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

43 Commits

Author SHA1 Message Date
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
25a68c3ca1 Add "citadel" and "fort" to all town templates. Lazy fix for issue 1911
Without this capitol appearance tend to be used by default.
HotA mod have all templates and actual different DEFs so it's was never affected.
2016-08-24 05:06:21 +03:00
Arseniy Shestakov
a7059fe681 Remove Ore primaryResource from towns that must get both Wood and Ore
Currently default behaviour is to give both wood and ore for resource bonus when primaryResource not specified.
Though for some reason towns currently have ore specified so you only get 5-10 Ore.
2016-01-29 20:25:57 +03:00
Arseniy Shestakov
ffeb7f253b moatHexes: update faction schema and configuration files 2016-01-06 12:52:52 +03:00
Ivan Savenko
33acdc51bb Fixes 1852 - fixed typo in tower config and added check to detect such cases 2014-08-04 14:47:42 +03:00
Ivan Savenko
68e9cbd3a6 Fixes 1856 - Griffin Bastion will be behind Town Hall 2014-08-04 14:47:34 +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
Macron1Robot
553613a165 Update tower.json
Spaces issue
2014-04-29 22:22:38 +04:00
Macron1Robot
791d8ad436 Update tower.json
Spaces issue
2014-04-29 22:21:06 +04:00
Macron1Robot
a67b3b31b4 Update fortress.json
Tabs issue
2014-04-29 22:19:34 +04:00
Macron1Robot
b642169b81 Update castle.json
Tabs issue
2014-04-29 22:19:01 +04:00
Macron1Robot
70013e709d Update tower.json
Converted spaces to tabs
2014-04-29 22:12:47 +04:00
Macron1Robot
1269cda6ae Update stronghold.json
Converted spaces to tabs
2014-04-29 22:12:07 +04:00
Macron1Robot
4a6c9c8d1d Update rampart.json
Converted spaces to tabs
2014-04-29 22:11:33 +04:00
Macron1Robot
cb0e47ac83 Update necropolis.json
Converted spaces to tabs
2014-04-29 22:10:53 +04:00
Macron1Robot
10c0bfaea9 Update inferno.json
Converted spaces to tabs
2014-04-29 22:10:29 +04:00
Macron1Robot
56109903fc Update fortress.json
Converted spaces to tabs
2014-04-29 22:10:03 +04:00
Macron1Robot
cc4dd6ede8 Update dungeon.json
Converted spaces to tabs
2014-04-29 22:09:37 +04:00
Macron1Robot
72573a23b2 Update conflux.json
Corrected spaces to tabs
2014-04-29 22:09:12 +04:00
Macron1Robot
98718c0e42 Update castle.json
corrected spaces to tabs
2014-04-29 22:08:46 +04:00
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
Ivan Savenko
29f4a12814 - fixed some evil memory leaks
- fixed recursive dependency of castles
2013-12-19 19:43:16 +00:00
Ivan Savenko
7d7e65a316 changes in hero class format:
- new property: affinity (might/magic) since in mods it is impossible to
rely on odd/even numeric indexes
- property commander is now part of hero class
2013-12-13 18:27:54 +00:00
beegee1
30b3081ac4 - Fixed castle.json (building structures) 2013-12-07 12:23:43 +00:00
Ivan Savenko
122db9963b More string ID's for buildings:
- town hall slots now use string ID's
- converted building requirements to new format
- "upgrades" property from buildings now uses string ID's
- several fixes for improved support of alternative creatures
- removed no longer needed "id" property from structures

Old mods should still work but will produce error messages during
validation
2013-12-04 10:36:39 +00:00
Ivan Savenko
ee1b0459e6 Extended building dependencies:
- 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.
2013-12-02 11:58:02 +00:00
Ivan Savenko
ee6cdbeffe went through the rest of cppcheck warnings, mostly harmless 2013-11-07 12:48:41 +00:00
Ivan Savenko
c4716d0a9a - reordered files in cmake so files with long compile times will be
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.
2013-11-03 12:07:23 +00:00
Ivan Savenko
cf4b3c91cb - updated wog/vcmi mod.json files
- found situation where JsonNode parser won't report warning: comma after last element in arrays or objects. Fixed this in our config files but parser change is disabled for now due to huge number of warnings from mods.
2013-08-20 19:32:21 +00:00
Ivan Savenko
b57b14b752 - fixed several bugs with siege graphics, including #1389
- removed "shooterHeight" property - seems to be same in all towns.
2013-07-31 22:24:44 +00:00
Ivan Savenko
ee09c5301e minor fixes:
- 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
2013-07-31 11:36:42 +00:00
Ivan Savenko
4ac2a6e8b6 minor refactoring of VCMIDirs, bugfixing
- VCMIDirs represent XDG specification more closely (partial #1310)
- Minor bugfixing, including #1327 #1328 and #1306
2013-07-08 20:55:22 +00:00
Ivan Savenko
8273f323b1 - it is possible to edit data of another mod or H3 data via mods
- 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
2013-04-25 14:03:35 +00:00
Ivan Savenko
3285f1910b - finally, solution for imageIndex fields. All image lists will be generated in runtime
- iconIndex fields from json are no longer used
- simple check for missing icons on startup
2013-04-22 19:51:22 +00:00
Ivan Savenko
c6cc6e6301 Large changeset, first part of editing H3 objects via mods feature. Changes:
- 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)
2013-04-21 12:49:26 +00:00
Ivan Savenko
0cf969d508 - console logger by default uses same format as previously (no extra data)
- 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)
2013-04-11 19:24:14 +00:00
Ivan Savenko
c927913f5f - Improved json validation. Now it support most of features from latest json schema draft
- Set of schemas in config/schemas directory that are used to validate input from mods.
2013-04-02 17:06:43 +00:00
Ivan Savenko
5082dafd62 - h3 hero classes and artifacts can be modified via json
- commander artifacts are now merged into main artifacts.json, todo - split 2.5k file into something manageable
2013-03-12 14:56:23 +00:00
mateuszb
9dd60b6dbe * refactoring
* moat damage went to config file
2013-02-08 21:17:39 +00:00
Ivan Savenko
8824f5e2d5 - H3 creatures use subset of mod creature format (todo - unify code)
- creatures configs moved into confg/creatures files, similar to factions.
 - creatures ID's use same camelCase format as the rest of the game
2012-12-22 16:47:12 +00:00
DjWarmonger
0e06ac15ad - Commanders are now a part of faction config
- Support for external dwellings for new towns
2012-12-19 16:35:58 +00:00
Ivan Savenko
04358ed0c6 multiple changes in config system, breaks existing mods. See upcoming post on forums.
- filesystem initialization works in conjuction with modHandler
- (config) split buildings.json in multiple files in "factions" directory
- (mods) merged filesystem.json and config/mod.json into mod.json
2012-12-12 11:13:57 +00:00