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Commit Graph

28 Commits

Author SHA1 Message Date
Ivan Savenko
c0f5c7c0ea Replace pointer with reference in pack apply functions 2024-10-07 14:59:46 +00:00
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
M
9ee526d202 Fixes from code review 2024-01-11 21:10:22 +01:00
Dydzio
250b1b69a8
Update accurate shot translation handling
Co-authored-by: Ivan Savenko <saven.ivan@gmail.com>
2024-01-10 23:57:29 +01:00
Dydzio
7283a4861e Initial version of ACCURATE_SHOT implementation 2024-01-04 22:27:51 +01:00
Ivan Savenko
86a3806bec MetaString refactor to eliminate integer usage for identifiers
- entity names are now stored and serialized as text ID's
- added helper methods for convenience to get entities names to
metastring
2023-11-07 22:47:10 +02:00
Ivan Savenko
b88a8da4e8 Split off some netpack structures into separate files 2023-10-23 13:59:15 +03:00
Ivan Savenko
ac925bb786 Renamed new types for consistency with code style 2023-10-22 16:55:19 +03:00
Ivan Savenko
0a10fc30b8 (lib) Bonus subtype is now stored as metaidentifier that can store any
other identifier inside it
2023-10-22 16:54:43 +03:00
Ivan Savenko
9fa7a93fb0 Properly pass battleID in all battle netpack's 2023-09-06 16:03:47 +03:00
Konstantin
d746a96d55 vcmi: use SpellSchool identifier instead of enum
Use identifier instead of enum inside callbacks. It is better and more
expandable solution.
2023-08-23 17:53:09 +03:00
Konstantin
8724181a0f vcmi: spell resistance rework
Now instead of XXX_IMMUNITY bonuses we have 2 bonuses with spellSchool
subtype: SPELL_SCHOOL_IMMUNITY and NEGATIVE_EFFECT_IMMUNITY.
All previous bonuses of subtype 0 is covered by SPELL_SCHOOL_IMMUNITY,
and all previous bonuses of subtype 1 is covered by
NEGATIVE_EFFECT_IMMUNITY. Unit tests are updated accordingly.
2023-08-23 17:52:16 +03:00
Ivan Savenko
56d69e790b Renamed MetaString methods to more logical names 2023-06-20 19:37:27 +03:00
Ivan Savenko
f35b3a0dc3 Replace MetaString operator << with member function 2023-06-20 19:37:27 +03:00
Konstantin P
057a33c508 SpellSchool: use identifier instead of int
Needs redifinition of MAGIC_SCHOOL_SKILL in all mods
2023-05-07 20:37:32 +03:00
Konstantin P
5841c716fd vcmi: 100% damage reduction is damage immunity 2023-05-05 18:57:11 +03:00
Konstantin
a6de9097be vcmi: rename HeroBonus.h to Bonus.h 2023-05-02 11:20:58 +03:00
Ivan Savenko
84af64ce6b Removed magical initialization of registry via static variables 2023-04-08 21:29:04 +03:00
Konstantin
bdd976cc1e vcmi: modernize spell effects v2 2023-02-12 21:23:00 +03:00
Konstantin
e82cc56ddb vcmi: modernize lib/spells/effects 2023-02-08 15:38:26 +03:00
Ivan Savenko
1fece0ce18
Merge pull request #1229 from IvanSavenko/battle_improvements
Battle: Fixing bugs & Implementation of missing features
2023-01-09 22:07:13 +02:00
Ivan Savenko
481f756b51 Fixes #1304 - correct battle log message on spellcast without kills 2023-01-07 19:52:57 +02:00
Ivan Savenko
85d7b470d4 Access to quests texts is now processed via translator 2023-01-01 14:56:45 +02:00
Ivan Savenko
deffba01b9 All battle effects are now fully client sided 2022-12-17 17:35:15 +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
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
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