier
- CREATURE_EXPERT_MASSIVE target type
* save format changed
spell format changes already documented in http://wiki.vcmi.eu/index.php?title=Spell_Format
2014-03-17 13:11:10 +00:00
alexvins
065b8366fb
[Spells] Added basic support for icons and sounds
...
* few changes in spell format
* save format changed
2014-03-10 16:00:58 +00:00
Ivan Savenko
d2ae847ecf
- files in local directories (saves & configs) now always have higher
...
priority than mods. Fixes #1685 and #1733
- fixed possible crash on exit in dispose() function
- (vcmibuilder) fixes problem with partial mp3 -> ogg conversion
2014-03-08 16:05:23 +00:00
alexvins
4203d69525
Part 2 of new spell configuration
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1) spell handler refactored to support modding in general way
2) imunnity icons moved to WoG as they depends on wog`s graphics
3) introduced new class template for handlers (todo: use this in other handlers)
4) save format changed
5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config)
6) new format documented on wiki, added json schema.
* more split of registertypes - fixes 32 mingw build
2014-03-07 13:21:09 +00:00
stopiccot
7356145c3a
updated LD_RUNPATH_SEARCH_PATHS
2014-03-04 03:51:17 +00:00
Ivan Savenko
8d36bcabce
Split registerTypes into multiple files, now in lib/registerTypes
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directory in order to reduce huge memory usage by gcc
2014-02-24 19:57:33 +00:00
beegee1
674c8bc591
- Fix to previous commit (keep heroes which are in heroes pool too)
2014-02-23 16:21:30 +00:00
beegee1
d0a5a6eab4
- Implemented hero recreate handling correctly
2014-02-23 13:52:06 +00:00
Michał W. Urbańczyk
1e555a8ee3
Improved serializer. See: http://forum.vcmi.eu/viewtopic.php?p=11562#11562
...
Save format changed, removed compatibility workarounds.
2014-02-19 01:04:27 +00:00
alexvins
d01b84b460
[mechanics] fix copy-paste errors in magic skill arrays
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[c::b] few tweaks to configuration
2014-02-15 09:40:33 +00:00
Ivan Savenko
8d178fbcf5
Minor fixes:
...
- fog of war will be initialized after bonuses are set (needed if heroes
have scouting or arts with sight bonus)
- victory condition "control all dwellings" also requires golem factory/
- it is possible to dismiss troops during exchange between heroes
2014-02-09 19:47:23 +00:00
DjWarmonger
a9b10c8099
- Changed aggregation method so now fuzzy engine takes all the factors into consideration
...
- Heroes now will use real path cost and their movement, which has numerous advantages:
* Actual movement cost is taken into consideration
* Groups of heroes will keep order
* Fastest heroes will be used for exploration first
2014-02-07 08:23:31 +00:00
beegee1
95034b9fa0
- Updated PCH to use our StdInc.h as the prefix header (not generated one from cotire) -> no exclude headers from ffmpeg/etc... statements required
...
- Fixed compilation error (VCAI ResourceSet logging)
2014-02-05 20:25:36 +00:00
Michał W. Urbańczyk
55165a8535
Fixed #1686 . Compatibility measures to be removed later, when format changes become to big.
2014-02-02 14:31:56 +00:00
Michał W. Urbańczyk
e5312887d1
Fixed possible crash at the game start (when victory conditions are checked before currentPlayer is set).
2014-02-01 16:08:01 +00:00
beegee1
df0a28d9cb
- added PCH compilation for CMake using cotire module (PCH is OFF per default, can be enabled with ENABLE_PCH=ON)
2014-02-01 13:37:26 +00:00
Michał W. Urbańczyk
679c3c5830
Split conditions fixed (it should be impossible to take units from ally).
2014-01-30 14:04:09 +00:00
Ivan Savenko
3779a54ddd
- probably fixed 1671
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- fixed missing loss condition in Birth of Barbarian
- fixed some bugs found by cppcheck
2014-01-30 11:08:37 +00:00
alexvins
16d6292be9
[refactor] extract often used classes from lib\NetPacks.h to separate header - less dependecies on whole packets class tree
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[mingw build] fix linking issues with netpacks.
Mingw build is finally fixed!
[c::b] update projects
[config] fix and cleanup spell_info.json
2014-01-16 20:24:06 +00:00
Ivan Savenko
c5b74a2dce
Miscellaneous fixes:
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- proper block of "back" button in campaign menu.
- proper block of AI switch in battles
- vertical garrisons can now be attacked from top
- better UI logging, vcmi will print to log file all pressed buttons
- server will not try to build already existing building
2014-01-13 17:44:21 +00:00
Ivan Savenko
fb5c9fc972
- creatures availability tests no longer check for built buildings.
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Fixes #1650
- do not crash if town has 0 creatures on some dwelling level
- do not crash if dwelling for some level is not present in town at all
2014-01-11 18:12:09 +00:00
alexvins
a740f7989c
[c::b] update projects, disable PHC for now, +few fixes (still wip)
2014-01-05 17:48:50 +00:00
Ivan Savenko
2c4c964a45
Large rewrite of adventure map objects:
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- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00
Ivan Savenko
2b9e074d54
- implements level limit (Mantis #1620 )
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- added workaround to weird bug where vcmi fails to find objects for
win/loss conditions
2014-01-01 16:12:53 +00:00
Ivan Savenko
0c5be52a42
Win/loss conditions based on logical expressions, yet another large
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changeset:
- victory/defeat will be detected using triggered events
- vcmi will convert h3 conditions into set of triggered events
- it is possible to either change number of days without towns or even
remove this loss condition completely
- possibility of custom win/loss text and icons in pregame (no longer
connected to win/loss conditions)
Still missing:
- No interface to pass custom events/victory conditions into the game
- AI would benefit from improvemets (handle all victory conditions,
select best one to fulfill)
- You have X days till defeat message still hardcoded to 7 days
2013-12-29 11:27:38 +00:00
Ivan Savenko
f6c1dace6c
Minors:
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- By default, cmake will keep debug info
- removed warnings from adventure map infobox (part of #1636 )
- adventure map infobox will refresh on artifact changes (part of #1636 )
- moved terrain music files to terrains.json file
- player should act before AI in all games, not only campaigns
2013-12-28 18:57:08 +00:00
beegee1
b8eddcd9a8
- Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
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- Moved placing campaign heroes before random object generation -> same behaviour as in OH3
- Refactored pickHero into pickNextHeroType (hero generation sequence) and pickUnusedHeroTypeRandomly
- Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience only)
- Fixed Fuzzy.cpp and VCAI.h compilation on Clang
- Added a handleException function in addition to our macros (no use of macros, enables debugging support, does not re-throw, catches ...-case too)
2013-12-28 12:47:55 +00:00
beegee1
68bdf71db6
- Fixed GCC compiler warnings
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- Implemented move heroes to next scenario partially
2013-12-20 13:07:58 +00:00
DjWarmonger
f8028f512d
Fixed #1585 - destroyed war machines will be removed from hero's equipment.
2013-12-19 14:35:49 +00:00
beegee1
f0cbbbdb70
- Refactored method CGameState::init
2013-12-18 18:18:12 +00:00
beegee1
61fc216a6f
- Fixed mantis #1421
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- Fixed initial map selection in campaign bonus screen
2013-12-17 17:14:55 +00:00
beegee1
69eee05ccc
- Partially fixed mantis #1065 (Gate with hex 95 can't be attacked)
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- Fixed 'catapult tried to attack non-catapultable hex!' problem, now catapult attacks attackable wall parts only
- Fixed problem that the server performed applying damage on a wall part twice
- Added methods for checking what wall parts are attackable and if a wall part is potentially attackable
- Added functionality to trace net packages
- Added functionality to trace std::vectors
- Added tracing for CatapultAttack(CPack)
- Updated various toString methods to use {} instead of []
- Refactoring
2013-12-08 17:54:13 +00:00