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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
Commit Graph

345 Commits

Author SHA1 Message Date
nordsoft
cb76cc54ac Move logging to debug level 2022-12-22 02:08:26 +04:00
nordsoft
e245dbaf9d Use kind-of-factory approach for widget builders 2022-12-22 02:05:29 +04:00
Ivan Savenko
4fa01c4c7e Fix potential overflow/underflow 2022-12-21 23:39:54 +02:00
nordsoft
8f7025328f Read default template from config, named custom types 2022-12-22 01:37:33 +04:00
Ivan Savenko
41b87088d5 Color muxer effects can now be (partially) configured by user.
TODO: move color muxer effects from spells into spell config
2022-12-21 23:29:56 +02:00
nordsoft
7e7071fc95 Merge remote-tracking branch 'upstream/develop' into interface-builder 2022-12-22 01:24:29 +04:00
nordsoft
c7f430f051 Added debug lines 2022-12-22 01:13:32 +04:00
nordsoft
521328addd Adding macros for targeted object binding 2022-12-22 00:54:06 +04:00
Ivan Savenko
b5925995b1 Fix transparency checks that were broken for palette images with alpha 2022-12-19 22:57:58 +02:00
Ivan Savenko
16c4851d3b Animated cursor for spell selection, removed hardcoded cursor ID's 2022-12-18 22:32:07 +02:00
Ivan Savenko
ba200fb079 Added enum's for rest of cursor types 2022-12-18 17:13:34 +02:00
Ivan Savenko
57dba9433c Correctly update drag-and-drop cursor if our window gets deactivated 2022-12-18 14:34:38 +02:00
nordsoft
9b76a8000f Making team alignments widget customizable 2022-12-17 20:38:16 +04:00
nordsoft
b1f2c7aed4 Team alignments implemented 2022-12-17 08:19:16 +04:00
Ivan Savenko
39367473d2 Removed no longer used code 2022-12-16 16:23:50 +02:00
Ivan Savenko
3403b42cd8 Fix transparency checks that were broken for palette images with alpha 2022-12-16 16:23:07 +02:00
Ivan Savenko
291bb9b204 Expanded cursors enum to include all possible values 2022-12-16 11:22:58 +02:00
nordsoft
268b87052b Fix for hint 2022-12-16 02:49:52 +04:00
nordsoft
1d59dfecef Support translations 2022-12-16 02:48:07 +04:00
nordsoft
d3c3feb037 Configurable template selection 2022-12-16 02:15:53 +04:00
Ivan Savenko
864990db13 Implemented Bloodlust & Petrification effect
- ColorFilter is now in separate file
- Moved lerp function into global.h
- Bloodlust visuals mostly matches H3
- Petrify visual matches H3
- TODO: Adjust timing of all ColorFilter efects to match H3
- TODO: Petrify should pause stack animations
- TODO: ColorFilter-powered effects should be configurable in Spell system
2022-12-15 23:24:03 +02:00
nordsoft
1d4209d97e Continue refactoring 2022-12-16 00:57:10 +04:00
nordsoft
2371e3e9a2 Interface builder refactored 2022-12-16 00:46:36 +04:00
nordsoft
2fe951f819 Merge remote-tracking branch 'upstream/develop' into interface-builder
# Conflicts:
#	client/lobby/RandomMapTab.cpp
2022-12-15 04:47:11 +04:00
Ivan Savenko
7e35a96055 Changed ColorPutter in preparation for Bloodlust & Petrify effects 2022-12-14 15:17:38 +02:00
Ivan Savenko
fb3a08e0a6 Added fading animation for fade-in effect for summons 2022-12-14 12:04:37 +02:00
Ivan Savenko
e7206cb759 Cleaned up BattleHero class 2022-12-13 21:31:49 +02:00
Ivan Savenko
c79634b6a7 Moved all animation ordering logic to callers
Previously, CBattleAnimation & inheritors were controlling animation
ordering - e.g. which animations should play after which.
Now, this is controlled by caller, e.g. BattleInterface & its
controllers.
H3 animations are fairly linear and can be split in stages which are
already somewhat implemented via waitForAnims
2022-12-13 21:31:49 +02:00
nordsoft
f90cb1be90 Template list prototype looks fine 2022-12-13 03:47:29 +04:00
Ivan Savenko
d40d5250b7 changes to status bar according to review comments:
- renamed IStatusBar API to more clear names
- removed "locking" of status bar
- added comments for IStatusBar API
- removed dynamic_casts to CGStatusBar, now IStatusBar API is fully
sufficient
2022-12-12 18:23:41 +02:00
nordsoft
690ff773f4 Remove files 2022-12-12 11:53:23 +04:00
nordsoft
cd58e8a860 Rename InterfaceBuilder 2022-12-12 11:48:39 +04:00
nordsoft
34bf741936 Fix compilation error 2022-12-12 11:43:54 +04:00
nordsoft
5e3504f578 Add improvements 2022-12-12 11:38:27 +04:00
nordsoft
3be9969154 Prevent crashes for custom config 2022-12-12 03:58:39 +04:00
nordsoft
0104c77d61 Interface builder for random map tab 2022-12-12 03:27:59 +04:00
Ivan Savenko
c302efd315 Fix crash on accessing not yet created object 2022-12-12 00:04:46 +02:00
Ivan Savenko
ac839ad26a Changes to rest of the code according to review:
- renamed status bar method clearMatching -> clearIfMatching
- renamed class ColorShifterAddMul -> ColorShifterMultiplyAndAdd
- fixed missing return from function
- fixed potential access to deleted object
2022-12-11 23:43:43 +02:00
Ivan Savenko
7f5e5259c8 Changes to Canvas class according to review:
- renamed CCanvas -> Canvas.cpp
- replaced shared_ptr<Canvas> with Canvas&
- removed getSurface method
2022-12-11 22:09:57 +02:00
Ivan Savenko
c855823528 Renamed files in client/battle to match new names of classes 2022-12-09 13:38:46 +02:00
Ivan Savenko
facf77b3ae vstd::unique -> std::unique 2022-12-07 23:36:20 +02:00
Ivan Savenko
6f6d350228 Formatting cleanup 2022-11-28 16:43:38 +02:00
Ivan Savenko
9f21569a79 Next batch of siege fixes 2022-11-27 22:50:18 +02:00
Ivan Savenko
e76cd1b6a7 Bugfixing: fix crashes on battle start & most noticeable glitches 2022-11-27 02:26:02 +02:00
Ivan Savenko
0cae259f53 Most of rendering in BattleInt is done via canvas
- refactoring of CBattleStacksController.cpp
- moved EAlignment enum to Geometries.h from CIntObject
- renamed EAlignment to ETextAlignment, to avoid conflict with good/evil
alignemt
- ETextAlignment is now enum class
2022-11-26 23:12:20 +02:00
Ivan Savenko
4f91b062db Refactoring of projectile controller
- projectiles now separated based on type
- each type has its own rendering method
- refactoring of CShootingAnimation
2022-11-25 16:32:23 +02:00
Ivan Savenko
abb553d975 Next step of code refactoring:
- refactoring of CBattleFieldController code (except for 2 arcane
methods)
- introduced class CCanvas for encapsulated rendering surface
- battleint rendering is now partially done with CCanvas
- removed unused includes of CBitmapHandler
2022-11-25 11:46:47 +02:00
Ivan Savenko
6b3beb05e5 BattleInt split is finished, start of refactoring:
- Refactoring of siege controller code
- Replaced some usages of C struct SDL_Surface with proper c++ class
IImage
- Refactoring of rendering of battlefield objects (WIP)
2022-11-25 00:26:14 +02:00
Ivan Savenko
7a6ad671ab Separated battle control panel into new class, refactoring of
CGStatusBar to allow shared API with battle console
2022-11-18 17:54:10 +02:00
Ivan Savenko
48be492517 Fix parameter order in case of right-to-left lines, formatting 2022-11-16 12:28:07 +02:00
Ivan Savenko
6678a747bb Implemented ray-like projectiles for shooters
- Added missing support for ray-like projectiles
- Archmages, Evil Eyes and Beholders now use ray for shooting
- New method to draw 1 pixel-wide line with color gradient at arbitrary
angle
- fixed incorrect attackClimaxFrame field for Archmages
2022-11-15 21:42:16 +02:00
Andrey Filipenkov
3ab21d8491 show loading indicator when starting local server
single player or hosting a multiplayer game
2022-09-24 15:55:25 +03:00
Andrey Filipenkov
e1c9903a45 extract iOS helpers into a shared lib 2022-09-24 15:55:24 +03:00
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
Andrey Filipenkov
217c83a7e7 convert text input rect to screen coordinates
workarounds SDL bug related to moving window ensuring that the input is always above the native keyboard
kambala-decapitator/vcmi#31
2022-09-24 15:55:19 +03:00
Andrii Danylchenko
2b0f02c832
Merge pull request #944 from AgostonSzepessy/dev/agos/937
Add right click to Quick Recruit Window
2022-09-23 14:01:52 +03:00
Andrii Danylchenko
43a1a8b76d
Merge pull request #928 from kambala-decapitator/quick-recruit-no-creatures
show message instead of the Quick Recruit dialog when there're no creatures in town
2022-09-22 18:21:45 +03:00
Andrey Filipenkov
a1cf120ea6 add missing virtual destructors 2022-09-22 11:54:09 +03:00
Agoston Szepessy
411038195c Add clickeable area on top of creature picture
A class that wraps an instance of `CIntObject` creates an area
that users can right click to view information about the creature
they're buying.

The constants were based off the existing ones in the code and were
refined by guessing and checking where clicking falls inside/outside
the border of the rectangle.
2022-09-18 22:53:11 -07:00
Andrey Filipenkov
a320af837d fix includes in client subdirectories 2022-09-18 17:43:40 +03:00
Andrey Filipenkov
d7650ce9c0
use Conan to make macOS CI builds for both Intel and ARM (#782)
* [CI] append platform to output artifact name if it's given
2022-08-30 17:29:00 +03:00
Andrey Filipenkov
7150ee565a [macOS] text input handling must be done on main thread
Xcode's Main Thread Checker warns about that
2022-08-03 12:09:49 +03:00
Andrii Danylchenko
2521e7bac9 Fix flickering in fullscreen 2022-06-13 16:11:53 +03:00
Andrii Danylchenko
1128abc593 Fix hero movement animation 2022-06-07 15:00:39 +03:00
nordsoft
d92356f085 Fixed game crash: divide by zero due to threads racing 2022-05-28 14:34:36 +03:00
Konstantin
c6b198ce14
Warning fix (I moved C++17 and CI to another branch) (#739)
* clang warning fixes
* use CMake 3.10 due to MXE CI does not have 3.13 yet

Co-authored-by: Konstantin <rilian@niisi.ras.ru>
2022-05-19 15:14:50 +03:00
Andrii Danylchenko
6c36a1a2f6 Tray notifications for MXE 2022-05-14 13:23:09 +03:00
Andrii Danylchenko
2fc7cf02b0 tray notification for windows 2022-05-14 13:23:09 +03:00
Andrii Danylchenko
83f690e059 change SDL color key alpha to transparent 2021-08-21 09:32:52 +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
John Bolton
c61bae4060 Fixed RETURN_IF_BATTLE(). Undid disabled warnings. Fixed indentation. 2020-10-05 16:28:28 -07:00
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
Victor Luchits
604246bc7a VS 2019/Windows 10 Kit fix 2020-05-05 15:25:07 +03:00
Arseniy Lartsev
fca9bcdd7f
Fixed possible freezes while dragging visible area on minimap (#638) 2020-05-03 01:26:30 +03:00
toneyisnow
1319175bdc Removed the create functions in the ColorShifter classes. 2020-01-27 00:34:59 -08:00
toneyisnow
8db638c054 Fix tiny space issue and remove reference of SDL.h 2020-01-26 00:05:38 -08:00
toneyisnow
468584d469 Update the originalPalette, and use SDL_Palette methods to improve memory management. 2020-01-26 00:01:48 -08:00
toneyisnow
0f4a9e5106 Updated resolved some issues. 2020-01-25 18:49:53 -08:00
toneyisnow
0f3dabab9a Initialize the change:
1. Make color shifter for CAnimation, and use that in the clone effect.
2. Update the original position of the cloned object.
2020-01-25 01:21:26 -08:00
Zsolt Sz. Sztupák
e6f1ab6539 Fix SDL letterboxing on Android builds
On Android calling `SDL_RenderSetLogicalSize` with dimensions having a different aspect ratio than the screen will cause letterboxing with blinking garbage data in that areas (instead of having black bars). This is annoying and makes the game really hard to play.

This change will make sure that on Android `SDL_RenderSetLogicalSize` will always be called with dimensions where the aspect ratio is the same as the screen to make sure there is no letterboxing.

The only problem with this is that during drawing the adventure map nothing will clear out the areas that would have been letterboxes, so there is an added explicit clear screen command for `totalRedraw()`.

The changes are only applied to Android builds in order not to affect PC builds - but some changes, especially clearing the screen could be easily added to the PC builds as well
2020-01-06 18:46:56 +00:00
KasyanDiGris
fa5a14e2d8 Stabilize vcmi (#488)
* Shared statusbar
* Fixed server fails on client disconnected
2018-08-26 19:09:56 +03:00
Alexander Shishkin
75f8c8b29a Gui cleanup4 (#446)
* use smart pointers for almost all widget fields
* use SDL2 texture for cursor
* a lot af small tweaks and formatting
* removed CompImage class, it is actually useless as long as regular SDLImage support margins
* CGuiHandler: use smart pointers for [push|pop]Int
2018-07-25 01:36:48 +03:00
Alexander Shishkin
5c09f751b3 Gui cleanup3 - UI refactoring to use smart pointers (#440)
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +07:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00
AlexVinS
43acfa160b [tweaks] IImage * -> auto 2018-03-30 14:02:04 +03:00
AlexVinS
cac83379f5 Fixed https://bugs.vcmi.eu/view.php?id=2928 2018-03-22 12:56:15 +07:00
Arseniy Shestakov
69dbf339fc CGuiHandler: fix invalid read on event handling 2018-01-18 06:34:57 +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
Michał Kalinowski
26a222ac62 Change JsonType to enum class (#393)
Change enum JsonType to enum class JsonType
2017-11-27 00:18:18 +03:00
AlexVinS
39194a0629 Merge branch 'SplittingShortcuts' into develop 2017-11-15 22:31:55 +03:00
FeniksFire
f2b7c85811 Adding object construction macro with parameter
- Adding macro "OBJECT_CONSTRUCTION_CAPTURING" that take as parameter
action flag.
- Fixed minor errors
2017-11-14 08:52:33 +01:00
AlexVinS
654fea56a4 Fixed memory leak in CAnimation (regression of #376) 2017-11-04 06:03:43 +03:00
AlexVinS
97d73f47b0 Fixed https://bugs.vcmi.eu/view.php?id=2817 2017-11-03 18:39:43 +03:00
AlexVinS
270e1b75ce Support for creature 2-hex attack, alternate death and cast animation types
* margin option .json animation
* Use ranged attack animation for spell cast if there is no cast animation, display cast animation only on active casting.
2017-09-12 19:51:54 +03:00
Arseniy Shestakov
494872937a CGuiHandler: use std:atomic to sync breaks in event handling 2017-09-11 12:18:16 +03:00
Arseniy Shestakov
986fc08b1e CGuiHandler: use SDL_PushEvent in fakeMouseMove to avoid crashes
Somehow this worked on other platforms, but on macOS it's cause constant crashes.
2017-09-11 12:18:16 +03:00
AlexVinS
3bbff27127 Wiped CDefEssential 2017-09-06 15:13:28 +03:00
AlexVinS
6cd0dd9843 Use CAnimation for creature projectiles 2017-09-05 20:04:17 +03:00
AlexVinS
05bb8b13e9 Use CAnimation for battle creature animation 2017-09-05 18:59:26 +03:00
AlexVinS
882e279818 Use CAnimation in CBattleInterfaceClasses 2017-09-05 16:44:27 +03:00
AlexVinS
69c6643893 More CCursorHandler style tweaks
# Conflicts:
#	AI/FuzzyLite
2017-09-05 15:25:49 +03:00
AlexVinS
9423555015 Declare ownership of CCursorHandler::dndObject
# Conflicts:
#	AI/FuzzyLite
#	client/gui/CGuiHandler.cpp
2017-09-05 15:25:31 +03:00
AlexVinS
ce4b206472 More complete support of .def format 2017-09-05 14:32:52 +03:00
AlexVinS
2f7968b803 Fixed wrong animation paths 2017-09-04 18:41:22 +03:00
AlexVinS
b964a53abe Fixed battle animation 2017-09-04 17:52:36 +03:00
AlexVinS
df34a2cc96 Dirty hackfix for https://bugs.vcmi.eu/view.php?id=2780 2017-09-03 23:38:15 +03:00
Arseniy Shestakov
fad2a0a3fb Fix memory leak and remove some garbage files added in last commit 2017-08-13 22:15:25 +03:00
Arseniy Shestakov
cd98dd0b89 CGuiHandler: make terminate_cond non-static
Static variable might be not yet initialized by the time it's used inside CGuiHandler constructor.
This fix let us avoid crash that occur when built with Xcode 8.2.1
2017-08-13 21:54:07 +03:00
AlexVinS
64d9dadd64 Logging cleanup. 2017-08-11 15:47:50 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +03:00
Arseniy Shestakov
2da3d8a563 Code style: remove senseless comments 2017-07-18 00:04:00 +03:00
ArseniyShestakov
a4c0ad94b1 Code style: remove default value hints in definitions (#342)
Some are outdated and this is something IDE are useful for.
2017-07-15 14:08:20 +03:00
Arseniy Shestakov
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
Arseniy Shestakov
dbcd79c48a Code cleanup: remove double and unneded semicolons 2017-07-12 22:01:10 +03:00
Dydzio
182210421d Fix #2 for bug #2476 2017-07-11 14:04:43 +02:00
DJWarmonger
9623f7caf3 - Restored MSVS project files
- Fixed VCAI bu pointed out by Tow
2017-06-11 08:01:41 +02:00
Fay
65e88639a3 Minor: code format; 2017-06-08 21:07:09 +02:00
Fay
02fa478bfb Refactor: unified logic for notyfing CIntObjs about left/right mouse click events;
Added support for middle-click;
2017-06-07 20:16:18 +02:00
Arseniy Shestakov
3f7cb9f893 Client: add some shortcuts for spectator mode
Following mode only work when client is started in spectator mode:
F5 - Pause / resume game by locking of pim
F6 - Toggle spectate-ignore-hero
F7 - Toggle spectate-skip-battle
F8 - Toggle spectate-skip-battle-result
F9 - Skip current battle
2017-06-06 07:30:16 +03:00
Arseniy Shestakov
18161d3688 Client: implement spectator mode via command-line options
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.
2017-06-06 07:30:16 +03:00
dydzio
944edaf0bb Fix bug #2476 2017-03-27 23:47:26 +02:00
AlexVinS
8f7b0dac45 Fixed CID 1197332 2016-12-05 06:00:32 +03:00
AlexVinS
45ae1ef165 Fixed CID 1197342 2016-12-05 03:17:03 +03:00
AlexVinS
abe4beebc6 Fixed CID 1197516 2016-11-27 19:13:40 +03:00
AlexVinS
c4ab962cc0 Fixed a few CWE-457 2016-11-27 17:48:18 +03:00
AlexVinS
20de754141 def2bmp CLI command converted to CAnimation 2016-11-25 15:23:28 +03:00
AlexVinS
9e6bd48038 fix 2016-11-10 14:38:33 +03:00
AlexVinS
b248642468 fixes and cleanup 2016-11-09 09:32:44 +03:00
AlexVinS
a8a661b159 Map handler refactoring, part 2. 2016-11-08 00:19:53 +03:00
AlexVinS
aad675a7c4 Revert "Merge branch 'p254_4' into develop"
This reverts commit 37f68713a7, reversing
changes made to 4477b7c35d.
2016-11-08 00:17:20 +03:00
AlexVinS
4d510c172d Terrain drawing converted to CAnimation. 2016-11-07 23:48:30 +03:00
AlexVinS
6a272d8f0c FoW drawing converted to CAnimation 2016-11-06 05:27:45 +03:00
AlexVinS
c11a660d21 Fixed and cleanup 2016-11-06 05:27:44 +03:00
AlexVinS
186cd7a163 Mao object drawing converted to CAnimation 2016-11-06 05:27:26 +03:00
AlexVinS
ffeaef2bda fixes 2016-10-27 18:19:45 +03:00
AlexVinS
f32097339c Use CSDL_Ext blit for paletted sprites, use SDL blit otherwise.
*  No solution found to blit paletted images with alpha channel with SDL
2016-10-27 17:32:31 +03:00
AlexVinS
3dddbcf2e8 try to use CAnimation for Hero path 2016-10-27 16:34:15 +03:00
Vadim Markovtsev
4bcc43d3d0 Fix Mantis #2234
CPlayerInterface instances were removed from CClient::playerint with
clear() and finish() was not called on each. Added multiple insurance.
2016-10-22 16:22:00 +02:00
AlexVinS
3a52a3c663 Allow CAnimImage to share animation object. 2016-10-16 12:58:18 +03:00
AlexVinS
e6829bf271 Removed unused debug data in CAnimation. 2016-10-16 12:02:50 +03:00
AlexVinS
5506ae036a Reworked CHillFortWindow
* fixed displaying free upgrades
* do not try to print 3rd or more resource in slot cost (in theory possible with mods)
** we need dynamic gui for that
* CDefEssential--
2016-10-16 08:03:52 +03:00
AlexVinS
055c84bc7a cleanup 2016-10-16 04:23:38 +03:00
AlexVinS
153af6e07b cleanup 2016-10-16 02:47:03 +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
Zyx-2000
7fbd5479e2 alignment & makefile fix 2016-01-29 16:08:44 +01:00
Zyx-2000
3a1a8e3d47 further refactoring-related changes 2016-01-29 15:16:14 +01:00
Ivan Savenko
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
ArseniyShestakov
fc06db4c4f Move STRONG_INLINE define into Global.h 2015-11-22 07:14:52 +03:00
Vadim Markovtsev
d24fd10e21 Fix std::abs warning
Recent clang wants std::abs instead of plain abs
2015-10-13 21:05:46 +03:00
Vadim Markovtsev
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00