* 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
* CGameHandler::buildStructure was using wrong requirements for buildings in auto mode.
* Build mode loading was wrong in case of omitted value
* Show town hall slot for not built building only if it have normal build mode
* 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
* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
* 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.
Before when CloseServer / LeaveGame applied there was no thread sync on server.
Now server use std::atomic bool for synchronization and graceful shutdown.
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.
* Avoid server crash on dummy connect / disconnect.
* Avoid server crash when host left from PreGame.
* Server print it's state with name when it's waiting for connection or in pregame.
* Server will use random port if specified port is busy.
Before: built-in spells appear on first move of the creature
After: all built-in spells appear before the first move but after tactics
Example: Air Shield for experienced skeletons
The cause of the assertion failure at BattleStackAttacked::applyGs "at"
was shooting and casting some spell in handleAttackBeforeCasting() and
eventually killing the whole stack. Fix: filter dead stacks in the end of
handleAttackBeforeCasting().
All suitable codes can now be used with "ai", "all" color or with object ID:
vcminahar all - will apply cheat to all heroes of all players
vcminahar ai - will apply cheat to all heroes of AI players
vcminahar blue - will apply it to all heroes of blue player
vcminahar 553 - will apply cheat to hero with instance id of 553 if it's exist
Cheats without options work as before.
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.
Now server properly check allowed actions for CGGarrison. Fix issue 2303
Server now allow all stack arrangement as long as troops stay inside garrison.
It's possible to put more troops inside using swap/merge/split, but not take anything out if it.
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.
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.
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.
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.
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.
Everything work as intended except starting point not included in path.
So we send BattleDrawbridgeStateChanged package when already standing on bridge hex.
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.
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.
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.
Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
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.
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.
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.
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.
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
- 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
- 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
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
- 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
priority than mods. Fixes#1685 and #1733
- fixed possible crash on exit in dispose() function
- (vcmibuilder) fixes problem with partial mp3 -> ogg conversion
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
- 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
- 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
- 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
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
- 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
- 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
- town hall slots now use string ID's
- converted building requirements to new format
- "upgrades" property from buildings now uses string ID's
- several fixes for improved support of alternative creatures
- removed no longer needed "id" property from structures
Old mods should still work but will produce error messages during
validation
- fixed starting armies of some heroes, including Bron #1602
- (debian) added vcmi-dbg package with debug information
- proper randomization of hero secondary skills, fixes#1603
- second capitol will show up as disabled immediately #1604
- proper deserialization of boost::variant
- empty file will no longer crash JsonNode parser
- fixed some compiler warnings
- buiding/structure lists must use object format. This may break some
outdated mods.
- generic support for logical expressions that consist from and/or/not
operators.
- string ID's for buidings are now actually used.
- Added toString() method to EVictoryLossCheckResult enum class to improve debugging
- Removed mostly unused CFunctionList2
- Added missing header files for vcmiclient project to CMakeLists
- Tweaked SDL suggests bpp message a bit
- Added showInfoDialogAndWait (info dialog and waits, used from client thread) and showOkDialog (callback to ok click, used from GUI thread) to player interface
- Added showOkDialog method to CInfoWindow (unused for now, but may be used later)
- 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)
- new fields in mod format, for use with mod manager (check config/shemas/mod.json for details)
- removed some 0.92 compatibility from mods loading
- several compile fixes
- 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
- speed of creature-related animation no longer depends on framerate
- most of values from cranim.txt are now used correctly
- removed BMPPalette struct in favor of SDL_Color
- animation group "DEAD" that is used to display dead stacks, by default consists from last frame of "DEATH" group
Notes:
- animation speed may still need some adjustments
- range of config property "battle/animationSpeed" has been changed. This may result in extremely fast animation. To fix - change animation speed via options.
* Reverted std::bind to boost::bind. std::bind on Visual 2012 doesn't work in some cases (especially with std::ref), not sure why [but it seems to be a bug, since 2013 preview compiles the same code fine].
* Move assignment operator for VS 2012.
* 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
Exchange between heroes is now a proper first-class query. Fixes#1269. #66 should also be finally fully fixed.
VC projects: /Zm flag to fix compilation issues with recent Boost.
* they will properly processed (new creatures will be added if dwelling, spells learned if mage guild, and so)
* transitive dependencies are handled (A makes B build, and B makes C and D)
- 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)
Minor changes:
* default log level set to trace
* LOG_TRACE raii guardian lifetime will last till the end of block
* compile fixes
* minor refactorings
* 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
- Hero can now can have several separate specialty nodes
- Fixed typo (speciality->specialty)
- Fixed several crashes related to commanders
- Improvements to specialty handling, bugfixes and temporary solutions for upcoming hero specialties in mods
* 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)
- artifact iconIndex should work
- new file with hardcoded string constants: lib/StringConstants.h
Note: some minor bugs, will fix soon:
- slow to open hero window
- hero adventure map images serialization is broken\incorrect
- - hero army and creature upgrade names are resolved using new system
- - faction names and creatures in towns are resolved using new system
- (linux) replaced build_data.sh with hopefully better vcmibuilder script
- minor fixes
- Fixed crash when there are no heroes available to recruit in the map. TODO: make AI handle it
- Fixed crash when Chain Lightning has not enough targets
- Fixed crash at Hill Fort (?)
- AI will buy Spellbook for its heroes
- AI will try to use Cartographer and Observatory when exploring
- AI will not visit Prison when heroes are at max
- Experiment: AI will try to capture Mines and Dwellings when there are no enemies around (part of CONQUER goal)
* battle AIs receive ptr to CBattleCallback (not sure why it was CPlayerBattleCallback, likely mistake)
* reworked some battle callback methods to be more generic and able to handle some hypothetic scenarios
* for testing purposes in duel mode the first AI will be taken fro mconfig and the second will remain stupid ai
* minor changes
- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
- moved almost all loading to TownHandler
- CBuildings and CStructures are now part of CTown
- merged hall.json into buildings.json
Should not cause any crashes or glitches