1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00
Commit Graph

941 Commits

Author SHA1 Message Date
153315e8c3 Refactoring of hero movement animation code
Replaced ancient and obscure code that had separate routines for each
possible movement direction with generic version.
Fixes #1088 which apparently was due to bug in one of these routines
2022-11-14 12:32:40 +02:00
86972d7164 Merge pull request #1112 from SoundSSGood/bulk-move-swap-artifacts-rev2
Bulk move and swap artifacts rev2
2022-11-14 08:31:48 +02:00
38b8fc0af8 Formatting: space -> tabs 2022-11-13 14:24:15 +02:00
4af9bc2461 Music: remember playback position of music tracks
Town & terrain themes will now resume from previously stopped position
instead of playing from start, as it was in original game.
Fixes #965
2022-11-13 14:05:51 +02:00
6e5932c016 Apply suggested changes next part 2022-11-10 21:02:06 +02:00
0032947735 regression fixed. Artifact assemble dialog shows multiple times. 2022-11-07 00:36:13 +02:00
95ab343116 Net Packs BulkMoveArtifacts structure and BulkMoveArtifacts::applyCl 2022-11-06 23:54:50 +02:00
52b3b329a4 Fix [965] 2022-11-01 19:16:45 +04:00
4de0300c76 unlock adventure map UI after closing battle result dialog 2022-09-30 15:06:50 +03:00
dae726b82d Merge pull request #1005 from kambala-decapitator/ios-min-12
raise iOS deployment target to 12.0
2022-09-29 19:57:04 +03:00
58a3abb643 Merge pull request #963 from vcmi/terrain-rewrite
Terrain rewrite
2022-09-29 18:24:05 +02:00
20c102e648 Remove T prefix from new typedefs 2022-09-29 11:44:46 +02:00
1dc7ccb7d0 remove declaration of non-existent function 2022-09-27 07:06:17 +03:00
4ea57ea7fc A variety of suggested style tweaks 2022-09-25 09:33:56 +02:00
72feb538ce add explicit null pointer checks 2022-09-25 10:05:16 +03:00
11e1bb44a2 Load sounds for new terrains later 2022-09-21 13:43:00 +02:00
494b0f0226 First version that compiles 2022-09-21 11:34:23 +02:00
7ba271edf1 Rotation rebase2 (#912)
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y].
* Nullkiller AI can get it too.
* Use boost::multi_array instead of nested vectors
* In MapHandler too
* Rotate foreach algorithms, too
* VCAI gets rotated, too
2022-09-18 17:39:10 +03:00
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
53b9434a22 Fix crash 2022-07-29 11:08:38 +03:00
c4dec67acc Fix movement freeze after battle in teleport 2022-06-20 09:05:05 +03:00
1128abc593 Fix hero movement animation 2022-06-07 15:00:39 +03:00
c293b655f5 Fix one more battle ai related crash. 2022-05-21 15:41:56 +03:00
b269d7fed6 Fix case when defender creature is killed with pre-attack spell like liches death ripple 2022-05-14 17:38:06 +03:00
2fc7cf02b0 tray notification for windows 2022-05-14 13:23:09 +03:00
ea2931c6ea Fix: Get rid of 'Tile is not visible' error message 2022-01-30 12:31:07 +02:00
0427fa45dd Fix: Terrain description should be shown correctly 2021-11-08 21:01:30 +02:00
7cfd1fe0ca Fix: Captured town should not be duplicated on the UI 2021-10-31 17:33:26 +02:00
25d9ea1ddf Feature: Opposite Side Limiter 2021-09-04 14:15:38 +03:00
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
ade84699b0 found a bug in code where AI can change client gamestate directly causing sorting crash 2021-01-30 17:29:49 +02:00
c61bae4060 Fixed RETURN_IF_BATTLE(). Undid disabled warnings. Fixed indentation. 2020-10-05 16:28:28 -07:00
a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00
1319175bdc Removed the create functions in the ColorShifter classes. 2020-01-27 00:34:59 -08:00
8db638c054 Fix tiny space issue and remove reference of SDL.h 2020-01-26 00:05:38 -08:00
0f3dabab9a Initialize the change:
1. Make color shifter for CAnimation, and use that in the clone effect.
2. Update the original position of the cloned object.
2020-01-25 01:21:26 -08:00
492d6504b4 Fix all common victory/defeat crashes 2019-06-08 16:59:04 +02:00
eb19806cf5 Fix dialog showing for losing player 2019-06-01 19:28:21 +02:00
54e6e42c46 Fix no player interface swap on being attacked 2019-05-04 10:07:52 +03:00
d50add0246 Remove apparently useless code 2019-05-03 16:50:36 +02:00
2b6fe9298a Hackfix for campaigns 2019-03-29 23:29:48 +01:00
97869fc36f Fixed single map victory crash 2019-03-29 22:01:51 +01:00
57b687a094 Fix crash on portal teleport when it's 1st action in movement (#491) 2018-09-16 17:01:36 +03:00
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
5d487c09fe client/CPlayerInterface.cpp: initialize observerInDuelMode 2018-04-19 16:13:19 +02:00
337f22195c client/CPlayerInterface.cpp: remove unused variable 2018-04-19 15:26:39 +02:00
2ede3783dd Settings: savefrequency is now configurable in launcher
* Client command-line can modify arbitrary settings now
* Only launcher auto-saves to settings.json
2018-04-08 17:12:29 +07:00
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
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
03cfd2cb78 Do not use StackLocation in netpacks 2018-03-17 13:24:12 +08:00