- 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
* Fixed a switch() statement in InfoBoxHeroData::getValueText that
could result in nullptr dereference. If 'type' was HERO_MANA and
'hero' was nullptr, a fallthrough would occur to HERO_EXPERIENCE,
where 'hero' would we be dereferenced.
* Fixed line endings.
- New files: lib/CObjectWithReward.h/cpp
- Classes that will be replaced by configurable object are now in this
fil
Status: far from functional, currently at "it compiles" point, some
essential pieces are still missing.
- fixes, probably partially #1577
- enabled code for reading map object templates from json, still not
used
- disabled PCH for launcher due to speed issues.
- AUTHORS file is now in UTF-8
- tags for desktop files
- fixed some typos
- better reaction on --help and --version commands
- vcmibuilder should work with both avconf and ffmpeg
- 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
BIG NOTE TO LINUX USERS
All user data has been moved according to XDG specs:
- Game data (H3 files and mods) and saves: from ~/.vcmi to ~/.local/
- Temporary files, including logs: from ~/.vcmi to ~/.cache/vcmi
- Config files: from ~/.vcmi/config to ~/.config/vcmi
For compatibility VCMI will read game data from ~/.vcmi as well but this
is temporary behavior and will be removed
- fixed parsing of campaign bonuses (conversion to building ID)
- CONTROL event condition can be also fulfilled by allies
- fix for crash on opening exchange window in Russian version
- fixed bug when loading victory/loss conditions of the 3rd scenario in the first ROE campaign
- fixed bug when loading artifacts to hero of the 3rd scenario in the first ROE campaign (due to corrupt H3M map)
- implemented function object to quickly find a object by it's sub ID in a list
- added netbackbase.h to header list in CMake
- removed false message which said that the server loaded the map successfully
- 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
campaign:
- new file MapFormatJson that implements small subset of Json map
format, as described on wiki
- vcmi will read overrides from file config/mapOverrides.json (currently
empty)
- Json writer for logical expressions
TODO: write data for map overrides
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
- recreate adventure map interface on each scenario (to make sure that
there is no garbage data from prev. game)
- added check to avoid such situations in future
- 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
- 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)
compiled first.
- changed format of modSettings.json, VCMI should properly update file
on the first run.
- implemented property "defaultTavern" that acts as default value for
"tavern" entry in hero class and town formats.
- moved all traslatable strings into one json file, removed threats.txt file
- implemented "spellbook animation" option
- fixed missing central tower when attacking fort
- split JsonNode.cpp into JsonNode and JsonDetail files
- validation should be notably faster (at least 10% faster loading)
- support for "format" field, allows checking existance of files.
- minor fixes in schemas
- msk/msg files are now optional
- boost-locale library is now required (boost 1.48 or higher)
- Unicode namespace that contains UTF-8 handling
- All non-ASCII strings from H3 data will be converted to UTF-8 during loading
- All JSON files MUST use UTF-8.
- H3 data encoding can be selected via launcher or directly in config file
- launcher uses json parser from vcmi lib instead of one from Qt #1469
- fixed abilities overrides for some creatures #1476
- fixed hero portraits in seer huts #1402
- ttf fonts will render text in utf-8 mode. Not really useful at this point
- new settings entry, available in launcher: encoding. Unused for now.
- credits screen will use multi-line label instead of hackish usage of text box
- campaign intro movie player now plays voiced intro
- minor fixes to last commit
- renamed some methods/classes with better names + some consistency (no more print, setTxt and setText that do exactly same thing)
- TextBox now contains label widget instead of inheriting it
- smooth scrolling support (up/down buttons still scroll one line)
- vcmi can play music files from archives
- converted resource_reward fields in bank_config into json object, fixes 3000 gems reward in shipwreck
- some compile fixes for minizip
- minizip library is now part of sources, located at lib/minizip
- cmakefiles will compile minizip as dynamic library (Note: only 2 files used by vcmi are included in minizip.so)
- zip files can be loaded similar to other archives via filesystem.json
- mods can use Content.zip instead of Content/ directory. Files in directory will replace files in archive.
- 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
- UI will be correctly greyed-out during opponent turn
- fixed remaining issues with blit order
- a bit better handling of catapult attack
- fixes#1362
fixes most of blit order-related bugs in battles (#1200, #1238, #226)
known issues, will fix soon:
- there are still some minor blitting issues during movement
- destruction of walls in siege is out of sync with catapult projectile movement
- removed unused functionality from CCreatureAnimation
- simplified postioning of units in battle, should fix remaining issues with unit positioning
- fixed unit tests compilation
- 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
- support for one more Russian localisation, fixes#1321
- fixed icon for level 1 town hall, #1294
- correct portraits for first heroes from mods, #1297 and probably #1298
And a lot of gcc compile fixes
- disabled intro menu animation for now - different position in different versions (WoG, SoD)
- removed no longer needed entry for Linux video from filesystem
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.
* creature abilities bonus properties are updated when the creature id is assigned
* removed decrease morale ability from config file (it was duplicating the one from ZCRTRAIT.TXT
- 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
- mods can access only ID's from dependenies, virtual "core" mod and itself (optional for some mods compatibility)
- metadata field for JsonNode, used to track source mod
- moved wog creatures into wog mod
- (linux) convertMP3 option for vcmibuilder for systems where SDL_Mixer can't play mp3's
- 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
- a lot of changes in configs;
- - update to creature format - abilities are now json structure
- - multiple bugfixes revealed by validation
- made schemas a bit more strict
- creatures data can be replaced via mods
- it is possible to validate vcmi configs using schemas (disabled)
- some more improvements into projectile blitting
Remaining issues:
- timing is off when catapult hits walls/tower
- catapult trajectory may need tweaking
* introduced new handler BonusTypeHandler
* config\bonusnames.json converted to common format and splitted info main and localizable parts
* hanlders initialization refactored
- removed duplicated json loading code in handlers
- simpler and mod-friendly handling of combined artifacts
- reorganized CCreature to avoid huge number of fields in one structure