Ivan Savenko
d8a70de068
Improved ordering of movement animation, fixes potential visual artifact
2023-01-04 23:04:48 +02:00
Ivan Savenko
e422fcd092
Play spell sound on Lich/Magog attack
2023-01-04 21:55:15 +02:00
Ivan Savenko
d2fe31e224
Fix obstacles (e.g. Quicksands) animation speed
2023-01-04 21:39:32 +02:00
Ivan Savenko
6b2490903d
Fix casting of massive spells by creatures
2023-01-04 21:26:13 +02:00
Ivan Savenko
21196e822f
Fixed blue tint for clones
2023-01-04 19:36:18 +02:00
Ivan Savenko
d157735846
Initialize new animations if current one is over
2023-01-04 18:15:26 +02:00
Ivan Savenko
397ea90040
Do not show selection highlight during stack teleporting
2023-01-04 17:45:08 +02:00
Ivan Savenko
d712a6b896
Do not play mouse-over animation on petrified creatures
2023-01-04 17:23:13 +02:00
Ivan Savenko
d8c4209ded
Movement animation is now more smooth at high animation speeds
2023-01-04 17:21:40 +02:00
Ivan Savenko
7657115c5a
Fix battleQueue positioning on toggling hotkey
2023-01-04 16:40:38 +02:00
Ivan Savenko
d3ecd43aba
Merge remote-tracking branch 'vcmi/develop' into battle_improvements
2023-01-04 16:20:53 +02:00
nordsoft
e8845244f7
Fix tactic button
2023-01-03 13:02:54 +04:00
nordsoft
660d25a335
Make control panel configurable
2023-01-03 13:02:54 +04:00
nordsoft
87c47fff1d
Business logic of alternative actions
2023-01-03 13:02:54 +04:00
Ivan Savenko
4bfdb44c78
Restore status bar on BattleWindow reactivation
2022-12-30 12:32:36 +02:00
Ivan Savenko
a9808a6541
Fix battle start when hero has tactics and no battle sounds mod is on
2022-12-30 11:55:22 +02:00
Ivan Savenko
5d80457eda
Merge with vcmi/develop branch
2022-12-30 00:52:23 +02:00
Ivan Savenko
c8cd8aaf10
merge fix - do not attempt to display multiple dialogs at once
2022-12-29 22:11:47 +02:00
Ivan Savenko
7a5258853a
Fix potential access violation due to iterator invalidation
2022-12-29 14:28:38 +02:00
Ivan Savenko
da7766e90b
Fix battle start with disabled opening sounds
2022-12-28 16:51:44 +02:00
Ivan Savenko
ae3f6c5e79
Renamed PointEffectAnimation -> EffectAnimation
2022-12-25 21:39:55 +02:00
Ivan Savenko
5b41ced427
Removed sound playback from PointEffectAnimation
2022-12-25 21:35:13 +02:00
Ivan Savenko
7e3cd7db51
Fix for missing Death Blow sound
2022-12-25 20:11:22 +02:00
Ivan Savenko
5a7eed01da
Made BattleInterface class less friendly
2022-12-25 17:44:40 +02:00
Ivan Savenko
4b3d93f378
Minor cleanup
2022-12-25 17:43:55 +02:00
Ivan Savenko
325c29da0d
Merge remote-tracking branch 'vcmi/develop' into battle_improvements
2022-12-23 14:51:34 +02:00
Ivan Savenko
eb20a4b208
Merge remote-tracking branch 'vcmi/develop' into warnings_fix
2022-12-23 14:40:45 +02:00
Ivan Savenko
f073c676f9
Merge 1.1 release into develop
2022-12-23 14:17:18 +02:00
Ivan Savenko
9248e06ae0
Demon summon is now a spell. DEMON_SUMMONING bonus has been removed
2022-12-22 23:11:55 +02:00
Ivan Savenko
5b453bf530
Stack amount boxes visibility now follows H3 rules
2022-12-22 11:49:40 +02:00
Ivan Savenko
8b207fae63
ECreatureAnimType enum -> enum class
2022-12-22 01:04:58 +02:00
Ivan Savenko
bab5922951
Spells can now define color muxer effect (e.g. Bloodlust & Petrify)
2022-12-22 00:25:35 +02:00
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
Ivan Savenko
8a9a7b9650
Fix UI on battle start if hero has tactics
2022-12-21 20:01:50 +02:00
Ivan Savenko
b423b3fa6b
Fix dragon breath & fire shield
2022-12-21 18:04:54 +02:00
Ivan Savenko
d0f259bbf7
Fix battle shutdown
2022-12-21 18:04:19 +02:00
Ivan Savenko
541d98143b
Renamed BattleControlPanel -> BattleWindow
2022-12-21 17:06:47 +02:00
Ivan Savenko
c835a84051
Moved all GUI handling from BattleInterface to BattleControlPanel
2022-12-21 17:02:53 +02:00
Ivan Savenko
822df113f3
Fix formatting
2022-12-21 13:18:16 +02:00
Ivan Savenko
6138ff1670
Minor refactoring of BattleHero class
2022-12-21 01:08:56 +02:00
Ivan Savenko
b373c4a2b6
Fix Status Bar & In-game console activation
2022-12-19 22:53:31 +02:00
Ivan Savenko
a75b437fef
Disable text input on window deactivation
2022-12-19 22:06:01 +02:00
Ivan Savenko
a57eec23e6
Refactoring of setBattleCursor & fromWhichHexAttack methods
2022-12-19 01:12:26 +02:00
Ivan Savenko
e2cc73d67b
Fix fire shield sounds
2022-12-18 22:43:13 +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
53f6b7bd32
Fix Ice Ring target selection
2022-12-18 20:23:19 +02:00
Ivan Savenko
e9e549148d
Implemented teleportation animation effect
2022-12-18 18:26:43 +02:00
Ivan Savenko
45aa841fb6
Stack reversing logic now matches H3
2022-12-18 11:42:02 +02:00
Ivan Savenko
52fc5b3c39
Exploded mines now send ACTIVATE flag to client to play effect
2022-12-17 19:37:00 +02:00
Ivan Savenko
deffba01b9
All battle effects are now fully client sided
2022-12-17 17:35:15 +02:00
Ivan Savenko
70eac47f08
Fixes #1051 , #1042 - highlight creatures that will be affected by spell
2022-12-17 00:10:12 +02:00
Ivan Savenko
4d5311789e
Fixes #831 - do not process any incoming Packs until opening is over
2022-12-16 23:22:04 +02:00
Ivan Savenko
9e5f72166b
Fix animation ordering for moving with rotation
2022-12-16 22:38:14 +02:00
Ivan Savenko
bbabc991ee
Clean up logging
2022-12-16 22:37:44 +02:00
Ivan Savenko
6c04581655
Fix stack rendering order during movement
2022-12-16 22:07:46 +02:00
Ivan Savenko
733f21f8dc
Petrify will freeze stack animations
2022-12-16 18:34:35 +02:00
Ivan Savenko
4d628a8ba1
Fixed several assertion failures on shutting down game
2022-12-16 16:19:57 +02:00
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
Ivan Savenko
7e35a96055
Changed ColorPutter in preparation for Bloodlust & Petrify effects
2022-12-14 15:17:38 +02:00
Ivan Savenko
3693184e51
Fix cast animation for Genie and heroes
2022-12-14 14:48:02 +02:00
Ivan Savenko
7857668158
Implemented group attack animations for dragons/Hydras/etc
2022-12-14 14:21:58 +02:00
Ivan Savenko
814f6ed684
Made Clone color filter identical to H3
2022-12-14 13:00:40 +02:00
Ivan Savenko
fb3a08e0a6
Added fading animation for fade-in effect for summons
2022-12-14 12:04:37 +02:00
Ivan Savenko
b2f5a87a0f
Spell animation will now wait for hero animation before playing
2022-12-13 21:31:49 +02:00
Ivan Savenko
e7206cb759
Cleaned up BattleHero class
2022-12-13 21:31:49 +02:00
Ivan Savenko
c172e3c8e0
Cleaned up BattleAnimationClasses file
2022-12-13 21:31:49 +02:00
Ivan Savenko
776d00d901
Cleaned up UI blocking conditions
2022-12-13 21:31:49 +02:00
Ivan Savenko
e791323502
Implemented placement sound for obstacles
2022-12-13 21:31:49 +02:00
Ivan Savenko
2148b76911
Fix lambda captures lifetime
2022-12-13 21:31:49 +02:00
Ivan Savenko
60a00b450e
Multiple fixes & improvements to animation ordering
2022-12-13 21:31:49 +02:00
Ivan Savenko
0020d76d1d
Introduced animation phases for beter ordering of visuals in battles
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
Ivan Savenko
e750bd2713
Reverse death animation for resurrection spells
2022-12-13 21:31:49 +02:00
Ivan Savenko
1dea1854ae
Moved battle animation enum's into new file
2022-12-13 21:31:49 +02:00
Ivan Savenko
55d0f0ad9f
Fixed infinite loop
2022-12-13 15:17:42 +02:00
Ivan Savenko
99e5569ab5
Changes according to review
2022-12-13 15:10:31 +02:00
Ivan Savenko
264f5c91e8
Applied suggestions from review
2022-12-13 13:58:16 +02:00
Ivan Savenko
602e52127b
Cleaned up forward declarations
2022-12-12 18:26:04 +02:00
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
Ivan Savenko
1558c28c0a
Fix obstacle rendering
2022-12-12 00:05:00 +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
49a6d056d9
Changes for BattleInterface classes according to code review:
...
- added documentation comments for classes, members and methods
- added const specifier to methods where applicable
- renamed some methods with more clear name
- removed some commented-out or unused code
2022-12-11 23:16:23 +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
3f9a0a855e
Renamed most of classes in client/battle directory to match current code
...
style
2022-12-09 13:26:17 +02:00
Ivan Savenko
facf77b3ae
vstd::unique -> std::unique
2022-12-07 23:36:20 +02:00
Ivan Savenko
2855606a88
Enabled & fixed -Woverloaded-virtual warning from gcc/cland
...
- fixed almost all instances of overloaded-virtual warning
- cleared up inheritance & method overrides in code affected by warning
2022-12-07 21:50:45 +02:00
Ivan Savenko
7007b86737
Do not show destroyed towers in battle results window
2022-12-07 15:57:17 +02:00
Ivan Savenko
a06d7ec80e
Fix Armaggeddon visual effect
2022-12-06 14:29:31 +02:00
Ivan Savenko
3c037ed620
Fix spellcaster animations
2022-12-06 14:12:13 +02:00
Ivan Savenko
f247a98373
Fix non-siege battles
2022-12-06 14:11:37 +02:00
Ivan Savenko
2c05f588fd
Moved CBattleRenderer into a separate file
2022-12-06 13:41:29 +02:00
Ivan Savenko
1b4c5be4de
Implemented proper rendering order generation for battlefield objects
2022-12-02 17:49:38 +02:00
Ivan Savenko
90a25cb28d
Fix tower shooter rendering
2022-12-02 02:13:02 +02:00
Ivan Savenko
58ba5f1aee
Fixes to effects of earthquake, obstacle-creating and offensive spells
2022-12-02 01:55:09 +02:00
Ivan Savenko
215932b520
Fix compile after merge
2022-12-02 00:06:57 +02:00
Ivan Savenko
495e0b3657
Merge remote-tracking branch 'vcmi/develop' into battleint_refactor
2022-12-01 23:58:01 +02:00
Ivan Savenko
2442d38b9a
Fix ranged attack animations
2022-12-01 23:40:03 +02:00
Ivan Savenko
bbd4d361e4
Send hover event to buttons in battle UI
2022-12-01 23:39:43 +02:00
Ivan Savenko
c721d7c4f3
Fix overwriting of hover text of buttons in combat
2022-12-01 23:36:41 +02:00
Ivan Savenko
5094fab4d9
Refactoring of spell animations, multiple fixes for spell visuals
2022-12-01 22:06:42 +02:00
Andrii Danylchenko
82179a9cdb
Merge pull request #1176 from IvanSavenko/tower_shooter_icons
...
Tower shooter icons fix
2022-12-01 12:30:24 +02:00
Ivan Savenko
92ca0d9877
cleared up rendering of tower shooters
2022-11-30 22:05:25 +02:00
Ivan Savenko
c233e57079
Apply suggestions from code review
...
Co-authored-by: Nordsoft91 <nordsoft@yahoo.com>
2022-11-29 18:24:03 +02:00
Ivan Savenko
6d4bcba842
Fix moat rendering position
2022-11-29 17:18:43 +02:00
Ivan Savenko
de5616bb3b
Fix combat log position
2022-11-29 17:18:30 +02:00
Ivan Savenko
178cd0226f
Show town-specific tower icon in battle queue, if such icon exists
2022-11-29 14:59:50 +02:00
Ivan Savenko
88d8655f01
Fix forward declarations for ios single-app build
2022-11-29 02:00:08 +02:00
SoundSSGood
909dcb82fa
use ArtifactID
2022-11-29 00:32:18 +02:00
Ivan Savenko
86616a5a3b
Fix visibility of stack amount box on start of combat
2022-11-28 22:47:28 +02:00
Ivan Savenko
9e11b8f38a
Fixes for creature rendering order
2022-11-28 22:35:38 +02:00
Ivan Savenko
95e6035a23
Attempt to fix MSVC compilation
2022-11-28 21:44:16 +02:00
Ivan Savenko
6f6d350228
Formatting cleanup
2022-11-28 16:43:38 +02:00
Ivan Savenko
7c4e04c1ec
Refactoring/cleanup of classes in CBattleAnimations.cpp
2022-11-28 16:02:46 +02:00
Ivan Savenko
8a059301d2
Fix blitting order of battlefield objects
2022-11-27 23:42:18 +02:00
Ivan Savenko
055824654e
(partially) fix catapult explosion effect
2022-11-27 23:26:28 +02:00
Ivan Savenko
9f21569a79
Next batch of siege fixes
2022-11-27 22:50:18 +02:00
Ivan Savenko
35576834c9
Fixing sieges, part 1
2022-11-27 20:21:51 +02:00
Ivan Savenko
b5d1cb4996
Fixes for projectile playback. TODO: check catapult projectile
2022-11-27 17:24:45 +02:00
Ivan Savenko
15b588b164
Fix stack reactivation leading to broken spellcasting
2022-11-27 15:10:27 +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
cb6fe1eedf
Moved battle effects into a new class
2022-11-24 16:30:04 +02:00
Ivan Savenko
02fe0425c7
Moved battle actions handling into a separate class
2022-11-20 22:56:42 +02:00
Ivan Savenko
b01737daf2
Moved stacks & animations handling into a separate class
2022-11-20 19:11:34 +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
3c5858f01e
Separated battlefield background&hexes handling into a new class
2022-11-17 23:57:51 +02:00
Ivan Savenko
9c2a6dc9fc
moved battle obstacle handling into separate class
2022-11-17 19:36:25 +02:00
Ivan Savenko
a65dd0726d
Separated siege-related part of BattleInterface into separate class
...
- added constants for BattleHex'es of castle towers
2022-11-17 18:50:12 +02:00
Ivan Savenko
bd1b2e4977
Battle Interface refactoring: separated projectile handling into a
...
separate class (untested)
2022-11-17 13:21:03 +02:00
Nordsoft91
1893212abb
Merge pull request #1146 from IvanSavenko/ray_projectile
...
Implemented ray-like projectiles for shooters
2022-11-16 22:45:00 +04:00
Ivan Savenko
b3067c0e3f
Attemts to improve timing of ranged attacks:
...
- when computing number of steps/frames to display projectile round to
nearest instead of rounding down
- end projectile animation only *after* last step was shown
2022-11-16 17:53:40 +02:00
Ivan Savenko
d1c95204c5
Code formatting
2022-11-16 12:29:07 +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
Ivan Savenko
38b8fc0af8
Formatting: space -> tabs
2022-11-13 14:24:15 +02:00
Ivan Savenko
4af9bc2461
Music: remember playback position of music tracks
...
Town & terrain themes will now resume from previously stopped position
instead of playing from start, as it was in original game.
Fixes #965
2022-11-13 14:05:51 +02:00
nordsoft
6995911d6e
Preventing multiple AI from being created
2022-11-03 22:01:20 +04:00
Andrey Filipenkov
c4c2e03b6e
fix typo
2022-09-30 15:06:56 +03:00
DjWarmonger
58a3abb643
Merge pull request #963 from vcmi/terrain-rewrite
...
Terrain rewrite
2022-09-29 18:24:05 +02:00
Andrii Danylchenko
878aabd4d6
Merge pull request #981 from kambala-decapitator/fix-analyzer-warnings
...
Fix Clang Analyzer warnings
2022-09-29 19:23:24 +03:00
Tomasz Zieliński
f386f42166
Merge remote-tracking branch 'origin/develop' into terrain-rewrite
...
# Conflicts:
# lib/Terrain.cpp
# lib/Terrain.h
# lib/battle/CBattleInfoEssentials.cpp
# lib/rmg/ObstaclePlacer.cpp
# lib/rmg/RiverPlacer.cpp
2022-09-27 07:50:17 +02:00
Tomasz Zieliński
cd3a1a02c2
More style tweaks
2022-09-25 21:47:44 +02:00
Andrey Filipenkov
72feb538ce
add explicit null pointer checks
2022-09-25 10:05:16 +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
Tomasz Zieliński
a5077245a8
Merge remote-tracking branch 'origin/develop' into terrain-rewrite
...
# Conflicts:
# lib/Terrain.cpp
# lib/Terrain.h
2022-09-23 20:01:13 +02:00
Andrey Filipenkov
c9c79887a7
remove unused variables
2022-09-22 11:54:10 +03:00
Tomasz Zieliński
494b0f0226
First version that compiles
2022-09-21 11:34:23 +02:00
Nordsoft91
ad01c7ffce
Vlc obstacles [part 1] ( #888 )
...
* obstacles content handler, entity service and VLC integration
2022-09-15 11:06:54 +03:00
Andrey Filipenkov
e6e7679a2c
activate battle hexes after heroes
...
gives hexes higher priority when performing "hit test" for mouse click as CGuiHandler::handleElementActivate() uses push_front to a list
this fixes RMB click on the topmost corner stacks: now it shows stack info instead of hero
2022-09-11 13:40:38 +03:00
Andrii Danylchenko
4b4cc3cf4b
battlefields in VLC and custom bonuses for terrain patches
2022-09-11 11:31:27 +03:00
Nordsoft91
c4035134e5
New battlegrounds ( #758 )
2022-09-11 11:31:26 +03:00
Nordsoft91
aaa07e4d2e
New terrain support - part 1 ( #755 )
...
Initial support of new terrains
2022-09-11 11:31:26 +03:00
Evgeniy Meshcheryakov
ff00747ecf
Fixed 3206 Bugged 'Start Walking' animation
2022-08-15 09:23:35 +03:00
Andrii Danylchenko
e0e3787748
When the battle is won with only summoned creatures - defeat
2022-05-01 09:30:30 +03:00
Andrii Danylchenko
fa9a420f99
Fix a few crashes
2022-04-17 09:10:53 +03:00
Dmitry Orlov
1ce7701168
Fixed: Animation errors should not lead to hanging
2021-11-10 20:32:54 +02:00
AlexVinS
483a4689ce
Fixes for code review issues
2021-02-20 04:57:50 +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
Dmitry Orlov
8cd1af6998
Fix: Siege crashes when creature on the archer's tower is not a shooter
2021-01-17 15:02:58 +03:00
Dmitry Orlov
39de2f6435
Fix: Morale bonus should be shown correctly
2020-11-11 22:43:40 +03:00
John Bolton
bb58d349cb
Fixed potential race condition
2020-10-24 23:38:39 -07:00
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.
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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
Alexander Shishkin
00de1fd734
Merge pull request #625 from Toneyisnow/toneyisnow/Battle_Clone_Effect
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Implement the Clone Effect in battle.
2020-01-27 13:42:58 +03:00
toneyisnow
a03e696ec0
Updated const.
2020-01-26 16:18:07 -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:
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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
toneyisnow
0fe3c0a569
Initialize the change.
2020-01-19 04:12:59 +00:00
Alexander Shishkin
54bbf2abb3
Merge pull request #595 from dydzio0614/BattleConsoleButtons
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Fix wrong battle console button image
2019-05-21 10:05:01 +03:00
Dydzio
2c0b0b8cf9
Fix wrong battle console button image
2019-05-19 19:58:53 +02:00
Dydzio
cd78779d9c
Remove false warning indicating something is wrong
2019-05-19 12:22:41 +02:00
Dydzio
e50efdc279
Creature spellcast refactor ( #569 )
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* Move some logic to lib
* Mouse action priority queue enhancement
* Get rid of siegehandler dependency
* Improve AI offensive spellcasting
* CBattleInterface cleanup
2019-05-04 06:42:55 +03:00
Alexander Shishkin
34f934370b
Merge pull request #565 from dydzio0614/moralewaitfix
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Fix lack of unit action with morale+wait
2019-03-24 10:49:49 +03:00
Alexander Shishkin
9ad71b200f
Merge pull request #562 from dydzio0614/BattleIntroFix
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Battle action start on client after intro sound
2019-03-24 10:36:01 +03:00
Dydzio
9e4619c08d
Fix lack of unit action with morale+wait
2019-03-23 23:51:50 +01:00
Dydzio
68992fbbb8
Minor fix
2019-03-23 12:12:25 +01:00
Dydzio
262057ad1c
Battle action start on client after intro sound
2019-03-22 21:39:53 +01:00
Dydzio
e1bf821c27
Tweak effect / spell animation speed
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After reducing the value by half effect / spell projectile speed is really close to original H3 compared to other actions on same speed setting.
2019-03-22 14:21:27 +01:00
AlexVinS
4b5910c2f4
VCAI performance improvements
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* Node graph initialization optimized.
* Fixed "Unathorized obstacle access".
* Pathfinding tracing disabled with ifdef.
* Misc bonus calculation optimizations.
* Removed timestamp from log lines. Date formatting eats too much CPU.
* Paths for all heroes in Client are now cached
2019-01-17 10:50:56 +03:00
Dydzio
0fd729fd86
Fix creature animation callback circular reference
2018-11-14 23:36:38 +01:00
Fior.in
47ba3b2476
Hero scheme: allow each hero to have a unique battle animation ( #480 )
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* attribute for battle image added on hero class, allowing on hero schemes each hero have a unique battle .def in 'images' structures sided with portraits and specialties images
2018-08-27 09:42:36 +03:00
Alexander Shishkin
75f8c8b29a
Gui cleanup4 ( #446 )
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* 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
Karlis Senko
7fb7ceaad7
Prevent out of bounds array access.
2018-04-30 23:59:36 +03:00
Johannes 'josch' Schauer
ed5df13e50
client/battle/CBattleInterface.cpp: uncomment unused variable until soundh->playSound() is implemented
2018-04-19 15:20:26 +02:00
Alexander Shishkin
5c09f751b3
Gui cleanup3 - UI refactoring to use smart pointers ( #440 )
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* 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
AlexVinS
43acfa160b
[tweaks] IImage * -> auto
2018-03-30 14:02:04 +03:00
Raphnalor
0f00dbf8cf
Fix highlighting of a selected bonus for campaign. ( #432 )
2018-03-17 12:23:22 +08:00
Dydzio
e68a2e7ef5
Fix arrow tower destruction mechanics
2018-03-02 15:23:07 +01:00
Nikolay Shalakin
3795985de9
Eliminate warnings / errors. Pull request #388
2018-02-11 15:17:14 +03:00
AlexVinS
0b70baa95e
Spells configuration version 2 (effect-based)
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* 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
fc1938c341
fix
2017-10-08 11:03:12 +03:00
AlexVinS
891eb5771a
Use hero battle victory and failure animations
2017-09-27 17:35:30 +03:00
AlexVinS
270e1b75ce
Support for creature 2-hex attack, alternate death and cast animation types
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* 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
AlexVinS
c30d9f2fd6
Fix
2017-09-06 15:50:59 +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