- 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
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
- 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
- Minor improvements to JSON validation
- Cleanup in SDL_Extensions.cpp
- Implemented new propery for creature format: idle animation duration
- Disabled idle animation of some of conflux creatures (was clearly
broken)
- removed CResourceLoader class in favor of one that implements resource loader interface
- removed global pool of files, in favour of more dynamic approach
- renamed some files to match current situation
All these changes are needed mostly for future mod manager + .zip support
* 0 is not convertible to std::function, nullptr should be used
* std::ref(rand) is not convertible to function<int()>, used lambdas (why we dont just pass "rand" ? )
* CFunctionList needs to be constructible from nullptr
* move constructor for CMapInfo (Visual cannot generate them :( )
* #ifdefed some stuff that is not needed anymore since cmath is updated with C99 stuff
* using std::make_unique instead of our vstd implementation
CSelector:
* introduced a class in place of typedef
* Having an overloaded && || operators over sth that is convertible to bool… Wasn't a good idea after all. Purged the operators, replaced with And/Or methods (chaining-style).
* constructor that is present only when constructing from class or function (SFINAE). std::function has an implicit converting constructor from T causing ambiguities (even if the overload would cause compile error in the body)
- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions
NOTE: this may be last revision that supports gcc-4.5
- WoG should be optional, all remapped files are listed in WoG/config/wogFileOverrides.json
- fixed several cases of incorrect positioning of creatures in battles
- some missing sounds for battle effects
- negative luck support, disabled by default
- a bit hackish detection of WoG presence, VCMI should work on SoD-only installs
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector
- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)
Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
* more config options for spells
+ mind immunity handled by config
+ direct damage immunity handled by config
+ immunity icon configurable
- removed mind_spell flag
* more use of new spell identifacation
* use spells configuration (all timed effects for battle spells)
* a few more cleanups
+register erm resource types (useful in future and less noise in log now)
* BattleAI will restore callback to its previous state, fixes freeze after battle #1104
* BattleAI won't lose turn when unable to correctly evaluate a spell
* VCAI will correctly recognize hero standing on town entrance
* War machines of defender will have correctly set side
* Faction 9 as neutral causes crashes, changing to -1 as used elsewhere in the code