* Some sound code cleanups
* Renamed soundBase::soundNames into soundBase::soundID
* Add a music handler destructor
* Add Archdevil and vampire pre and post movement sounds
I've applied minor change to fix CMusicHandler - GeniusAI conflict: moved sounds bimap to the .cpp file.
(vcmi_sounds_cleanup.diff
vcmi_sounds_cleanup2.diff
vcmi_sounds_cleanup3.diff
vcmi_add_sounds.diff)
* created new package for injuring multiple units - needed for area spells (not tested)
* proper screen updating on garrison change
* spell effects will be removed when they time out
* Corpse (Skeleton) will be accessible from all directions
* new objects supported:
- Corpse
- Lean To
- Wagon
- Warrior's Tomb
* several minor improvements
* unified yes/no and selection dialog interface calls
* VCMI won't anymore be always giving all three stacks in the starting armies
* fix for drawing starting army creatures count
* support for School of Magic
* support for School of War
* support for Pillar of Fire
* minor changes
* battle will end when one side has only war machines
* fixed crasbug occurring on revisiting objects (by pressing space)
* started writing support for artifacts
* presumably fixed crash occurring sometimes on battle end
* fixed problems when attacking with two-hex creature another two-hex creature, when tile before our destination was blocked
* minor changes
Updated project files for MSVC and automake (I hope I didn't break it)
* Refactored pathfinding and integrated into CGameState.
* Fixed issues with wrong calculating movement cost at server side
* Hero infowindow won't be redrawed each time experience changes
* Removed memory leaks with CPaths-s
* Support for Sign objects
* Bumped savegame formt version to ensure old not compatible saves won't be readed
* Spellscrolls will disappear on visit (won't be treated as spellbooks anymore)
For VCMI_LIB: lib/RegisterTypes.cpp lib/NetPacksLib.cpp
For VCMI_CLIENT: client/NetPacksClient.cpp
(+ headers)
Removed files
FOR VCMI_CLIENT: hch/CAbilityHandler.cpp and header
Redone sending and applying messages server => client
May be still buggy.