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Commit Graph

88 Commits

Author SHA1 Message Date
Ivan Savenko
d6a357fd17 Split some map object files into smaller files. Reduced includes usage. 2023-06-02 21:47:37 +03:00
Konstantin P
8764765dcf Bonus: complex duration as bitset
Fixes #2125
2023-05-05 21:30:45 +03:00
Konstantin
05eccbc2bb vcmi: split bonus to enumerator and HeroBonus.h 2023-05-03 18:01:06 +03:00
nordsoft
de159df481 Rename boats 2023-04-20 21:20:51 +04:00
nordsoft
0a28262c15 Merge remote-tracking branch 'upstream/develop' into boats
# Conflicts:
#	AI/VCAI/Pathfinding/AINodeStorage.cpp
2023-04-19 02:22:19 +04:00
nordsoft
ed798b06da Prepare transport enum 2023-04-18 13:04:49 +04:00
Konstantin
7a5775a9f9 vcmi: use std::optional 2023-04-17 00:43:13 +03:00
Ivan Savenko
dfa2e2a349 Merge beta into develop 2023-04-11 19:37:35 +03:00
Tomasz Zieliński
3c87b3934d Do not place object visible tiles over the top of the map. 2023-04-10 19:26:53 +02:00
Konstantin
11b237a23c vcmi: massive refactoring v1 2023-04-05 22:33:12 +03:00
Konstantin
bbbbfe00f0 Modernize resourceSet 2023-03-17 02:26:54 +03:00
Konstantin
716dd9a43b vcmi: remove a bunch of duplicated showInfoDialog
These methods duplicated in almost every map object
Just replace it by one such method
2023-03-11 21:41:57 +03:00
Konstantin
5f181e25af vcmi: modernize lib/mapObjects 2023-02-14 14:39:56 +03:00
Andrey Filipenkov
2a43b7cfbc display owner of ownable objects in tooltip
also displays owner of towns (deviation from oh3)
2023-01-21 14:25:43 +03:00
Ivan Savenko
fa6f7513e8 All heroes-related strings are passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
4f3ea0d1d9 Renamed Terrain.h/cpp -> TerrainHandler.h/cpp 2023-01-10 00:01:35 +02:00
Ivan Savenko
f51b3bca57 use JsonKey or NameTranslated instead of ambiguos Name 2023-01-10 00:01:35 +02:00
Ivan Savenko
7c7ae26e67 Map/Road/River identifiers are now private members 2023-01-10 00:01:35 +02:00
Ivan Savenko
64885bdf6b Better names for terrain parameters. Support for new movement sounds. 2023-01-10 00:01:35 +02:00
Ivan Savenko
b6b6063505 Fix positioning of heroes after release from prisons 2022-12-04 22:00:33 +02:00
Andrii Danylchenko
6cbaa40e29 #1065 - fix random hero initial position 2022-10-13 11:58:32 +03:00
Tomasz Zieliński
f386f42166 Merge remote-tracking branch 'origin/develop' into terrain-rewrite
# Conflicts:
#	lib/Terrain.cpp
#	lib/Terrain.h
#	lib/battle/CBattleInfoEssentials.cpp
#	lib/rmg/ObstaclePlacer.cpp
#	lib/rmg/RiverPlacer.cpp
2022-09-27 07:50:17 +02:00
Andrey Filipenkov
ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
Tomasz Zieliński
494b0f0226 First version that compiles 2022-09-21 11:34:23 +02:00
Nordsoft91
e4ac0d4370
Editor prerequisites [part 2] (#889) 2022-09-17 14:04:01 +03:00
DjWarmonger
3d2dc2335b Switch ObjectTemplate to shared_ptr<const> (#870) 2022-09-11 16:13:53 +03:00
Tomasz Zieliński
efb6580958 Fix for mislaced hero rescued from Prison - https://bugs.vcmi.eu/view.php?id=3227 2022-09-11 11:31:27 +03:00
Andrii Danylchenko
3b1d271ae0 allow configurable battleground graphics 2022-09-11 11:31:26 +03:00
Nordsoft91
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
Dmitry Orlov
30b879ae5d Fixed: duplicated bonusing building. Improved: opposite bonus propagation 2021-09-12 14:30:54 +03:00
AlexVinS
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
Dmitry Orlov
854a2e6c39 Feature: Mods system improvement, Part III. Bunusing buildings customization. 2021-01-14 01:02:13 +03:00
John Bolton
a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00
AlexVinS
0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00
Arseniy Shestakov
f15cadc87b Implement configurable object sounds: ambient, visit and removal
* If there more than one sound for visit or removal random is played
* At moment only the first ambient sound will be used
2018-01-02 09:49:03 +01:00
AlexVinS
15138c23de Finished conversion to new logging API
* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +03:00
AlexVinS
70a092f58c [Refactoring] use virtual method for object specific actions when new map object is created
* --TODO
* fixes CID 1366291, CID 1366297
2017-05-28 16:23:42 +03:00
AlexVinS
a85b4cf2a5 * WIP on event condition format
* Hero portrait serialization
* Fix town spells serialization

* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00
Arseniy Shestakov
c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
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.
2016-09-11 00:10:46 +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
AlexVinS
d2f04332d0 Load object appearance and pos before addNewObject call, it is required for block-visit calculation.
Added a test for tile block-visit.
2016-02-24 00:44:17 +03:00
AlexVinS
4bcfb8c27d Draft of new Event conditions 2016-02-22 23:43:57 +03:00
AlexVinS
dc5ad7d7b3 Make string instance names persistent 2016-02-22 19:26:42 +03:00
AlexVinS
ac281f3fec Tweaks 2016-02-22 04:53:14 +03:00
AlexVinS
dd1aabbe23 Use JsonSerializeFormat for map objects 2016-02-22 02:37:19 +03:00
AlexVinS
800f32c4cb Fix few cases of tempOwner initialization. 2016-02-14 12:13:30 +03:00
AlexVinS
a59f0c23ce Dedug tweaks 2016-02-13 17:16:00 +03:00
AlexVinS
fb17914ae5 Debug tweaks 2016-02-10 08:59:24 +03:00
AlexVinS
53dc49e92a CGShipyard, CGShrine serialization 2016-02-09 09:17:20 +03:00