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Commit Graph

700 Commits

Author SHA1 Message Date
Ivan Savenko
d8a70de068 Improved ordering of movement animation, fixes potential visual artifact 2023-01-04 23:04:48 +02:00
Ivan Savenko
e422fcd092 Play spell sound on Lich/Magog attack 2023-01-04 21:55:15 +02:00
Ivan Savenko
d2fe31e224 Fix obstacles (e.g. Quicksands) animation speed 2023-01-04 21:39:32 +02:00
Ivan Savenko
6b2490903d Fix casting of massive spells by creatures 2023-01-04 21:26:13 +02:00
Ivan Savenko
21196e822f Fixed blue tint for clones 2023-01-04 19:36:18 +02:00
Ivan Savenko
d157735846 Initialize new animations if current one is over 2023-01-04 18:15:26 +02:00
Ivan Savenko
397ea90040 Do not show selection highlight during stack teleporting 2023-01-04 17:45:08 +02:00
Ivan Savenko
d712a6b896 Do not play mouse-over animation on petrified creatures 2023-01-04 17:23:13 +02:00
Ivan Savenko
d8c4209ded Movement animation is now more smooth at high animation speeds 2023-01-04 17:21:40 +02:00
Ivan Savenko
7657115c5a Fix battleQueue positioning on toggling hotkey 2023-01-04 16:40:38 +02:00
Ivan Savenko
d3ecd43aba Merge remote-tracking branch 'vcmi/develop' into battle_improvements 2023-01-04 16:20:53 +02:00
nordsoft
e8845244f7 Fix tactic button 2023-01-03 13:02:54 +04:00
nordsoft
660d25a335 Make control panel configurable 2023-01-03 13:02:54 +04:00
nordsoft
87c47fff1d Business logic of alternative actions 2023-01-03 13:02:54 +04:00
Ivan Savenko
4bfdb44c78 Restore status bar on BattleWindow reactivation 2022-12-30 12:32:36 +02:00
Ivan Savenko
a9808a6541 Fix battle start when hero has tactics and no battle sounds mod is on 2022-12-30 11:55:22 +02:00
Ivan Savenko
5d80457eda Merge with vcmi/develop branch 2022-12-30 00:52:23 +02:00
Ivan Savenko
c8cd8aaf10 merge fix - do not attempt to display multiple dialogs at once 2022-12-29 22:11:47 +02:00
Ivan Savenko
7a5258853a Fix potential access violation due to iterator invalidation 2022-12-29 14:28:38 +02:00
Ivan Savenko
da7766e90b Fix battle start with disabled opening sounds 2022-12-28 16:51:44 +02:00
Ivan Savenko
ae3f6c5e79 Renamed PointEffectAnimation -> EffectAnimation 2022-12-25 21:39:55 +02:00
Ivan Savenko
5b41ced427 Removed sound playback from PointEffectAnimation 2022-12-25 21:35:13 +02:00
Ivan Savenko
7e3cd7db51 Fix for missing Death Blow sound 2022-12-25 20:11:22 +02:00
Ivan Savenko
5a7eed01da Made BattleInterface class less friendly 2022-12-25 17:44:40 +02:00
Ivan Savenko
4b3d93f378 Minor cleanup 2022-12-25 17:43:55 +02:00
Ivan Savenko
325c29da0d Merge remote-tracking branch 'vcmi/develop' into battle_improvements 2022-12-23 14:51:34 +02:00
Ivan Savenko
eb20a4b208 Merge remote-tracking branch 'vcmi/develop' into warnings_fix 2022-12-23 14:40:45 +02:00
Ivan Savenko
f073c676f9 Merge 1.1 release into develop 2022-12-23 14:17:18 +02:00
Ivan Savenko
9248e06ae0 Demon summon is now a spell. DEMON_SUMMONING bonus has been removed 2022-12-22 23:11:55 +02:00
Ivan Savenko
5b453bf530 Stack amount boxes visibility now follows H3 rules 2022-12-22 11:49:40 +02:00
Ivan Savenko
8b207fae63 ECreatureAnimType enum -> enum class 2022-12-22 01:04:58 +02:00
Ivan Savenko
bab5922951 Spells can now define color muxer effect (e.g. Bloodlust & Petrify) 2022-12-22 00:25:35 +02:00
Ivan Savenko
41b87088d5 Color muxer effects can now be (partially) configured by user.
TODO: move color muxer effects from spells into spell config
2022-12-21 23:29:56 +02:00
Ivan Savenko
8a9a7b9650 Fix UI on battle start if hero has tactics 2022-12-21 20:01:50 +02:00
Ivan Savenko
b423b3fa6b Fix dragon breath & fire shield 2022-12-21 18:04:54 +02:00
Ivan Savenko
d0f259bbf7 Fix battle shutdown 2022-12-21 18:04:19 +02:00
Ivan Savenko
541d98143b Renamed BattleControlPanel -> BattleWindow 2022-12-21 17:06:47 +02:00
Ivan Savenko
c835a84051 Moved all GUI handling from BattleInterface to BattleControlPanel 2022-12-21 17:02:53 +02:00
Ivan Savenko
822df113f3 Fix formatting 2022-12-21 13:18:16 +02:00
Ivan Savenko
6138ff1670 Minor refactoring of BattleHero class 2022-12-21 01:08:56 +02:00
Ivan Savenko
b373c4a2b6 Fix Status Bar & In-game console activation 2022-12-19 22:53:31 +02:00
Ivan Savenko
a75b437fef Disable text input on window deactivation 2022-12-19 22:06:01 +02:00
Ivan Savenko
a57eec23e6 Refactoring of setBattleCursor & fromWhichHexAttack methods 2022-12-19 01:12:26 +02:00
Ivan Savenko
e2cc73d67b Fix fire shield sounds 2022-12-18 22:43:13 +02:00
Ivan Savenko
16c4851d3b Animated cursor for spell selection, removed hardcoded cursor ID's 2022-12-18 22:32:07 +02:00
Ivan Savenko
53f6b7bd32 Fix Ice Ring target selection 2022-12-18 20:23:19 +02:00
Ivan Savenko
e9e549148d Implemented teleportation animation effect 2022-12-18 18:26:43 +02:00
Ivan Savenko
45aa841fb6 Stack reversing logic now matches H3 2022-12-18 11:42:02 +02:00
Ivan Savenko
52fc5b3c39 Exploded mines now send ACTIVATE flag to client to play effect 2022-12-17 19:37:00 +02:00
Ivan Savenko
deffba01b9 All battle effects are now fully client sided 2022-12-17 17:35:15 +02:00
Ivan Savenko
70eac47f08 Fixes #1051, #1042 - highlight creatures that will be affected by spell 2022-12-17 00:10:12 +02:00
Ivan Savenko
4d5311789e Fixes #831 - do not process any incoming Packs until opening is over 2022-12-16 23:22:04 +02:00
Ivan Savenko
9e5f72166b Fix animation ordering for moving with rotation 2022-12-16 22:38:14 +02:00
Ivan Savenko
bbabc991ee Clean up logging 2022-12-16 22:37:44 +02:00
Ivan Savenko
6c04581655 Fix stack rendering order during movement 2022-12-16 22:07:46 +02:00
Ivan Savenko
733f21f8dc Petrify will freeze stack animations 2022-12-16 18:34:35 +02:00
Ivan Savenko
4d628a8ba1 Fixed several assertion failures on shutting down game 2022-12-16 16:19:57 +02:00
Ivan Savenko
864990db13 Implemented Bloodlust & Petrification effect
- ColorFilter is now in separate file
- Moved lerp function into global.h
- Bloodlust visuals mostly matches H3
- Petrify visual matches H3
- TODO: Adjust timing of all ColorFilter efects to match H3
- TODO: Petrify should pause stack animations
- TODO: ColorFilter-powered effects should be configurable in Spell system
2022-12-15 23:24:03 +02:00
Ivan Savenko
7e35a96055 Changed ColorPutter in preparation for Bloodlust & Petrify effects 2022-12-14 15:17:38 +02:00
Ivan Savenko
3693184e51 Fix cast animation for Genie and heroes 2022-12-14 14:48:02 +02:00
Ivan Savenko
7857668158 Implemented group attack animations for dragons/Hydras/etc 2022-12-14 14:21:58 +02:00
Ivan Savenko
814f6ed684 Made Clone color filter identical to H3 2022-12-14 13:00:40 +02:00
Ivan Savenko
fb3a08e0a6 Added fading animation for fade-in effect for summons 2022-12-14 12:04:37 +02:00
Ivan Savenko
b2f5a87a0f Spell animation will now wait for hero animation before playing 2022-12-13 21:31:49 +02:00
Ivan Savenko
e7206cb759 Cleaned up BattleHero class 2022-12-13 21:31:49 +02:00
Ivan Savenko
c172e3c8e0 Cleaned up BattleAnimationClasses file 2022-12-13 21:31:49 +02:00
Ivan Savenko
776d00d901 Cleaned up UI blocking conditions 2022-12-13 21:31:49 +02:00
Ivan Savenko
e791323502 Implemented placement sound for obstacles 2022-12-13 21:31:49 +02:00
Ivan Savenko
2148b76911 Fix lambda captures lifetime 2022-12-13 21:31:49 +02:00
Ivan Savenko
60a00b450e Multiple fixes & improvements to animation ordering 2022-12-13 21:31:49 +02:00
Ivan Savenko
0020d76d1d Introduced animation phases for beter ordering of visuals in battles 2022-12-13 21:31:49 +02:00
Ivan Savenko
c79634b6a7 Moved all animation ordering logic to callers
Previously, CBattleAnimation & inheritors were controlling animation
ordering - e.g. which animations should play after which.
Now, this is controlled by caller, e.g. BattleInterface & its
controllers.
H3 animations are fairly linear and can be split in stages which are
already somewhat implemented via waitForAnims
2022-12-13 21:31:49 +02:00
Ivan Savenko
e750bd2713 Reverse death animation for resurrection spells 2022-12-13 21:31:49 +02:00
Ivan Savenko
1dea1854ae Moved battle animation enum's into new file 2022-12-13 21:31:49 +02:00
Ivan Savenko
55d0f0ad9f Fixed infinite loop 2022-12-13 15:17:42 +02:00
Ivan Savenko
99e5569ab5 Changes according to review 2022-12-13 15:10:31 +02:00
Ivan Savenko
264f5c91e8 Applied suggestions from review 2022-12-13 13:58:16 +02:00
Ivan Savenko
602e52127b Cleaned up forward declarations 2022-12-12 18:26:04 +02:00
Ivan Savenko
d40d5250b7 changes to status bar according to review comments:
- renamed IStatusBar API to more clear names
- removed "locking" of status bar
- added comments for IStatusBar API
- removed dynamic_casts to CGStatusBar, now IStatusBar API is fully
sufficient
2022-12-12 18:23:41 +02:00
Ivan Savenko
1558c28c0a Fix obstacle rendering 2022-12-12 00:05:00 +02:00
Ivan Savenko
ac839ad26a Changes to rest of the code according to review:
- renamed status bar method clearMatching -> clearIfMatching
- renamed class ColorShifterAddMul -> ColorShifterMultiplyAndAdd
- fixed missing return from function
- fixed potential access to deleted object
2022-12-11 23:43:43 +02:00
Ivan Savenko
49a6d056d9 Changes for BattleInterface classes according to code review:
- added documentation comments for classes, members and methods
- added const specifier to methods where applicable
- renamed some methods with more clear name
- removed some commented-out or unused code
2022-12-11 23:16:23 +02:00
Ivan Savenko
7f5e5259c8 Changes to Canvas class according to review:
- renamed CCanvas -> Canvas.cpp
- replaced shared_ptr<Canvas> with Canvas&
- removed getSurface method
2022-12-11 22:09:57 +02:00
Ivan Savenko
c855823528 Renamed files in client/battle to match new names of classes 2022-12-09 13:38:46 +02:00
Ivan Savenko
3f9a0a855e Renamed most of classes in client/battle directory to match current code
style
2022-12-09 13:26:17 +02:00
Ivan Savenko
facf77b3ae vstd::unique -> std::unique 2022-12-07 23:36:20 +02:00
Ivan Savenko
2855606a88 Enabled & fixed -Woverloaded-virtual warning from gcc/cland
- fixed almost all instances of overloaded-virtual warning
- cleared up inheritance & method overrides in code affected by warning
2022-12-07 21:50:45 +02:00
Ivan Savenko
7007b86737 Do not show destroyed towers in battle results window 2022-12-07 15:57:17 +02:00
Ivan Savenko
a06d7ec80e Fix Armaggeddon visual effect 2022-12-06 14:29:31 +02:00
Ivan Savenko
3c037ed620 Fix spellcaster animations 2022-12-06 14:12:13 +02:00
Ivan Savenko
f247a98373 Fix non-siege battles 2022-12-06 14:11:37 +02:00
Ivan Savenko
2c05f588fd Moved CBattleRenderer into a separate file 2022-12-06 13:41:29 +02:00
Ivan Savenko
1b4c5be4de Implemented proper rendering order generation for battlefield objects 2022-12-02 17:49:38 +02:00
Ivan Savenko
90a25cb28d Fix tower shooter rendering 2022-12-02 02:13:02 +02:00
Ivan Savenko
58ba5f1aee Fixes to effects of earthquake, obstacle-creating and offensive spells 2022-12-02 01:55:09 +02:00
Ivan Savenko
215932b520 Fix compile after merge 2022-12-02 00:06:57 +02:00
Ivan Savenko
495e0b3657 Merge remote-tracking branch 'vcmi/develop' into battleint_refactor 2022-12-01 23:58:01 +02:00
Ivan Savenko
2442d38b9a Fix ranged attack animations 2022-12-01 23:40:03 +02:00
Ivan Savenko
bbd4d361e4 Send hover event to buttons in battle UI 2022-12-01 23:39:43 +02:00
Ivan Savenko
c721d7c4f3 Fix overwriting of hover text of buttons in combat 2022-12-01 23:36:41 +02:00
Ivan Savenko
5094fab4d9 Refactoring of spell animations, multiple fixes for spell visuals 2022-12-01 22:06:42 +02:00
Andrii Danylchenko
82179a9cdb
Merge pull request #1176 from IvanSavenko/tower_shooter_icons
Tower shooter icons fix
2022-12-01 12:30:24 +02:00
Ivan Savenko
92ca0d9877 cleared up rendering of tower shooters 2022-11-30 22:05:25 +02:00
Ivan Savenko
c233e57079
Apply suggestions from code review
Co-authored-by: Nordsoft91 <nordsoft@yahoo.com>
2022-11-29 18:24:03 +02:00
Ivan Savenko
6d4bcba842 Fix moat rendering position 2022-11-29 17:18:43 +02:00
Ivan Savenko
de5616bb3b Fix combat log position 2022-11-29 17:18:30 +02:00
Ivan Savenko
178cd0226f Show town-specific tower icon in battle queue, if such icon exists 2022-11-29 14:59:50 +02:00
Ivan Savenko
88d8655f01 Fix forward declarations for ios single-app build 2022-11-29 02:00:08 +02:00
SoundSSGood
909dcb82fa use ArtifactID 2022-11-29 00:32:18 +02:00
Ivan Savenko
86616a5a3b Fix visibility of stack amount box on start of combat 2022-11-28 22:47:28 +02:00
Ivan Savenko
9e11b8f38a Fixes for creature rendering order 2022-11-28 22:35:38 +02:00
Ivan Savenko
95e6035a23 Attempt to fix MSVC compilation 2022-11-28 21:44:16 +02:00
Ivan Savenko
6f6d350228 Formatting cleanup 2022-11-28 16:43:38 +02:00
Ivan Savenko
7c4e04c1ec Refactoring/cleanup of classes in CBattleAnimations.cpp 2022-11-28 16:02:46 +02:00
Ivan Savenko
8a059301d2 Fix blitting order of battlefield objects 2022-11-27 23:42:18 +02:00
Ivan Savenko
055824654e (partially) fix catapult explosion effect 2022-11-27 23:26:28 +02:00
Ivan Savenko
9f21569a79 Next batch of siege fixes 2022-11-27 22:50:18 +02:00
Ivan Savenko
35576834c9 Fixing sieges, part 1 2022-11-27 20:21:51 +02:00
Ivan Savenko
b5d1cb4996 Fixes for projectile playback. TODO: check catapult projectile 2022-11-27 17:24:45 +02:00
Ivan Savenko
15b588b164 Fix stack reactivation leading to broken spellcasting 2022-11-27 15:10:27 +02:00
Ivan Savenko
e76cd1b6a7 Bugfixing: fix crashes on battle start & most noticeable glitches 2022-11-27 02:26:02 +02:00
Ivan Savenko
0cae259f53 Most of rendering in BattleInt is done via canvas
- refactoring of CBattleStacksController.cpp
- moved EAlignment enum to Geometries.h from CIntObject
- renamed EAlignment to ETextAlignment, to avoid conflict with good/evil
alignemt
- ETextAlignment is now enum class
2022-11-26 23:12:20 +02:00
Ivan Savenko
4f91b062db Refactoring of projectile controller
- projectiles now separated based on type
- each type has its own rendering method
- refactoring of CShootingAnimation
2022-11-25 16:32:23 +02:00
Ivan Savenko
abb553d975 Next step of code refactoring:
- refactoring of CBattleFieldController code (except for 2 arcane
methods)
- introduced class CCanvas for encapsulated rendering surface
- battleint rendering is now partially done with CCanvas
- removed unused includes of CBitmapHandler
2022-11-25 11:46:47 +02:00
Ivan Savenko
6b3beb05e5 BattleInt split is finished, start of refactoring:
- Refactoring of siege controller code
- Replaced some usages of C struct SDL_Surface with proper c++ class
IImage
- Refactoring of rendering of battlefield objects (WIP)
2022-11-25 00:26:14 +02:00
Ivan Savenko
cb6fe1eedf Moved battle effects into a new class 2022-11-24 16:30:04 +02:00
Ivan Savenko
02fe0425c7 Moved battle actions handling into a separate class 2022-11-20 22:56:42 +02:00
Ivan Savenko
b01737daf2 Moved stacks & animations handling into a separate class 2022-11-20 19:11:34 +02:00
Ivan Savenko
7a6ad671ab Separated battle control panel into new class, refactoring of
CGStatusBar to allow shared API with battle console
2022-11-18 17:54:10 +02:00
Ivan Savenko
3c5858f01e Separated battlefield background&hexes handling into a new class 2022-11-17 23:57:51 +02:00
Ivan Savenko
9c2a6dc9fc moved battle obstacle handling into separate class 2022-11-17 19:36:25 +02:00
Ivan Savenko
a65dd0726d Separated siege-related part of BattleInterface into separate class
- added constants for BattleHex'es of castle towers
2022-11-17 18:50:12 +02:00
Ivan Savenko
bd1b2e4977 Battle Interface refactoring: separated projectile handling into a
separate class (untested)
2022-11-17 13:21:03 +02:00
Nordsoft91
1893212abb
Merge pull request #1146 from IvanSavenko/ray_projectile
Implemented ray-like projectiles for shooters
2022-11-16 22:45:00 +04:00
Ivan Savenko
b3067c0e3f Attemts to improve timing of ranged attacks:
- when computing number of steps/frames to display projectile round to
nearest instead of rounding down
- end projectile animation only *after* last step was shown
2022-11-16 17:53:40 +02:00
Ivan Savenko
d1c95204c5 Code formatting 2022-11-16 12:29:07 +02:00
Ivan Savenko
6678a747bb Implemented ray-like projectiles for shooters
- Added missing support for ray-like projectiles
- Archmages, Evil Eyes and Beholders now use ray for shooting
- New method to draw 1 pixel-wide line with color gradient at arbitrary
angle
- fixed incorrect attackClimaxFrame field for Archmages
2022-11-15 21:42:16 +02:00
Ivan Savenko
38b8fc0af8 Formatting: space -> tabs 2022-11-13 14:24:15 +02:00
Ivan Savenko
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
nordsoft
6995911d6e Preventing multiple AI from being created 2022-11-03 22:01:20 +04:00
Andrey Filipenkov
c4c2e03b6e fix typo 2022-09-30 15:06:56 +03:00
DjWarmonger
58a3abb643
Merge pull request #963 from vcmi/terrain-rewrite
Terrain rewrite
2022-09-29 18:24:05 +02:00
Andrii Danylchenko
878aabd4d6
Merge pull request #981 from kambala-decapitator/fix-analyzer-warnings
Fix Clang Analyzer warnings
2022-09-29 19:23:24 +03:00
Tomasz Zieliński
f386f42166 Merge remote-tracking branch 'origin/develop' into terrain-rewrite
# Conflicts:
#	lib/Terrain.cpp
#	lib/Terrain.h
#	lib/battle/CBattleInfoEssentials.cpp
#	lib/rmg/ObstaclePlacer.cpp
#	lib/rmg/RiverPlacer.cpp
2022-09-27 07:50:17 +02:00
Tomasz Zieliński
cd3a1a02c2 More style tweaks 2022-09-25 21:47:44 +02:00
Andrey Filipenkov
72feb538ce add explicit null pointer checks 2022-09-25 10:05:16 +03:00
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
Tomasz Zieliński
a5077245a8 Merge remote-tracking branch 'origin/develop' into terrain-rewrite
# Conflicts:
#	lib/Terrain.cpp
#	lib/Terrain.h
2022-09-23 20:01:13 +02:00
Andrey Filipenkov
c9c79887a7 remove unused variables 2022-09-22 11:54:10 +03:00
Tomasz Zieliński
494b0f0226 First version that compiles 2022-09-21 11:34:23 +02:00
Nordsoft91
ad01c7ffce
Vlc obstacles [part 1] (#888)
* obstacles content handler, entity service and VLC integration
2022-09-15 11:06:54 +03:00
Andrey Filipenkov
e6e7679a2c activate battle hexes after heroes
gives hexes higher priority when performing "hit test" for mouse click as CGuiHandler::handleElementActivate() uses push_front to a list
this fixes RMB click on the topmost corner stacks: now it shows stack info instead of hero
2022-09-11 13:40:38 +03:00
Andrii Danylchenko
4b4cc3cf4b battlefields in VLC and custom bonuses for terrain patches 2022-09-11 11:31:27 +03:00
Nordsoft91
c4035134e5 New battlegrounds (#758) 2022-09-11 11:31:26 +03:00
Nordsoft91
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
Evgeniy Meshcheryakov
ff00747ecf Fixed 3206 Bugged 'Start Walking' animation 2022-08-15 09:23:35 +03:00
Andrii Danylchenko
e0e3787748 When the battle is won with only summoned creatures - defeat 2022-05-01 09:30:30 +03:00
Andrii Danylchenko
fa9a420f99 Fix a few crashes 2022-04-17 09:10:53 +03:00
Dmitry Orlov
1ce7701168 Fixed: Animation errors should not lead to hanging 2021-11-10 20:32:54 +02:00
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
Dmitry Orlov
8cd1af6998 Fix: Siege crashes when creature on the archer's tower is not a shooter 2021-01-17 15:02:58 +03:00
Dmitry Orlov
39de2f6435 Fix: Morale bonus should be shown correctly 2020-11-11 22:43:40 +03:00
John Bolton
bb58d349cb Fixed potential race condition 2020-10-24 23:38:39 -07:00
John Bolton
c61bae4060 Fixed RETURN_IF_BATTLE(). Undid disabled warnings. Fixed indentation. 2020-10-05 16:28:28 -07:00
John Bolton
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
Alexander Shishkin
00de1fd734
Merge pull request #625 from Toneyisnow/toneyisnow/Battle_Clone_Effect
Implement the Clone Effect in battle.
2020-01-27 13:42:58 +03:00
toneyisnow
a03e696ec0 Updated const. 2020-01-26 16:18:07 -08:00
toneyisnow
468584d469 Update the originalPalette, and use SDL_Palette methods to improve memory management. 2020-01-26 00:01:48 -08:00
toneyisnow
0f4a9e5106 Updated resolved some issues. 2020-01-25 18:49:53 -08:00
toneyisnow
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
toneyisnow
0fe3c0a569 Initialize the change. 2020-01-19 04:12:59 +00:00
Alexander Shishkin
54bbf2abb3
Merge pull request #595 from dydzio0614/BattleConsoleButtons
Fix wrong battle console button image
2019-05-21 10:05:01 +03:00
Dydzio
2c0b0b8cf9 Fix wrong battle console button image 2019-05-19 19:58:53 +02:00
Dydzio
cd78779d9c Remove false warning indicating something is wrong 2019-05-19 12:22:41 +02:00
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
Alexander Shishkin
34f934370b
Merge pull request #565 from dydzio0614/moralewaitfix
Fix lack of unit action with morale+wait
2019-03-24 10:49:49 +03:00
Alexander Shishkin
9ad71b200f
Merge pull request #562 from dydzio0614/BattleIntroFix
Battle action start on client after intro sound
2019-03-24 10:36:01 +03:00
Dydzio
9e4619c08d Fix lack of unit action with morale+wait 2019-03-23 23:51:50 +01:00
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
Dydzio
e1bf821c27
Tweak effect / spell animation speed
After reducing the value by half effect / spell projectile speed is really close to original H3 compared to other actions on same speed setting.
2019-03-22 14:21:27 +01:00
AlexVinS
4b5910c2f4 VCAI performance improvements
* Node graph initialization optimized.
* Fixed "Unathorized obstacle access".
* Pathfinding tracing disabled with ifdef.
* Misc bonus calculation optimizations.
* Removed timestamp from log lines. Date formatting eats too much CPU.
* Paths for all heroes in Client are now cached
2019-01-17 10:50:56 +03:00
Dydzio
0fd729fd86 Fix creature animation callback circular reference 2018-11-14 23:36:38 +01:00
Fior.in
47ba3b2476 Hero scheme: allow each hero to have a unique battle animation (#480)
* attribute for battle image added on hero class, allowing on hero schemes each hero have a unique battle .def in 'images' structures sided with portraits and specialties images
2018-08-27 09:42:36 +03:00
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
Karlis Senko
7fb7ceaad7 Prevent out of bounds array access. 2018-04-30 23:59:36 +03:00
Johannes 'josch' Schauer
ed5df13e50
client/battle/CBattleInterface.cpp: uncomment unused variable until soundh->playSound() is implemented 2018-04-19 15:20:26 +02:00
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
43acfa160b [tweaks] IImage * -> auto 2018-03-30 14:02:04 +03:00
Raphnalor
0f00dbf8cf Fix highlighting of a selected bonus for campaign. (#432) 2018-03-17 12:23:22 +08:00
Dydzio
e68a2e7ef5 Fix arrow tower destruction mechanics 2018-03-02 15:23:07 +01:00
Nikolay Shalakin
3795985de9 Eliminate warnings / errors. Pull request #388 2018-02-11 15:17:14 +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
AlexVinS
fc1938c341 fix 2017-10-08 11:03:12 +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
c30d9f2fd6 Fix 2017-09-06 15:50:59 +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
05bb8b13e9 Use CAnimation for battle creature animation 2017-09-05 18:59:26 +03:00
AlexVinS
78b86224a0 Use CAnimation fro custom battle effects 2017-09-05 17:21:44 +03:00
AlexVinS
882e279818 Use CAnimation in CBattleInterfaceClasses 2017-09-05 16:44:27 +03:00
AlexVinS
b964a53abe Fixed battle animation 2017-09-04 17:52:36 +03:00
AlexVinS
64d9dadd64 Logging cleanup. 2017-08-11 15:47:50 +03:00
AlexVinS
c293589c07 A bit more logging cleanup 2017-08-10 23:47:58 +03:00
AlexVinS
143ff682bc Logging cleanup 2017-08-10 21:59:55 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +03:00
ArseniyShestakov
cb40c093f8 Avoid boost::optional assignment for Boost 1.64 compatibility (#360)
Two options here: to use emplace from 1.56 or boost::make_optional.
Unfortunately Ubuntu 14.04 is using 1.54 and I'd rather not to break it.
2017-08-05 16:09:29 +03:00
Arseniy Shestakov
6d9f99d4de Code style: and one more pass on lambda expressions parameter list 2017-07-19 02:11:17 +03:00
Arseniy Shestakov
2da3d8a563 Code style: remove senseless comments 2017-07-18 00:04:00 +03:00
ArseniyShestakov
b2f74a93cf Code style: add empty parameter list to all lambda expressions (#345) 2017-07-17 15:35:57 +03:00
Dydzio
81ccecedca Fix color change of highlighted hex borders (#343) 2017-07-17 01:15:05 +03:00
ArseniyShestakov
b52cfe5283 Code style: use parentheses for creating heap-based objects (#344) 2017-07-16 12:58:05 +03:00
AlexVinS
7374689301 Fixed https://bugs.vcmi.eu/view.php?id=2715 2017-07-16 00:02:55 +03:00
ArseniyShestakov
a4c0ad94b1 Code style: remove default value hints in definitions (#342)
Some are outdated and this is something IDE are useful for.
2017-07-15 14:08:20 +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
Arseniy Shestakov
dbcd79c48a Code cleanup: remove double and unneded semicolons 2017-07-12 22:01:10 +03:00
AlexVinS
1fe01b7254 Moved defensive stance log message building to server side. 2017-07-10 04:05:36 +03:00
AlexVinS
7bf8c9bd69 fixed and cleanup 2017-07-08 21:20:38 +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
ArseniyShestakov
3634af10ba Merge pull request #330 from dydzio0614/AmountBoxTweaks
Tweak battle creatures amount box hiding
2017-07-08 15:54:18 +03:00
Dydzio
2d6f964d65 Amount box support for stacked war machines 2017-07-07 19:04:29 +02:00
Dydzio
ae2323672a Tweak battle creatures amount box hiding 2017-07-07 18:11:05 +02:00
AlexVinS
4d204095cf fix 2017-07-07 02:55:23 +03:00
ArseniyShestakov
5dfb7a5771 Merge pull request #317 from vcmi/attackerOwned
Refactored CStack::attackerOwned to CStack::side
2017-07-03 16:19:54 +03:00
AlexVinS
3ce238e4d3 Tweak 2017-07-03 13:40:22 +03:00
AlexVinS
e4c14c4cc2 avoid assertions in stack position checks 2017-07-03 12:59:33 +03:00
AlexVinS
4f8c7bd4bb CStack refactoring
* removed all occurrences of attackerOwned
* Use BattleSide enum
* more tweaks
2017-07-01 19:17:08 +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
8ccdda6d2d Improve formatting, update other config information about includes. 2017-06-27 17:00:44 +02:00
FeniksFire
4113bdab01 Moving some files from lib to the battle subdirectory. 2017-06-26 15:26:08 +02:00
AlexVinS
0af9aa382c Possible fix for https://bugs.vcmi.eu/view.php?id=2692 2017-06-14 04:53:26 +03:00
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
Arseniy Shestakov
3f7cb9f893 Client: add some shortcuts for spectator mode
Following mode only work when client is started in spectator mode:
F5 - Pause / resume game by locking of pim
F6 - Toggle spectate-ignore-hero
F7 - Toggle spectate-skip-battle
F8 - Toggle spectate-skip-battle-result
F9 - Skip current battle
2017-06-06 07:30:16 +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
AlexVinS
6c308956f9 get rid of CBattleInfoCallback::battleCanCastThisSpellHere 2017-06-05 23:25:48 +03:00
AlexVinS
4d430f6ad8 get rid of CPlayerBattleCallback::battleCanCastSpell 2017-06-05 22:16:12 +03:00
Arseniy Shestakov
4a302d4fe5 CBattleHero::clickRight: more elegant code for side detection 2017-06-03 04:28:03 +03:00
AlexVinS
f5cdaece6f Fixed CID 1375687 2017-05-28 14:40:36 +03:00
FeniksFire
d390dff54d Fix game crash after autofight.
Vcmi makes crash when I turn on autofight in the battle and wait until I
close result battle window.
2017-05-13 09:54:03 +02:00
Arseniy Shestakov
09d593e59b CBattleInterface: avoid freezes on end of battle. Fix issue 1897 2017-03-19 05:15:31 +03:00
FeniksFire
3de891b4b4 Moving/dividing classes from BattleState to separate files. 2017-03-17 16:48:44 +01:00
dydzio
141e5ad032 Implement "emergency" projectile init attempt 2017-02-03 23:25:46 +01:00
Dydzio
6c8ef79727 Merge branch 'develop' into MakeWOGGreatAgain 2017-02-01 23:14:36 +01:00
dydzio
3e285c2004 Add santa gremlin missing creature ability, fix shooter init bug 2017-01-26 20:53:28 +01:00
Michał Kalinowski
4d39f652bf Making more detailed options when choosing AI in launcher: http://
bugs.vcmi.eu/view.php?id=2369
2017-01-17 12:34:28 +01:00
AlexVinS
2dd6a47764 try to plug a few coverity false positives 2016-11-28 02:50:41 +03:00
AlexVinS
abe4beebc6 Fixed CID 1197516 2016-11-27 19:13:40 +03:00
AlexVinS
c4ab962cc0 Fixed a few CWE-457 2016-11-27 17:48:18 +03:00
AlexVinS
80666fb134 Tweaks 2016-11-25 22:12:22 +03:00
AlexVinS
4e28efb8b4 Fixed CID 1288860 2016-11-25 16:09:14 +03:00
Vadim Markovtsev
79c85be93f Fix large obstacles drawing in front of the stacks 2016-10-30 04:51:35 +01:00
Vadim Markovtsev
ab7a0d64eb Fix formatting 2016-10-28 23:37:20 +02:00
AlexVinS
feaccead36 fixed missed initialization 2016-10-18 02:37:02 +03:00
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
63cbf960df cleaned up spell window creation 2016-10-16 09:27:22 +03:00
AlexVinS
c5440a1c6c Fixed http://bugs.vcmi.eu/view.php?id=2541 2016-10-02 01:32:28 +03:00
AlexVinS
52ae5b4a86 Fixed http://bugs.vcmi.eu/view.php?id=482 2016-10-01 18:18:46 +03:00
AlexVinS
96c17505ae get rid of IBonusBearer::getSpellBonuses & Selector::anyRange 2016-10-01 09:07:18 +03:00
AlexVinS
6ddc1c78a2 Fixed http://bugs.vcmi.eu/view.php?id=2530 2016-09-30 02:35:07 +03:00
Vadim Markovtsev
2c1dddde33 Fix memory problems with BonusList
Bonus * -> std::shared_ptr<Bonus>

This cures the following problems:

1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?).
2) Memory leaks. Some Bonuses were not deleted.
3) Reduce the number of "Orphaned child" messages.

Valgrind reports 0 leaked memory now and no invalid reads/writes.
2016-09-29 15:08:00 +02:00
dydzio
68af6a0c19 Refactoring InfoAboutHero + GetHeroInfo 2016-09-28 13:22:33 +02:00
dydzio
f9b5ca3374 Remove max mana info leak + tiny refactor 2016-09-28 00:20:45 +02:00
dydzio
f621ef4ce8 Implementing hero battle information window 2016-09-27 22:47:58 +02:00
AlexVinS
849e3fc04e Fixed http://bugs.vcmi.eu/view.php?id=2506 2016-09-24 09:27:58 +03:00
AlexVinS
21de5817e3 fixed http://bugs.vcmi.eu/view.php?id=2499 2016-09-22 18:44:57 +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
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
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
8eca149eb3 Fixed creature`s aimed spell targeting. 2016-09-10 20:21:51 +03:00
AlexVinS
f36b40e311 fixed typo 2016-09-10 19:38:14 +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
62abde6c46 Prepare battle log for spell-cast on server side. 2016-09-10 18:23:55 +03:00
AlexVinS
5d329b40a4 Factored spell action selection for location target. 2016-08-30 12:20:15 +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
AlexVinS
d4d1693152 Start with a todo note for this branch 2016-08-30 12:12:44 +03:00
AlexVinS
f0b3a13ed5 Fixed memory leak in CCreatureAnimation 2016-08-30 05:38:56 +03:00
Arseniy Shestakov
452e28d183 Remove some useless includes found by cppclean
This of course was tested and shouldn't break anything
2016-08-26 04:42:16 +03:00
Arseniy Shestakov
3a1a6cf338 CBattleInterface: fix crash on defeat in tactics phase. Fix issue 2440
It's possible to lose all mobile stacks if you move them on moat so tactics phase must end in that case.
2016-08-09 18:15:58 +03:00
AlexVinS
6e24d1e929 Applied patch by rumianom from http://bugs.vcmi.eu/view.php?id=2442 2016-08-01 18:28:14 +03:00
Arseniy Shestakov
4240ecad01 One more small fix for possible issues with gate surface 2016-03-14 13:11:04 +03:00
Arseniy Shestakov
af05b025e7 CBattleInterface: avoid crashes on gate state changes. Fix issue 2415 2016-03-14 10:37:43 +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
42af83f0dd Added todo note about ghost stack fadeout 2016-03-01 05:39:04 +03:00
AlexVinS
5c716f6581 Fix hackfix for ghost stack drawing 2016-03-01 04:41:51 +03:00
AlexVinS
94770e7598 Cleanup 2016-03-01 03:09:50 +03:00
AlexVinS
ace52cfdb1 Hackfix for ghost stack draw. 2016-02-29 05:09:13 +03:00
AlexVinS
f890037008 Fixes 2016-02-29 04:42:15 +03:00
AlexVinS
9036d39241 Do not remove battle stacks, make them ghosts instead.
* exclude ghost stacks from (hopefully all) get* results for now
2016-02-28 01:08:56 +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
f453172d53 CBattleInterface: cleaner implementation of optional drawbridge blit
Checking against nullptr isn't clean solution so we only blit in case gate opened or destroyed.
2016-02-14 15:38:58 +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