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Commit Graph

41 Commits

Author SHA1 Message Date
Ivan Savenko
22f517686d Better handling of encoding detection for maps and campaigns
Now VCMI will use either preferred language or install language to load
maps and campaigns that are part of "core" mod, or, in other words -
placed in Maps directory of H3 data (like most of manually downloaded
maps and campaigns are)

If game data is in English, then game can safely use encoding of player-
selected language (such as Chinese) to load maps. After all, both GBK
and all Win-125X encoding are superset of ASCII, so English map will
always load up correctly.

Maps that are part of a mod still use mod language as before - it is up
to mod maker to correctly set up mod language.
2024-10-30 11:54:35 +00:00
Laserlicht
46c169d20f chr loading 2024-08-31 12:39:23 +02:00
Ivan Savenko
1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00
Ivan Savenko
922966dcf8 Renamed JsonNode::meta to more logical modScope. Member is now private 2024-02-26 12:55:49 +02:00
Ivan Savenko
c3957c2c2a Moved json files to new directory, split on per-class basis 2024-02-14 13:08:24 +02:00
Ivan Savenko
60ffb81b33 Replaced remaining placeholder code with callbacks 2024-01-19 13:55:22 +02:00
Ivan Savenko
a15366f5a5 Make IObjectInterface::cb non-static 2024-01-19 13:55:21 +02:00
Alexander Wilms
f3277b7953 Define each identifier in a dedicated statement 2024-01-10 00:22:23 +00:00
nordsoft
60eef59bc9 Show root mods for maps 2023-09-21 22:38:01 +02:00
nordsoft
a05f8339ae Proper mod compatibility check system 2023-09-21 04:31:08 +02:00
Ivan Savenko
6f0108e462 Use ResourcePath for referencing texts and json's 2023-09-04 18:22:34 +03:00
Ivan Savenko
823ffa7a07 Always use ResourcePath for referencing images and animations 2023-09-04 18:22:34 +03:00
Ivan Savenko
62fddca21e Split massive CModHandler class/file into multiple parts:
- IdentifierStorage is now a separate handler in VLC
- Renamed ModHandler::Incompatibility exception to ModIncompatibility
- Extracted ModScope namespace from ModHandler
- Extracted ModUtilities namespace from ModHandler
- Split CModHandler.cpp on per-class basis
- Replaced some direct members with unique_ptr to reduce header includes
2023-07-30 22:17:47 +03:00
Ivan Savenko
4d08a131d3 Reorganization of boost filesystem usage
- Removed (most of) boost filesystem namespace usings
- Replaced boost::filesystem::fstream with std::fstream and different
constructor that should be available on any plaftorm
2023-07-28 19:12:04 +03:00
Ivan Savenko
4a5c1556a1 Always use std::vector<uint8_t> to store binary map 2023-06-27 16:27:35 +03:00
Ivan Savenko
acac42291e Remove excessive CMap.h includes 2023-05-31 23:18:38 +03:00
Ivan Savenko
62595cb039 Split massive CMap.h a bit 2023-05-31 23:01:57 +03:00
nordsoft
80220fda5b Merge remote-tracking branch 'upstream/develop' into vcmi-campaign
# Conflicts:
#	lib/mapping/CMap.h
2023-04-17 04:54:57 +04:00
nordsoft
954a2abb71 Verifying mods before starting map 2023-04-16 15:38:13 +04:00
Ivan Savenko
d6a3c0e666 Cleaned up handling of hota map format versioning 2023-04-15 17:20:38 +03:00
Ivan Savenko
838d45b32c Implemented parsing of HotA h3m header 2023-04-15 17:20:38 +03:00
Ivan Savenko
3738171b21 Refactoring of H3M loader to make HotA format support easier
- extracted low-level reader from MapFormatH3M class
- added separate structure to define version-specific values
- cleared up some H3M format edge cases
- replaced witch hut skill vector with set
- converted several fields to enum type
2023-04-15 17:20:38 +03:00
Ivan Savenko
c5acb8bb7d Fixed empty scope on resolving map overrides 2023-04-03 15:15:29 +03:00
Ivan Savenko
260f6d626c Implemented translations for H3M maps 2023-03-05 17:39:27 +02:00
Ivan Savenko
4260726e4b Provide encoding information to maps & campaigns loaders 2023-03-05 17:39:27 +02:00
Konstantin
b16f66477c vcmi: modernize lib/mapping 2023-02-14 14:22:13 +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
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
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
Arseniy Shestakov
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
AlexVinS
c82afe7156 switch CMapService API to ResourceID 2017-06-04 22:42:48 +03:00
Alexander Shishkin
7e1b0d71c5 Added option for saving generated maps on client side (#307)
* new configuration option 'general.saveRandomMaps'
* maps being saved to 'userCachePath/RandomMaps'
* no deletion of old random maps
* map filename generated based on template name and random seed
2017-06-04 20:33:28 +03:00
AlexVinS
e0af4a665a Added hacks fot spell scroll support. 2016-02-13 19:43:05 +03:00
AlexVinS
3c78f960cd Complete json map format integration 2016-02-10 07:28:00 +03:00
AlexVinS
0c21efb202 Start integration of map format into engine 2016-02-09 20:20:03 +03:00
AlexVinS
adc271d7b3 Draft on classes hierarchy.
* patcher and loader uses diferent input (JsonNode and binary stream of zipped map archive), dicided to split them
2015-12-05 12:06:32 +03:00
Ivan Savenko
faa7cbff18 Fixed gcc/clang warnings 2015-12-04 01:17:43 +02:00
Ivan Savenko
cd8a0c01e4 Data for campaign win/loss conditions. All campaigns should now have
correct conditions.
All custom conditions are now validated using schema.

Note that some of scenarios may not work due to instant win/loss, mostly
because some placeholders fail to import (Mantis #1643)
2014-01-01 13:30:31 +00:00
Ivan Savenko
7e02f6b670 Support for overriding victory/defeat conditions from h3m map or
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
2013-12-30 23:09:58 +00:00
Ivan Savenko
b87897096c Filesystem handling is now more flexible
- 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
2013-07-28 14:49:50 +00:00
beegee1
ee51c5beb5 - Renamed /lib subfolders to lowercase 2013-04-07 10:48:07 +00:00