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Commit Graph

1069 Commits

Author SHA1 Message Date
AlexVinS
ef34d21941 Passive cast can be blocked by spell level limit. 2016-09-18 17:21:56 +03:00
AlexVinS
dcb0e8a0c1 Tweak 2016-09-18 13:39:02 +03:00
Arseniy Shestakov
1d45d214e5 CGameHandler refactoring: when possible only use const data
We only change gamestate via netpacks so there is absolutely no reason to use non-const pointers and functions in GH.
2016-09-18 11:53:51 +03:00
AlexVinS
d993710f8e Merge branch 'develop' into SpellsRefactoring8 2016-09-17 20:29:44 +03:00
Arseniy Shestakov
7ae4e70134 CGameHandler: fix player id logging 2016-09-17 00:05:10 +03:00
AlexVinS
505e53c17d Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring8
# Conflicts:
#	client/battle/CBattleInterface.cpp
#	lib/spells/BattleSpellMechanics.cpp
2016-09-12 10:13:40 +03:00
AlexVinS
33d1895d21 Merge branch 'develop' into SpellsRefactoring8 2016-09-11 18:34:18 +03:00
Arseniy Shestakov
fe6c0cf89b Use RandomGeneratorUtil::randomShuffle for reproducible gameplay 2016-09-11 00:10:52 +03:00
Arseniy Shestakov
c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00
AlexVinS
f8767a6380 cleanup 2016-09-10 09:37:18 +03:00
Arseniy Shestakov
70abae9b51 CGameState::battleGetBattlefieldType: use RNG by ref
For now I not sure about proper place for battleGetBattlefieldType so I left it in GS
2016-09-09 23:16:43 +03:00
Arseniy Shestakov
ea63497b19 Move CGameState::setupBattle code to CGameHandler::setupBattle
No reason to keep this code in GS.
2016-09-09 23:16:43 +03:00
Arseniy Shestakov
53502e84e3 Add PrepareHeroLevelUp netpack to keep secondary skills RNG in sync 2016-09-09 23:16:43 +03:00
Arseniy Shestakov
ca819b3cda CGHeroInstance::nextPrimarySkill: don't use GS RNG directly
Code used from both GS and CGameHandler.
2016-09-09 23:16:42 +03:00
Arseniy Shestakov
85f49bc968 CGHeroInstance::initArmy: don't use GS RNG. Get RNG through a ref
This function used by both server-side and gamestate so it's must use appropriate random source.
2016-09-09 23:16:42 +03:00
Arseniy Shestakov
2ba3b20928 Multiple changes to RNG usage to both client and server
Server should never use RNG from CGameState directly.
Instead server get's own RNG that's state is secret for client.
2016-09-09 23:16:42 +03:00
Arseniy Shestakov
6747555339 CGameHandler: use ObjProperty enum instead of magic numbers 2016-09-09 17:42:16 +03:00
Arseniy Shestakov
d06d07a39b Add ChangeFormation netpack to avoid MP desyncs
Previous code was working fine for single client, but would cause desync in multiplayer. Fix issue 2460.
2016-09-08 19:29:15 +03:00
AlexVinS
1ce4675df6 Tweaks 2016-09-06 13:33:11 +03:00
AlexVinS
686cd00c68 Cleanup. 2016-09-06 12:26:01 +03:00
AlexVinS
18fc94d709 WIP on SpellCastContext 2016-09-06 06:40:23 +03:00
AlexVinS
d4a35c6839 Simplify getAffectedStacks arguments. casterColor not needed anymore. 2016-08-30 12:14:08 +03:00
AlexVinS
85f94676a5 Server: convert logging 2016-08-30 01:13:07 +03:00
Arseniy Shestakov
abad3cfb17 PlayerState::daysWithoutCastle: change in netpacks only. Fix issue 2462
Moving code from CGameHandler to NetPacksLib without changes.
2016-08-23 08:02:04 +03:00
Arseniy Shestakov
39fe9472b6 CGameHandler::moveArtifact: check lock status by slot instead of id
This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
AlexVinS
e7f2858d33 Use make_unique for TurnInfo in CGameHandler.
* Fixes use after free @CGameHandler.cpp:2093
2016-08-17 08:53:36 +03:00
Arseniy Shestakov
b0045fa357 Fix TurnInfo memory leaks 2016-08-16 15:47:21 +03:00
Arseniy Shestakov
2e70d29479 CGameHandler::applyBattleEffects: improve Fire Shield support
Now damage is limited to total health of defending stack and clone have no file shield damage. In same time damage calculation is likely remain incorrect.
2016-03-14 15:28:17 +03:00
Arseniy Shestakov
605962019b CGameHandler::giveSpells: improve Conflux grail building support
Aurora Borealis give hero spells of all levels even if only first level of mages guild is built. Widsom requirement is still remain in place of course.
2016-03-13 13:26:00 +03:00
Arseniy Shestakov
bee0c6d705 CGameHandler::buildStructure: give spells after gs apply. Fix issue 2425
Hero will also immidiately get new spells when Library built in Tower or Grail in Conflux.
2016-03-13 11:31:09 +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
AlexVinS
e3e27b9bfe Move ghost creation to inner battle loop 2016-03-01 11:07:45 +03:00
AlexVinS
4bf9036c7b Ensure that ghost stacks are created only by BattleStacksRemoved packet.
This will allow client to receive notification.
2016-03-01 05:24:35 +03:00
AlexVinS
2c48c95c8d Fix casualties calculation for commander 2016-03-01 04:06:32 +03:00
AlexVinS
f890037008 Fixes 2016-02-29 04:42:15 +03:00
AlexVinS
5df8d1cbd0 Update low level battle stacks accessor for ghost selection support. 2016-02-28 05:10:20 +03:00
AlexVinS
9036d39241 Do not remove battle stacks, make them ghosts instead.
* exclude ghost stacks from (hopefully all) get* results for now
2016-02-28 01:08:56 +03:00
AlexVinS
5d5ad99436 Rename DEAD_CLONE -> GHOST, as this will be possible for any stack 2016-02-28 00:13:34 +03:00
Arseniy Shestakov
f8c6751707 CGameHandler::endBattle: change town ownership when hero lost siege 2016-02-22 03:35:38 +03:00
ArseniyShestakov
c550484613 Merge pull request #181 from vcmi/feature/drawbridgeMechanics
Feature/drawbridge mechanics
2016-02-14 16:32:24 +03:00
Arseniy Shestakov
c5cfc8467f Battles: change naming from drawbridge to gate for everything
This way code is shorter and cleaner while in future we may support towns with gate only.
2016-02-13 17:40:31 +03:00
Arseniy Shestakov
11dc428b1e Battles: move hexes enum to GameConstants and fix wall position
Before we had hex 62 marked as destructible wall while actually it's must be 78.
2016-02-09 17:38:59 +03:00
Arseniy Shestakov
01b4d0ae01 Battles: better handling for walking double-wide creatures
Request opening of gate even if only second half of double-wide stack going to stop on it.
2016-02-09 15:41:37 +03:00
Arseniy Shestakov
a07761b608 Battles: readable identifiers enum for drawbridge and gate hexes
Dont like to locate them in BattleHex, but it's best place I can see so far.
2016-02-09 12:25:13 +03:00
Arseniy Shestakov
731de439eb Battles: drawbridge support for double-hex flying creatures 2016-02-09 11:59:20 +03:00
Arseniy Shestakov
28aff78f2c Battles: implement drawbridge support for flying creatures 2016-02-09 11:30:09 +03:00
Arseniy Shestakov
fbb34b8d04 Battles: always update drawbridge state after battle state changed
Now gate tower destruction will immidiately affect drawbridge state.
2016-02-09 10:59:33 +03:00
Arseniy Shestakov
47433919ab Battles: handle drawbridge lowering from stack start position 2016-02-09 10:45:59 +03:00
Arseniy Shestakov
015a57f81c Battles: more advanced drawbridge mechanics on server-side
Everything work as intended except starting point not included in path.
So we send BattleDrawbridgeStateChanged package when already standing on bridge hex.
2016-02-08 12:16:47 +03:00
ArseniyShestakov
890ae43f55 Merge pull request #180 from Zyx-2000/FileInfo
Refactored CFileInfo & ResourceID
2016-02-08 04:55:39 +03:00
ArseniyShestakov
7f68124b97 Merge pull request #136 from vcmi/issue/1372-2
issue/1372
2016-01-31 20:28:54 +03:00
Vadim Markovtsev
3926920103 Rename radious -> radius
There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
Vadim Markovtsev
918fbd8530 Refactor hero's mana regain 2016-01-30 13:51:07 +03:00
Vadim Markovtsev
22fc4fd3e9 Fix 2406 reset potentially available heroes 2016-01-30 10:02:33 +03:00
AlexVinS
16e0d18880 Added special slots for war machines and arrow towers 2016-01-30 00:53:53 +03:00
Arseniy Shestakov
57328bdc83 Battles: implement basic drawbridge mechanics
Movement to blocking hex 94 not yet properly handled as stack movement code need to be rewritten first.
Also gate destruction not immidiately affect drawbridge state.
2016-01-29 22:43:35 +03:00
AlexVinS
ba017c443d Start from diff of pull request #124 from vcmi/issue/1372 2016-01-29 21:05:17 +03:00
Zyx-2000
c3e8c8bc1c Merge branch 'develop' into FileInfo 2016-01-27 19:21:43 +01:00
Vadim Markovtsev
36eaa399e7 Add hardcodedFeature to switch winner's retreating with no troops 2016-01-27 16:42:17 +03:00
ArseniyShestakov
4483c45905 Merge pull request #167 from vmarkovtsev/issue/1569
Fix 1569 winning hero with no troops shall retreat
2016-01-27 11:48:22 +03:00
Vadim Markovtsev
7772b6de74 Fix 981 reset hero on hiring after retreat/surrender 2016-01-26 22:48:31 +03:00
Zyx-2000
70e3c81b9f Replaced CFileInfo with more correct and efficient alternative 2016-01-26 14:51:38 +01:00
Vadim Markovtsev
6849ff846c Fix memory corruption with a draw; race in setBattleResult() 2016-01-25 15:55:32 +03:00
Vadim Markovtsev
afa95312ba Fix 2139 captured spell scroll descriptions 2016-01-25 08:49:26 +03:00
Vadim Markovtsev
7185890723 Fix double free in battleAfterLevelUp() in case of a draw 2016-01-24 01:31:39 +03:00
ArseniyShestakov
b19e082f37 Merge pull request #166 from vmarkovtsev/issue/1723
Fix 1723 quest crash on combined arts
2016-01-23 23:23:07 +03:00
Vadim Markovtsev
2a6a8cd433 Fix segfault when non-hero forces win 2016-01-23 19:42:56 +03:00
Vadim Markovtsev
9ffd0155e6 Fix 1810 suggest artifact assembly 2016-01-23 16:24:43 +03:00
Vadim Markovtsev
99992599db Partially fix 1416 tavern hero rotation 2016-01-22 22:37:46 +03:00
Vadim Markovtsev
9dfef2186d Fix 1569 winning hero with no troops shall retreat 2016-01-22 22:29:53 +03:00
Vadim Markovtsev
11bce2908d Fix 1723 quest crash on combined arts 2016-01-22 12:56:25 +03:00
Arseniy Shestakov
d25372a397 Added vcmiglaurung cheat that add 5000 crystal dragons into each slot 2016-01-21 10:49:09 +03:00
Arseniy Shestakov
9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
Arseniy Shestakov
6985e96f0d CGameHandler::newTurn: use next day TurnInfo to set correct hero MP
This hotfix actually fix issue 2083, but in future we need to rework new turn code anyway. See issue 2356.
2015-12-25 11:09:06 +03:00
Arseniy Shestakov
6f5c52a229 Refactoring: use cleaner CCreatureSet::stacksCount everywhere 2015-12-24 21:30:57 +03:00
Ivan Savenko
a051a08a46 Merge remote-tracking branch 'origin/issue/2306' into develop 2015-12-18 22:21:11 +02:00
ArseniyShestakov
bf9ac7318a CPathfinder: change cost calculation sequence for embark / disembark
With old embark cost calculation pathfinder may end up thinking that hero can embark/disembark while have less movement points than base movement cost is. Now hero would be only able to embark / disembark if we have enough movement points to step on that tile. This rule is also valid for situation when hero have Admiral's Hat as in H3 even if hero don't have embark penalty he still use move points for embark and disembark.

Problem was found as it's was causing infitite loop in AI. Server of course rejected attempt to embark with less than 100 movement points while pathfinder tell AI that it's can still embark with 93 movement points.
2015-12-15 20:08:52 +03:00
ArseniyShestakov
5aadc1ed6f CasualtiesAfterBattle: dont remove catapult artifact. Fix 2346 issue 2015-12-10 13:31:03 +03:00
ArseniyShestakov
d900e9bec2 CGameHandler: fix hero removal code on player loss. Fix issue 2347 2015-12-10 12:43:55 +03:00
ArseniyShestakov
03e9dd3bab Add hero gold cost to GameConstants 2015-12-07 00:13:58 +03:00
AlexVinS
0fab319c73 Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
s reverts commit fa8a282696.

Conflicts:
	AI/VCAI/VCAI.cpp

Conflicts:
	AI/VCAI/VCAI.cpp
	client/windows/CAdvmapInterface.cpp
	lib/CPathfinder.cpp
	lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
ArseniyShestakov
0a5e9c0fbe Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
Ivan Savenko
faa7cbff18 Fixed gcc/clang warnings 2015-12-04 01:17:43 +02:00
ArseniyShestakov
2f9ca778b2 VCAI: add channel probing support for teleporters with multiple exits 2015-12-03 17:20:03 +03:00
ArseniyShestakov
f55bfe41d6 Digging: implement digging status on right click. Fix issue 401
This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
ArseniyShestakov
a1fe2ebc44 Pathfinding: restore gamestate usage to avoid overhead
Also when possible pass TerrainTile pointers to getMovementCost instead of using getTile.
2015-11-21 14:31:30 +03:00
ArseniyShestakov
abc4ea272f TurnInfo: store all bonuses and use TileInfo for everything
Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
ArseniyShestakov
2ef9d7c3ec Rename getCost back to getMovementCost
Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
2015-11-10 02:30:05 +03:00
ArseniyShestakov
b2e1ee5363 CGameState: move two pathfinding-related functions to CPathfinderHelper
Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
d3c8ca7c1c Pathfinding: implement duration checking for fly and water walking
Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.

That work for cost calculations too. Let's say you have two bonuses:
 - FLYING_MOVEMENT with 20% penalty for next 2 turns
 - FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
5106738160 Merge branch 'develop' into feature/pathfinderLayers 2015-11-09 19:20:13 +03:00
ArseniyShestakov
74198a537b CGameHandler::setOwner: fix InfoWindow text on last town loss 2015-11-09 00:54:59 +03:00
AlexVinS
e645b46aed Revert "Merge pull request #124 from vcmi/issue/1372"
This reverts commit da01af319b, reversing
changes made to 8b6b4e2e0b.
2015-11-07 11:35:02 +03:00
ArseniyShestakov
bd12989ad6 Artifacts: use ArtifactID instead of ints 2015-11-06 21:54:51 +03:00
ArseniyShestakov
62dc070c0a moveHero: add transit validation and avoid embarking on transit
Hero shouldn't embark into boat when attempt to transit over air layer.
2015-11-05 10:50:47 +03:00
ArseniyShestakov
ac12a0735e Plumbing on client and server to make flying actually work 2015-11-05 10:02:13 +03:00
AlexVinS
6a9dc78dcd [WiP]Added some checks for RISE_DEMONS action. 2015-11-03 02:18:36 +03:00
AlexVinS
fbebbf39f3 Fix zero size stack summoned in case of basic resurrection. 2015-11-03 02:18:35 +03:00
AlexVinS
f6b9015324 Use constant for summoned creature slot 2015-11-03 02:18:34 +03:00
AlexVinS
c94bea51e3 Update army in case of summoned creatures 2015-11-03 02:18:33 +03:00