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Commit Graph

603 Commits

Author SHA1 Message Date
Vadim Markovtsev
9f3313524e Fix 2160 dismissing a VIP hero 2016-01-27 17:10:19 +03:00
Vadim Markovtsev
40cb48d65e Replace std::remove_if with vstd::erase_if 2016-01-26 10:19:58 +03:00
AlexVinS
89d986fc6a Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
	lib/CArtHandler.h
	lib/mapObjects/MiscObjects.cpp
2016-01-24 15:39:41 +03:00
Arseniy Shestakov
725cce368f CGameState::initStartingBonus: fix amounts for wood and ore bonus
In original game when wood and ore bonus is choosen you always get same amount of both resources.
2016-01-15 20:36:16 +03:00
Arseniy Shestakov
383f754ed1 Starting gold bonuses must be always multiples of 100 2016-01-07 20:51:37 +03:00
AlexVinS
37d0dad70a Merge branch 'develop' into feature/VCMIMapFormat1
Conflicts:
	lib/CArtHandler.cpp
2016-01-01 20:28:52 +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
Ivan Savenko
a051a08a46 Merge remote-tracking branch 'origin/issue/2306' into develop 2015-12-18 22:21:11 +02:00
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
947edc0693 Merge branch 'develop' into feature/VCMIMapFormat1 2015-12-05 13:04:04 +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
AlexVinS
6552acdff6 Check coastal tile OTF 2015-12-05 12:36:29 +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
Ivan Savenko
89bf3592e3 Likely fixed duplicated random heroes 2015-12-05 01:40:23 +02:00
ArseniyShestakov
d856fde73f Rumors: use enum instead of magic numbers and avoid potential crash 2015-12-04 22:58:14 +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
3b3c49420f Thieves Guild: correct number of taverns to access information 2015-12-04 17:52:30 +03:00
ArseniyShestakov
a62ee65d72 Rumors: implement income checking via statsHLP::getIncome
This also fix income ranking in Thieves' Guild
2015-12-01 06:28:08 +03:00
ArseniyShestakov
ffcc5ccdd2 Rumors: implement support for grail terrain rumor 2015-12-01 04:57:52 +03:00
ArseniyShestakov
15273ac0f7 Rumors: avoid repeating of same rumor twice in a row
Multiple rumors of same type can go in a row, but not identical rumors.
2015-12-01 02:14:11 +03:00
ArseniyShestakov
98582d628c Rumors: move code into CGameState and add backward compatability 2015-12-01 00:44:58 +03:00
ArseniyShestakov
b2e1ee5363 CGameState: move two pathfinding-related functions to CPathfinderHelper
Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
d3c8ca7c1c Pathfinding: implement duration checking for fly and water walking
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.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
7eebcb9d60 Artifacts: replace few more ints by ArtifactID 2015-11-07 11:46:58 +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
DjWarmonger
17071c6ec8 Merge pull request #125 from ArseniyShestakov/newMovementSystem
Okay, time to merge this.
2015-10-31 13:56:22 +01:00
ArseniyShestakov
6b34eb729e Move all pathfinding-related code into new file 2015-10-27 03:34:47 +03:00
ArseniyShestakov
9e8427a078 CPathfinder: update comment for isSourceGuarded condition 2015-10-27 00:22:40 +03:00
ArseniyShestakov
01257efc02 CPathfinder: get rid of curPos and pass on initializeGraph 2015-10-26 20:17:10 +03:00
ArseniyShestakov
68bd37aa45 Store penalty in value of FLYING_MOVEMENT and WATER_WALKING 2015-10-26 18:30:11 +03:00
ArseniyShestakov
44ca00cd16 CPathfinder: rename functions 2015-10-25 19:11:00 +03:00
ArseniyShestakov
a536691781 CPathfinder: fix typos and more code cleanups 2015-10-25 17:01:28 +03:00
ArseniyShestakov
4f7c3ec60f Minor formatting fixes within pathfinder-related code 2015-10-24 15:50:00 +03:00
ArseniyShestakov
939b3c05a1 CPathfinder: use struct instead of enum for options
Suggested by @DjWarmonger as better alternative from performance standpoint while struct still more organized than bunch of variables.
Other reason of change it's that in future we may need non-boolean options, e.g for patrol movement and some new pathfinder usages.
2015-10-24 15:34:27 +03:00
ArseniyShestakov
6934c6bc95 CPathfinder: move check into isBetterWay lambda
It's must be of course used for teleporters too.
2015-10-24 14:54:15 +03:00
ArseniyShestakov
5a04f05b9b CPathfinder: move one more check into isMovementPossible 2015-10-24 12:09:57 +03:00
ArseniyShestakov
6ebe2abc1a Fix penalties for FLYING_MOVEMENT and WATER_WALKING 2015-10-23 20:50:52 +03:00
ArseniyShestakov
fc6f62e633 getMovementCost: get rid of useless flying parameter 2015-10-19 07:27:00 +03:00
ArseniyShestakov
498eb1d032 Fix typos 2015-10-19 05:16:18 +03:00
Vadim Markovtsev
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00
ArseniyShestakov
9954dfb33a CPathfinder: move flying into options and add walk on sea 2015-10-12 19:03:08 +03:00
ArseniyShestakov
0faedde6b9 CPathfinder: store pathfinding options in set instead of variables
There is plenty of variables now and in future I'm going to add more more once pathfinder become usable for all kind of things.
2015-10-12 10:29:39 +03:00
ArseniyShestakov
886042dc11 CPathfinder: clean calculatePaths of code unsused for pathfinding
Map graph initialization should be there as well because it's needed for path checking.
This change wouldn't affect anything since currently CPathfinder object created from scratch every time.
2015-10-12 08:31:35 +03:00
ArseniyShestakov
213d8c2258 CPathfinder: turn checkDestinationTile into function
This code was only kept as lamba to access guard related variables that is now gone.
2015-10-12 08:22:31 +03:00
ArseniyShestakov
1beacf2260 CPathfinder: move guard checks into functions 2015-10-12 08:13:10 +03:00
ArseniyShestakov
cd7c5acbc4 CPathfinder: move embark special case code down
It's not affect cost calculations any way so let it's be in same order as it's used in condition under it.
2015-10-12 07:26:13 +03:00
ArseniyShestakov
c6f9cd1e52 CPathfinder: move passability checks into renamed goodForLandSeaTransition
There no need in dedicated function for embark / disembark and other conditions belong there perfectly.
This function is going to check what movements are plain impossible so we don't have to bother check their cost.
2015-10-12 07:10:33 +03:00
ArseniyShestakov
ee4305cd6d CPathfinder: move destTopVisObjID where it's belongs to 2015-10-10 19:02:21 +03:00
ArseniyShestakov
13c2b5e2d8 CPathfinder: separate teleporter exits and neighbour tile code
This way code that handle real neighbour tiles is more readable and teleport exits don't have to go via all checks they ignore anyway.
2015-10-10 17:17:41 +03:00
ArseniyShestakov
f15065fdc5 CPathfinder: separate neighbours code into getNeighbours
This is first step to make this code usable outside of calculatePaths.
2015-10-10 16:09:40 +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
ArseniyShestakov
32009690eb initTowns: only add Tovern by default to player-owned towns
Neutral towns with default buildings set should never get Tovern automatically.
This one fixes issue 2090.
2015-03-12 18:47:32 +03:00
ArseniyShestakov
f2a237ce6c CPathfinder: move allowed teleport check into lambda
This also fix accidental whirlpool usage as previously I messed up code a bit.
2015-03-11 23:53:35 +03:00
ArseniyShestakov
17f3f94ca6 CGSubterraneanGate: fix pairing and always assign all gates to channel
Before gates on underground layer didn't had any channel assigned and of course any function that attempt to check -1 channel caused crash.
Also I find out that at point postInit executed It's possible to get mutable gamestate via gameState() callback so we don't need to pass it there.
2015-03-11 17:17:21 +03:00
DjWarmonger
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
5c6633f8ad CPathfinder::addTeleportWhirlpool: check that obj isn't nullptr 2015-03-09 15:32:09 +03:00
ArseniyShestakov
00b0af7306 CGameInfoCallback: now actually drop excludeId argument 2015-03-09 14:20:34 +03:00
ArseniyShestakov
930a8b49da CPathfinder: move complicated check into lambda 2015-03-09 04:24:12 +03:00
ArseniyShestakov
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
ArseniyShestakov
530b63f7c4 CPathfinder: add all new code for pathfinding via teleporters
Each kind of teleporter have own function that determine if it's should or shouldn't be used.
For now Monolith with bidirectional channels and Subterranean Gate are united.
2015-03-08 17:13:26 +03:00
ArseniyShestakov
c9eba40fe6 Updated CGTeleport and new CGMonolith / CGSubterraneanGate / CGWhirlpool
Now CGTeleport is not publicly available handler, but generic class for teleport channels usage.
Teleport channels are stored as part of information about the map.
2015-03-08 16:11:23 +03:00
AlexVinS
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
DjWarmonger
5b8180e327 Cleaning logs. 2014-12-25 12:58:15 +01:00
DjWarmonger
7735e193f0 Merge branch 'develop' into experimental/serializerrefactoring 2014-12-22 19:17:40 +01:00
AlexVinS
3bca68fd2d Initial refactoring
* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
DjWarmonger
c538370c5d Players will be always able to see their owned heroes and other objects. Fixes #1959. 2014-12-21 13:56:32 +01:00
AlexVinS
34ffdb5981 small cleanup 2014-11-06 14:28:34 +03:00
DjWarmonger
d280b0ac9f Cleaned some logs. 2014-11-01 09:52:56 +01:00
Ivan Savenko
fc16c8d207 Merge branch 'optimization/swiftAI' into develop
Conflicts:
	lib/CGameState.cpp
2014-09-21 22:31:29 +03:00
DjWarmonger
5cb6eaa252 Fixed major RMG bug. 2014-09-21 20:57:42 +02:00
Ivan Savenko
c4fc8f08c0 Moved assertions before variable is used 2014-09-21 18:25:52 +03:00
Ivan Savenko
6c0c03d74b Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
DjWarmonger
d9273b3b2a Cleaning logs. 2014-09-10 19:09:48 +02:00
DjWarmonger
fe292dfa1d Fixed desync due to uninitialized objects. Added some logging. RMG maps don't work yet, though. 2014-07-27 19:30:17 +02:00
DjWarmonger
3acbda75ef Restored old function signature for sanity. 2014-07-27 13:59:53 +02:00
DjWarmonger
bae9f2083f Workaround for hero & town issue. Game still crashes elsewhere, though. 2014-07-01 12:07:53 +02:00
Ivan Savenko
917b1ffca8 Bugfixing:
- Added missing types for serialization
- Fixed possible crash in removable objects (campfire)
- Fixed typo in bank config
2014-06-28 17:21:38 +03:00
Ivan Savenko
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
Ivan Savenko
ad632d1e8a Moved FoW management from CGObjectInstance to callback 2014-06-24 20:39:47 +03:00
Ivan Savenko
836c466f81 - Implementation of overrides for towns
- Converted dwellings.json into new format
- Implemented "mapObject" entry in town format
- Removed capital/fort/village fields from town in favor of overrides
2014-06-15 19:43:01 +03:00
Ivan Savenko
0afdfa529c Moved all object-related files to lib/mapObjects directory.
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
32b6568b65 Merged changes from upstream and fixed compilation caused by API changes 2014-06-03 22:45:18 +03:00
beegee1
40ab89e179 - copy of campaign heroes can be done later (at the point where it's clear if they will be replaced) 2014-05-29 17:07:21 +02:00
karol57
dd33fd51a8 int3 dist2d microoptimization 2014-05-25 20:42:25 +02:00
Ivan Savenko
7f276185bd Moving files:
- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00
Ivan Savenko
6bd6be0835 Object class handler is now a proper "handler"
- Some changes in interfaces
- Fixed some missing fields in serialization
- Moved object names to new handler
2014-05-24 01:56:51 +03:00
DjWarmonger
75cea9206d - Fixed uninitialized guarding creature positions
- Fix for guard placement
2014-05-23 19:45:17 +02:00
DjWarmonger
342aec0700 More rollback. 2014-05-23 13:23:03 +02:00
DjWarmonger
5b0b152aa3 Trying to restore recent type of mapGenOptions. 2014-05-23 11:56:51 +02:00
DjWarmonger
2d8cd1c5b5 Some more. 2014-05-22 21:06:26 +02:00
DjWarmonger
1e1dce20a8 Something that compiles, but crashes when launching RMG map. 2014-05-22 19:25:17 +02:00
DjWarmonger
e074c9b310 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2014-05-18 09:00:32 +02:00
DjWarmonger
e2d44f6ac6 Fixed #868 - wrong battlefield in ship-to-ship combat 2014-05-18 08:52:03 +02:00
Macron1Robot
e4cbfe7f0b Bug 0001789 correction (incorrect battle field detection) 2014-05-18 03:16:53 +04:00
Ivan Savenko
b5160acbac Finalization of object type handler interface
- updated code to use new interface
- removed old DefObjHandler (todo - rename file)

Summary:
- most code but loading is now in place
- type names may deserve improvements (some of them are too similar)
- still barely compiles and not tested
2014-05-16 23:50:02 +03:00
Macron1Robot
907caedb13 Added "produce" section in "building" structure. Changed dailyIncome. 2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day 2014-04-24 23:36:18 +04:00