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Commit Graph

2472 Commits

Author SHA1 Message Date
AlexVinS
e2e5bc4920 fixed fadeAnims memory leak 2016-08-30 05:46:25 +03:00
AlexVinS
f0b3a13ed5 Fixed memory leak in CCreatureAnimation 2016-08-30 05:38:56 +03:00
AlexVinS
ef05a56e49 cleanup 2016-08-30 05:13:45 +03:00
AlexVinS
1c9dd41188 Removed unused STOP_CLIENT SDL event 2016-08-30 03:54:46 +03:00
AlexVinS
4bc27194dd do not leak screen surface etc. on quit 2016-08-30 03:43:49 +03:00
AlexVinS
2018b4d406 Rewritten video mode check.
* check only for current desktop display mode, because we are not using actual fullscreen
* also old check was wrong
2016-08-30 03:27:53 +03:00
AlexVinS
fb7ff8c7fa Do not use std::atexit. Modified patch from PR #204 by @krnowak.
std::atexit generally does not play nice with static objects in other
translation units/libraries - there are no guarantees about the order
of destruction of static objects and atexit functions coming from
different translation units/libraries. Removing calls to atexit fixes
crashes when quitting the game. The crash happened during the dispose
function somewhere inside boost's locale library that is used
indirectly by the logger - some locale function tried to lock a static
mutex that was already destroyed.
2016-08-30 01:26:05 +03:00
Alexander Shishkin
5e5ce0bb09 Merge pull request #203 from vcmi/logFormat
boost::format support for CLogger
2016-08-29 17:32:44 +04:00
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
a90b657b86 Add reset to some static variables on client 2016-08-25 15:52:20 +03:00
Arseniy Shestakov
f020fa06fd CPlayerInterface::buildChanged: fix update of advInt townlist
Fix issue when town icon on adventure interface is not updated from village after vcmiarmenelos cheat used.
This didn't occur during normal gameplay since usually castleInt is active when you build something.
2016-08-24 06:19:25 +03:00
Arseniy Shestakov
5a387cdaf1 Town: update appearance in applyGs to avoid desyncs. Fix issue 2464
Netpacks NewStructures and RazeStructures
2016-08-24 05:15:04 +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
AlexVinS
e4091c05ec fixed unitialized value field 2016-08-17 09:49:43 +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
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
Arseniy Shestakov
faae305ec0 CTradeWindow: avoid crash when right click on artifact
Fix suggested by @argarak in PR #199
2016-03-12 03:19:38 +03:00
ArseniyShestakov
7886e8986e Merge pull request #197 from vcmi/issue/2304_2418
Issues/2304/2418/2293
2016-03-01 15:20:59 +03:00
AlexVinS
3873e5047e Attempt to fix 2293 2016-03-01 13:24:46 +03:00
DjWarmonger
8f1fba9551 Merge pull request #146 from vcmi/feature/VCMIMapFormat1
Ok let's try it.
2016-03-01 07:49:54 +01:00
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
Arseniy Shestakov
4f7664926e New console commands for AI debugging: gosolo and controlai
gosolo: make AI to take over every human player in game. Second command would give control back to CPlayerInterface.
controlai: give control of one or all AI players to CPlayerInterface. Command "controlai orange" turn orange to human player while "controlai" without color specified make all AIs human controlled players.
2016-02-25 00:38:10 +03:00
AlexVinS
150fcc9422 Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1 2016-02-15 13:39:00 +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
AlexVinS
fb322b41bc Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1 2016-02-14 12:14:57 +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
AlexVinS
0c21efb202 Start integration of map format into engine 2016-02-09 20:20:03 +03:00
DjWarmonger
d775e40eba Fixed typo. 2016-02-09 15:15:45 +01:00
DjWarmonger
4de0f0f973 Compile fixes for MSVS. 2016-02-09 11:08:20 +01:00
ArseniyShestakov
890ae43f55 Merge pull request #180 from Zyx-2000/FileInfo
Refactored CFileInfo & ResourceID
2016-02-08 04:55:39 +03:00
ArseniyShestakov
5f23091770 Merge pull request #184 from Zyx-2000/musicstreaming
support for music streaming
2016-02-08 03:07:32 +03:00
Vadim Markovtsev
bdd87be10d Try to fix http://bugs.vcmi.eu/view.php?id=2362 2016-02-02 11:46:33 +03:00
Zyx-2000
b0bb7f1f25 copyright stuff 2016-01-31 11:13:56 +01:00
Zyx-2000
33d0738859 support for music streaming 2016-01-30 22:34:46 +01:00
AlexVinS
ba017c443d Start from diff of pull request #124 from vcmi/issue/1372 2016-01-29 21:05:17 +03:00
Zyx-2000
7fbd5479e2 alignment & makefile fix 2016-01-29 16:08:44 +01:00
Zyx-2000
3a1a8e3d47 further refactoring-related changes 2016-01-29 15:16:14 +01:00
Vadim Markovtsev
32ece9513d Fix 2331 save menu keyboard event leak
The control flows the following way:
- we receive SDL_KEYDOWN with letter 's' in the adventure map interface
- save dialog opens
- text input receives focus
- text input enables receiving SDL_KeyboardEvent-s which go between DOWN and UP
- the button on keyboard becomes UP (the menu opens very fast)
- text input receives SDL_KeyboardEvent and inserts 's'
- text input receives SDL_KEYUP

So the apparent fix is to open the save dialog on SDL_KEYUP event
2016-01-28 10:26:40 +03:00
Zyx-2000
c3e8c8bc1c Merge branch 'develop' into FileInfo 2016-01-27 19:21:43 +01:00
ArseniyShestakov
4e8486da7b Merge pull request #160 from vmarkovtsev/issue/2388
Fix 2388 obelisks puzzle revealing
2016-01-27 20:49:03 +03:00
AlexVinS
d7c0c3759a Merge branch 'Zyx-develop' into develop
Conflicts:
	lib/filesystem/AdapterLoaders.h
2016-01-27 18:53:41 +03:00
Vadim Markovtsev
9f3313524e Fix 2160 dismissing a VIP hero 2016-01-27 17:10:19 +03:00
AlexVinS
bffdc2813d revert some project changes 2016-01-27 15:21:29 +03:00
Zyx-2000
70e3c81b9f Replaced CFileInfo with more correct and efficient alternative 2016-01-26 14:51:38 +01:00
Vadim Markovtsev
40cb48d65e Replace std::remove_if with vstd::erase_if 2016-01-26 10:19:58 +03:00
Vadim Markovtsev
afa95312ba Fix 2139 captured spell scroll descriptions 2016-01-25 08:49:26 +03:00
Vadim Markovtsev
9ffd0155e6 Fix 1810 suggest artifact assembly 2016-01-23 16:24:43 +03:00
Alexander Shishkin
17d0e9c66e Merge pull request #169 from vmarkovtsev/issue/2014
Fix 2014 cursor must disappear during movement and Magi's Eye
2016-01-23 01:54:15 +03:00
Vadim Markovtsev
a266154b26 Fix 2014 cursor must disappear during movement and Magi's Eye 2016-01-23 00:35:41 +03:00
Vadim Markovtsev
f2376485e3 Fix 1799 not updated hero info box on artifact pickup 2016-01-22 23:30:24 +03:00
DjWarmonger
b02bd61c83 Merge pull request #164 from vmarkovtsev/issue/1821
Fix 1821 artifact assembly statusbar text
2016-01-21 09:37:43 +01:00
Vadim Markovtsev
b1f3480c68 Fix 1821 artifact assembly statusbar text 2016-01-21 10:50:53 +03:00
Vadim Markovtsev
419bde8997 Fix 2358 swapped garrison <-> visiting status text 2016-01-21 09:59:39 +03:00
Vadim Markovtsev
e8db456beb Reset obelisks upon game end
Otherwise, the static variables are preserved and lead to wrong values in next new game.
2016-01-20 13:02:52 +03:00
Vadim Markovtsev
10f888a483 Fix obelisks puzzle revealing
Teams and players were messed up in lib; hardcoded constants were refactored.
2016-01-20 10:44:13 +03:00
Vadim Markovtsev
74111b7689 Return missing building name instead of crashing in CComponent::getSubtitleInternal 2016-01-19 10:35:10 +03:00
Zyx-2000
a50a702073 switched to -std=gnu++11 2016-01-18 17:49:07 +01:00
Vadim Markovtsev
7c7bb39904 Enable right mouse button click emulation on MacOSX 2016-01-18 16:07:17 +03:00
Arseniy Shestakov
cacc811ed8 CAdvMapInt: keep old path if non-accessible tile clicked. Fix issue 2380 2016-01-17 07:48:21 +03:00
Zyx-2000
43b364bcd4 compilation fixes... 2016-01-16 19:00:53 +01:00
Zyx-2000
cf61837ced replaced std::string with boost::filesystem::path in several places 2016-01-16 16:36:16 +01:00
Arseniy Shestakov
530fe04c75 CAdvMapInt::updateMoveHero: proper indeterminate check. Fix issue 2074 2016-01-15 19:30:43 +03:00
Zyx-2000
f9b255c896 Cleaner code & MSVC compatibility 2016-01-12 22:40:05 +01:00
Zyx-2000
1f4bc0f2e4 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2016-01-11 22:38:47 +01:00
Arseniy Shestakov
a39e61373c Deactivate CAdvMapInt while quick combat is going. Fix issue 2354
If quick combat calculation take a while it's possible to give hero movement command before battle is finished. This will lead to client freeze or crash. To avoid this we must lock adventure interface until battle calculation is finished.
2016-01-10 18:00:24 +03:00
Zyx-2000
203b2dccc3 hopefully fixed things 2016-01-09 21:23:55 +01:00
Arseniy Shestakov
46e3d849af Avoid crashes caused by mouse events. Fix issue 1955
Mouse handling code need refactoring, but for now we at least shouldn't crash.
2016-01-09 15:32:42 +03:00
Arseniy Shestakov
9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
Arseniy Shestakov
29a7934a99 Refactoring: avoid using namespace when it's not absolutely needed 2015-12-29 02:14:08 +03:00
Arseniy Shestakov
8eb4f14ff0 MoraleLuckBox: handle BLOCK_LUCK bonus. Fix issue 2130 2015-12-24 22:35:32 +03:00
Arseniy Shestakov
6f5c52a229 Refactoring: use cleaner CCreatureSet::stacksCount everywhere 2015-12-24 21:30:57 +03:00
ArseniyShestakov
87eaa78ffd Restore testing option changes overriten by merge 2015-12-19 12:12:35 +03:00
Ivan Savenko
a051a08a46 Merge remote-tracking branch 'origin/issue/2306' into develop 2015-12-18 22:21:11 +02:00
ArseniyShestakov
1ec7d14637 Client: add command line options to simplify multi-instance testing
Use these when you need to run multiple instances of VCMI simultaneously.
--testingport is port used to start server. Override port number from configuration files.
--testingfileprefix is prefix for auto save filenames.
Both options has to be set in order to work.
2015-12-13 22:14:37 +03:00
ArseniyShestakov
8792c23372 CPlayerInterface: if autoskip enabled dont center view on town / hero 2015-12-11 11:21:35 +03:00
ArseniyShestakov
ab92123da3 CPathfinder: improve support for visits and battles in teleports
Related movement code for client and AI is plumbed as well. Though at moment code still not finished because it's not teleport hero to the exit tile if he won battle.
2015-12-11 09:42:30 +03:00
ArseniyShestakov
07807fb044 Client: slience visibility error on shipyard in non-coastal town 2015-12-08 07:33:13 +03:00
ArseniyShestakov
03e9dd3bab Add hero gold cost to GameConstants 2015-12-07 00:13:58 +03:00
ArseniyShestakov
807fd6391b CAdvMapInt: block spellbook button when no hero selected 2015-12-06 03:12:39 +03:00
ArseniyShestakov
05a34fb417 Use "Favorable" instead of "Favourable" everywhere for consistency
Original game of course used american english version so we stick to it.
2015-12-06 02:23:41 +03:00
AlexVinS
0fab319c73 Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
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
360ebcce7e Merge pull request #145 from vcmi/feature/tavernRumors
Tavern rumors and Thieves Guild fixes
2015-12-05 03:13:25 +03:00
ArseniyShestakov
0a5e9c0fbe Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
ArseniyShestakov
c83f15e413 Merge branch 'develop' into feature/tavernRumors
Conflicts:
	lib/CGameState.h
2015-12-05 01:01:26 +03:00
ArseniyShestakov
2a63ba148a Thieves Guild: fix tavern map object, lvl 0 when no taverns owned
We also now check not number of towns, but only towns that has tavern built. Also according to original mechanics all taverns always display information based on your number of taverns and not number of taverns of object owner.
2015-12-04 18:38:57 +03:00
ArseniyShestakov
3800bd45b7 Movement: initialize destinationTeleportPos with invalid int3 position 2015-12-04 01:54:25 +03:00
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.
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
b5100bee94 Teleport: rework code to support exit point selection for whirlpools 2015-12-02 17:56:26 +03:00
ArseniyShestakov
6704ea0cff Rumors: rename getTavernGossip to getTavernRumor for consistency
Original game used "Rumors" and not "Gossips" and we already using rumor in CMap.
2015-11-30 17:51:28 +03:00
ArseniyShestakov
f55bfe41d6 Digging: implement digging status on right click. Fix issue 401
This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
ArseniyShestakov
f940e3ed42 Fix issue 2239. Pillarbox when restored after alt-tab in fullscreen
This isn't best solution and all SDL-related code need refactoring, but it's works.
2015-11-29 01:56:18 +03:00
ArseniyShestakov
745ab7c7df One more fix for options 2015-11-25 07:40:35 +03:00
ArseniyShestakov
2276af70dc PreGame: avoid crashing on random map options
Options is still broken, but at least we shouldn't crash there.
2015-11-25 07:25:44 +03:00
ArseniyShestakov
a851062891 Merge pull request #133 from vcmi/feature/pathfinderLayers
Pathfinder layers and related changes: fly and water walking implemented
2015-11-24 13:09:06 +03:00
ArseniyShestakov
fc06db4c4f Move STRONG_INLINE define into Global.h 2015-11-22 07:14:52 +03:00
ArseniyShestakov
def0f0ef0a CTerrainRect::mouseMoved: don't pass curHoveredTile by reference
This does cause problems because curHoveredTile can change while reference still being used by CAdvMapInt::tileHovered.
2015-11-18 03:14:58 +03:00
ArseniyShestakov
511bb54644 doMoveHero: only allow to stop at accessible or land/sail nodes 2015-11-17 17:46:26 +03:00
ArseniyShestakov
ab9680a7d9 CPathfinder: handle event object properly everywhere
Also add forgoted check for AdvmapInterface to avoid possible crash.
2015-11-17 07:09:01 +03:00
AlexVinS
d6bb599bc8 Another ffmpeg api fix 2015-11-14 03:59:16 +03:00
AlexVinS
c9ad7167d1 another try to fix travis build. 2015-11-11 16:27:04 +03:00
AlexVinS
e20f861727 try to fix travis build.
What an ancient version of ffmpeg does it have?
2015-11-11 15:44:17 +03:00
AlexVinS
f9dfa8d0c2 try to fix libav 9.18 2015-11-11 15:18:05 +03:00
AlexVinS
33c933c208 All "old" APIs are deprecated in ffmgeg 2.2.3 - remove them entirely 2015-11-11 13:07:56 +03:00
AlexVinS
4b94efe6b5 Hopefully proper fix for ffmpeg on MSVS 2015-11-11 12:41:28 +03:00
DjWarmonger
5fadb239f2 Merge pull request #134 from edeksumo/Fix-Defence-Ani
Let's try this.
2015-11-11 09:43:51 +01:00
DjWarmonger
d95a999e23 Fixed ffmpeg compilation on Visual Studio. 2015-11-11 09:41:28 +01:00
ArseniyShestakov
5106738160 Merge branch 'develop' into feature/pathfinderLayers 2015-11-09 19:20:13 +03:00
ArseniyShestakov
a49950e958 Fix 2292. Fix chat on adventure map, increase maxOutputPerLine 2015-11-08 22:16:58 +03:00
ArseniyShestakov
4973a1ec90 CGPathNode: get rid of land member as it's now obsolete
CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
ArseniyShestakov
842da69a3e CAdvMapInt::tileHovered cleanup function a bit more 2015-11-08 03:33:01 +03:00
ArseniyShestakov
160fa38254 Client: change cursor using node action information of pathfinder 2015-11-08 03:10:48 +03:00
edeksumo
ba1062ed3c Formating2
Change ani to anim
2015-11-07 23:30:01 +01:00
Ivan Savenko
3aa5360ac6 Merge pull request #135 from josch/develop
Replace deprecated FFmpeg API for compatibility with ffmpeg 2.9
2015-11-07 11:23:30 +02:00
AlexVinS
e645b46aed Revert "Merge pull request #124 from vcmi/issue/1372"
This reverts commit da01af319b, reversing
changes made to 8b6b4e2e0b.
2015-11-07 11:35:02 +03:00
Andreas Cadhalpun
f80c1410b3 Replace deprecated FFmpeg API for compatibility with ffmpeg 2.9 2015-11-05 12:38:04 +01:00
ArseniyShestakov
c188ff0a92 doMoveHero: dont stop movement on guarded tiles when transit used 2015-11-05 10:37:22 +03:00
ArseniyShestakov
ac12a0735e Plumbing on client and server to make flying actually work 2015-11-05 10:02:13 +03:00
edeksumo
dd525da153 Formatting 2015-11-04 23:37:53 +01:00
edeksumo
75a76c0bf0 FixDefenceAni 2015-11-04 00:19:40 +01:00
AlexVinS
4b5cb3599a Do not try to rise demons from war machines 2015-11-03 02:20:26 +03:00
AlexVinS
6a9dc78dcd [WiP]Added some checks for RISE_DEMONS action. 2015-11-03 02:18:36 +03:00
ArseniyShestakov
2b6e1498d2 Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
AlexVinS
d46364c4c3 Merge branch 'develop' into issue/2306
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
e6e975e9ef Fix adventure map movement segfault in some scenarios 2015-10-31 20:23:13 +03:00
Vadim Markovtsev
c5ebec0d1f Fix the second crash (dynamic_cast failure) 2015-10-27 09:09:42 +03:00
DjWarmonger
63ca9202e4 Reverted old MapHandler::hideObject to avoid weird crash. 2015-10-24 19:03:11 +02:00
DjWarmonger
a6ea0981b6 Merge branch 'develop' into mutexRelax 2015-10-24 18:30:43 +02:00
Vadim Markovtsev
0e14abd609 Fix vcmiclient CMakeLists.txt
In my case, Frameworks was pointed to root/../Frameworks, which is wrong;
WoG mod is not checked out by default, so we should give a hint from where to download it;
besides, WoG is optional to run vcmi.
2015-10-17 09:23:40 +03:00
ArseniyShestakov
c3c31e90ff Castle gate: only allow teleport to own Inferno towns
This is how that works in H3. And on server side it's checked already anyway.
Though it's must be possible to teleport from ally Inferno to your own if both have Castle Gate.
2015-10-15 05:28:28 +03:00
Alexander Shishkin
fca4deaad2 Merge pull request #122 from vmarkovtsev/feature/warnings
Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
Vadim Markovtsev
d24fd10e21 Fix std::abs warning
Recent clang wants std::abs instead of plain abs
2015-10-13 21:05:46 +03:00
Vadim Markovtsev
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00
AlexVinS
2677d4a677 Fixed action cancel on active stack remove 2015-10-08 08:15:29 +03:00
AlexVinS
f99bf099ca Made player interface tolerant to active stack removal. 2015-10-06 03:46:35 +03:00
AlexVinS
a06e34cf61 Cleanup 2015-09-29 19:14:24 +03:00
AlexVinS
70d9be8447 Use ISpellCaster in battle callback 2015-09-29 17:26:52 +03:00
AlexVinS
d9cbe487c7 remove useless function CSpell::getTargetInfo 2015-09-29 17:26:47 +03:00
AlexVinS
2b434111bf More hero|creature casting unification 2015-09-29 17:26:40 +03:00
AlexVinS
92990c887c Fix creatures can always cast on self 2015-09-29 17:26:37 +03:00
ArseniyShestakov
ffb8e6a696 Garrison: fix more issues introduced in pull #115
After 8cad23956c there was several issues remaining:
* Last creature would remain even for town garrisons.
* Impossibility to move last stack even within same garrison.
* Impossibility of partially merge of last stack into other hero stack.
All fixed. However last stack merge to other hero will now make split window appear instead of auto merge.
2015-09-23 08:12:43 +03:00
DjWarmonger
2851832f0c Fixed logs. 2015-09-20 14:02:52 +02:00
DjWarmonger
57637dd71a Added some checks & logs for empty def names, but it only delays the crash. 2015-09-20 13:02:13 +02:00
DjWarmonger
e14faea181 Merge branch 'develop' of https://github.com/vcmi/vcmi into mutexRelax 2015-09-20 09:46:52 +02:00
AlexVinS
8cad23956c Fix 2258 2015-09-19 17:16:09 +03:00
AlexVinS
d181d764bb fix 2215 2015-09-15 10:02:27 +03:00
AlexVinS
caf8ae62cc Allow custom effect animation on any stack during spell cast. 2015-09-14 06:21:49 +03:00
AlexVinS
0f0e67dbe3 Do not include resisted stacks in affected 2015-09-14 05:45:05 +03:00
AlexVinS
9d0a1f0eef Added logging for CDummyAnimation creation (like other types) 2015-09-13 00:01:36 +03:00
AlexVinS
cbd8900c0b Added CBattleConsole tracing 2015-09-12 23:03:45 +03:00
AlexVinS
075b65b31b Use dummy animations 2015-09-12 21:09:53 +03:00
AlexVinS
832d69ec11 Hide battle log algorithm in spell classes.
* not finished, to be moved to json of splitted between mechanics classes
2015-09-12 21:09:51 +03:00
AlexVinS
5d0ecd9cdf More battle log refactoring 2015-09-12 21:09:50 +03:00
AlexVinS
7cf9bd36b7 Display AGE effect with any value (not only -50%). 2015-09-12 21:09:49 +03:00
AlexVinS
3a5a02e73b Use boost::fromat in CBattleInterface::spellCast 2015-09-12 21:09:48 +03:00
AlexVinS
805c839761 More CBattleInterface::spellCast refactoring 2015-09-12 21:09:47 +03:00
AlexVinS
8171924eb4 More simplification of CBattleInterface::spellCast
* was started in previous branch
2015-09-12 21:09:46 +03:00
AlexVinS
9482852020 few tweaks 2015-09-12 21:09:45 +03:00
AlexVinS
fb5903d610 Initial experiments on hero & creature casting unification 2015-09-12 21:09:44 +03:00
AlexVinS
28087099b8 More correct usage of SDL_Palette 2015-09-05 15:03:37 +03:00
AlexVinS
8f2da66a18 fix mantiss 1967 + some refactoring
* remove TModDescr and realted APIs - they were only used in one place
2015-09-04 22:29:20 +03:00
AlexVinS
e82dfb5a85 fixed mantiss 0002254 2015-09-04 18:08:25 +03:00
AlexVinS
1510f1f14c CQuestLog: boost::bind->std::bind 2015-09-02 20:00:56 +03:00
AlexVinS
b512005d38 Get rid of CSDL_Ext::colorSetAlpha 2015-09-02 18:49:29 +03:00
AlexVinS
e80c8d16a6 Cleanup CDefHandler 2015-09-02 18:27:56 +03:00
DjWarmonger
32f3f9d76d Fixed high CPU usage by mapHandler::hideObject 2015-08-31 11:07:35 +02:00
Sandy Carter
a79ade7d44 Garrison: Move all but one creature when last slot 2015-08-26 08:44:23 -04:00
Sandy Carter
dafc40d896 Garrison: Fix selection behaviour when swapping with ally 2015-08-26 08:40:00 -04:00
Sandy Carter
a89ef88ce3 Garrison: Factor complex if statement to functions 2015-08-26 08:40:00 -04:00
Sandy Carter
cd13807115 Garrison: Clarify upg by turning into a class enum 2015-08-26 08:39:57 -04:00
Sandy Carter
b008d24c68 Garrison: Refactor Left Click
Restructure large nested if statements into more shallow blocks
Factor out contents of if statements to functions for better readability
    * viewInfo
    * hightlightOrDropArtifact
    * split
2015-08-25 09:47:23 -04:00
Sandy Carter
3d327e650a Garrison: Boyscouting: simplify clickLeft 2015-08-25 09:47:23 -04:00
Sandy Carter
c02700853a Garrison: Disable split buttons when visiting ally 2015-08-25 09:47:23 -04:00
Sandy Carter
742f244426 Garisson: Documentation: Convert comments to doc 2015-08-25 09:47:23 -04:00
Sandy Carter
6ffb03cba3 Garrison: Documentation for our() and ally() 2015-08-25 09:47:21 -04:00
Sandy Carter
219ce45866 CastleInterface: Fix tooltip saying Empty after swapping armies 2015-08-25 09:22:25 -04:00
Sandy Carter
b2da2b8ef0 Garrison: Show "(in garisson)" for garissoned heroes' creatures 2015-08-25 09:22:25 -04:00
AlexVinS
68e3948242 Fix mantiss 1965 2015-08-25 12:16:47 +03:00
Sandy Carter
ae6d3c9138 CCastleInterface: Enable right click on Hero Info 2015-08-24 13:31:03 -04:00
Sandy Carter
236492ed39 widgets: Cleanup musicButton specific hacks 2015-08-22 12:40:14 -04:00
Sandy Carter
bf353a4f5b windows: Replace CToggleGroup volume widget with CVolumeSlider 2015-08-22 12:40:14 -04:00
Sandy Carter
6a3c2d3071 gui: Fix in parameter for scroll events
Refetch mouse position before checking if mouse is in widget Rect
Give acurate position of the mouse when scrolling
2015-08-22 12:40:14 -04:00
Sandy Carter
9d62a2f0a1 Buttons: Add CVolumeSlider widget
New widget specifically for volume settings.
Replace previous implementation using 10 toggle buttons.
Enable indicator animation
Fix indicator ghosting when drag and releasing
Add scroll capability to volume
Volume now can be adjusted from 0 - 99 with the mouse or the scroll wheel
2015-08-22 12:40:14 -04:00
Sandy Carter
c6b51a7beb Boyscouting: Fix doxygen format
Remove commas to separate param from description
Use three slashes-style
2015-08-22 12:40:14 -04:00
Sandy Carter
f28c33001c Boyscouting: Fix typo in comment 2015-08-22 12:40:14 -04:00
Sandy Carter
a14711b3b4 Boyscouting: Fix backwards ternary operator 2015-08-22 12:40:14 -04:00
AlexVinS
371e4b8714 Fix mantiss 2235, 2237 2015-08-22 16:47:40 +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
Sandy Carter
bdee647525 CastleInterface: Exclude previous building upgrade in reqs
Hide CityHall from Capitol prerequisites in Capitol build window
2015-08-19 12:05:43 -04:00
AlexVinS
5f7a90237c More smooth fps counter 2015-06-23 01:08:25 +03:00
AlexVinS
958d596d54 Do not raise on non critical error 2015-06-23 01:07:35 +03:00
AlexVinS
32c15a8266 Extract fps counter drawing 2015-06-22 23:57:34 +03:00
AlexVinS
f58148cd94 Capture SDL log
* just a stub for now
2015-06-22 22:19:32 +03:00
AlexVinS
cc669b0ae7 Move gui locking to GUIHandler 2015-06-22 21:53:47 +03:00
AlexVinS
a8c45df732 Merge branch 'SDL1Wipe' into develop 2015-06-22 14:24:00 +03:00
AlexVinS
f81116e04d Fix mantiss #2208 2015-06-21 20:30:19 +03:00
AlexVinS
53b85d16be Cleanup C::B projects 2015-06-21 01:59:33 +03:00
AlexVinS
ed281a3cc6 SDL1 wipe, part 4. Codebase cleanup finished. Untested. 2015-06-21 01:59:32 +03:00
AlexVinS
8c236e30bb SDL1 wipe, part 3. Untested. 2015-06-21 01:59:32 +03:00
AlexVinS
b6a2323e01 SDL1 wipe, part 2. Untested. 2015-06-21 01:59:31 +03:00
AlexVinS
dca1e28bc1 SDL1 wipe, part 1. Untested. 2015-06-21 01:59:30 +03:00
AlexVinS
56a1805339 Merge branch 'issue/2185' into develop 2015-06-20 19:16:41 +03:00
AlexVinS
2cb6cb7baa Remove useless durationType selector
* duration is a mask, equality comparison is not enough
2015-06-02 07:12:02 +03:00
DjWarmonger
6890ae9f02 - Fixed improper use of playersCount. Now RMG can generate maps up to 8 players, with CPU players only as well.
- Fixes for template scheme
2015-05-27 11:30:46 +02:00
AlexVinS
3c9e4916b6 Fix printing stack stats in battle 2015-04-11 14:05:00 +03:00
AlexVinS
e1deff089d Actually use ANY_CREATURE possible action
* this fixes mantiss 0002140
2015-04-11 10:56:35 +03:00
AlexVinS
a061e3c2f7 Fix use-after-free in spell window 2015-04-11 10:18:40 +03:00
Fay
1cb54689cf Prevents first aid tents from melee attacking;
Moves attack possibility checks to battle callback (for consistency with shooting checks);
2015-04-09 21:49:11 +02:00
AlexVinS
6c334174d9 Use and check movement points in town portal.
* fixes mantiss 0002031
2015-04-01 04:48:50 +03:00
AlexVinS
d564520f04 Allow town portal to ally town.
fixes mantiss 0002064
2015-04-01 04:04:02 +03:00
Ivan Savenko
eef45b5ae8 Fixed warnings 2015-03-31 00:55:37 +03:00
AlexVinS
67a7cd8350 Allow FREE_LOCATION action over dead stack. This fixes 0001560 2015-03-29 16:24:43 +03:00
AlexVinS
9600446cf9 +smart target, +hit animation 2015-03-18 17:48:32 +03:00
AlexVinS
69c458e881 initial implementation. 2015-03-18 13:27:07 +03:00
ArseniyShestakov
323c4e1637 RMG Options: make "Computer only teams" buttons work as expected
Button "0" should be always enabled and if "Computer only players" set to "0" we should also computer only team count to "0" if it's not random.
2015-03-16 16:02:52 +03:00
ArseniyShestakov
448fbe44e9 Improve CButton::block and fix CToggleGroup->selectedID
CToggleGroup. Originally when I added initialization for selectedID I didn't find out that -1 is used for "random" buttons. So as result I fixed uninitialized variable usage, but break initial button state change in RMG options because setSelected ignore state change request because it's see -1 button already marked as selected.
2015-03-16 15:55:36 +03:00
ArseniyShestakov
120301ecc8 Split army: dont highlight down garrison slots if there no visiting hero
Before UI always highlighted all slots in both town garrisons even if there no visiting here and you can't actually set army on these slots.
Now garrison slots only highlighted if they're owned by us or our ally. If there no visiting hero in town then only suitable upper garrison slots will be highlighted.
2015-03-16 02:04:18 +03:00
ArseniyShestakov
078bf6c69c CSelectionScreen: always use isHost and isGuest when suitable 2015-03-15 19:33:58 +03:00
ArseniyShestakov
c4000f2ac7 Multiplayer: always display flags in lobby, but block them for guest 2015-03-15 19:24:03 +03:00
ArseniyShestakov
eeff8f3ea4 Multiplayer: add sync for RMG options in lobby
Sadly I'm not yet find proper way to block all buttons in CToggleGroup without make them invisible so it's still possible to press buttons for guest. Though CRandomMapTab::updateMapInfo is now disabled for guest so even if guest going to press multiple buttons it's not going to cause crash for him.
2015-03-13 23:33:46 +03:00
ArseniyShestakov
67aa869a33 Multiplayer: make chat history visible in lobby and improve CTextBox
Now we'll also play sound when new message added.
CTextBox::setText now will automatically change text height for slider.
2015-03-13 18:45:07 +03:00
ArseniyShestakov
1f1f61cf15 Custom campaigns list: redraw parent as we use it's background
This one fix issue 2057
2015-03-13 18:06:19 +03:00
ArseniyShestakov
f8747a1f16 Multiplayer: don't add newly joined players to CPU-only slots 2015-03-13 15:05:12 +03:00
ArseniyShestakov
4f3eb919e5 CHeroWindow: block dismiss button if there no other heroes and no towns
This one resolve mantis issue 530.
2015-03-12 23:47:46 +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
DjWarmonger
f7f3c2f21a Migrated to SDL2. It also fixes animation speed in combat.
Library package coming soon.
2015-03-10 08:57:45 +01:00
ArseniyShestakov
5233b60243 CPlayerInterface: all new code for automatic teleport usage 2015-03-08 17:17:24 +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
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +03:00
AlexVinS
025a00362b Simplify CBattleInterface::spellCast 2015-02-26 08:39:58 +03:00
AlexVinS
b846b717a1 implemented VISIONS spell (partially)
(-) todo: agressivnes
2015-02-26 08:39:56 +03:00