1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-12 10:03:53 +02:00
Commit Graph

26 Commits

Author SHA1 Message Date
AlexVinS
28087099b8 More correct usage of SDL_Palette 2015-09-05 15:03:37 +03:00
AlexVinS
b512005d38 Get rid of CSDL_Ext::colorSetAlpha 2015-09-02 18:49:29 +03:00
AlexVinS
e80c8d16a6 Cleanup CDefHandler 2015-09-02 18:27:56 +03:00
AlexVinS
958d596d54 Do not raise on non critical error 2015-06-23 01:07:35 +03:00
AlexVinS
dca1e28bc1 SDL1 wipe, part 1. Untested. 2015-06-21 01:59:30 +03:00
AlexVinS
0ef16feca9 Refactoring towards backward compatibility (WiP) 2014-06-13 07:55:41 +04:00
AlexVinS
cd81e85a61 fix loading to pregame. Looks awful. More work to do.
* video temprorary disabled
* multithread loading seems to be broken - disabled
2014-06-13 07:55:39 +04:00
AlexVinS
62d42465de fix compilation
* may not even run
* text input disabled
2014-06-13 07:55:38 +04:00
Ivan Savenko
1d9139303a introduced zip support into vcmi
- minizip library is now part of sources, located at lib/minizip
- cmakefiles will compile minizip as dynamic library (Note: only 2 files used by vcmi are included in minizip.so)
- zip files can be loaded similar to other archives via filesystem.json
- mods can use Content.zip instead of Content/ directory. Files in directory will replace files in archive.
2013-07-30 15:02:55 +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
Ivan Savenko
146a5e5ef8 Made speed of most of battle animations time-based
- speed of creature-related animation no longer depends on framerate
- most of values from cranim.txt are now used correctly
- removed BMPPalette struct in favor of SDL_Color
- animation group "DEAD" that is used to display dead stacks, by default consists from last frame of "DEATH" group

Notes:
- animation speed may still need some adjustments
- range of config property "battle/animationSpeed" has been changed. This may result in extremely fast animation. To fix - change animation speed via options.
2013-07-06 16:10:20 +00:00
Ivan Savenko
f82122d9be second part of c++11 update. gcc 4.5 and VS 2010 are no longer supported
- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
2013-06-29 13:05:48 +00:00
Ivan Savenko
2b45e13c5c c++03 -> c++11 switch:
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions

NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00
beegee1
ee51c5beb5 - Renamed /lib subfolders to lowercase 2013-04-07 10:48:07 +00:00
Ivan Savenko
8ffd482324 - gcc compile fix
- mismatching enum (?) in HeroBonus
- probably fixed some cases of unaligned access
2013-02-05 19:56:28 +00:00
alexvins
369f0ae9c6 [PLATFORM] MinGW support added
* disabled features unsupported by MinGW
* fixed issues with DLL_LINKAGE
! BOOST_THREAD_VERSION in now 3 workaround for existing code added, consider refactoring.
* some small tweaks ("-fpedantic" warnings)
2012-09-15 19:16:16 +00:00
Ivan Savenko
e67f8afdd9 - removed multiple unused files
- config folder with all json files is used via new FS API
- fixed campaigns loading. Replaced "detect h3m starts" heuristics with CCompessedStream::getNextBlock()
2012-08-02 11:03:26 +00:00
Ivan Savenko
b3c17d2788 large filesystem update. Filesysytem is now fully functional, everything should work.
- completely replaced CLodHandler, removed bitmaph and spriteh
- replaced CLodStream in favour of CCompressedStream (2 new files)
- renamed CResourceLoaderFactory and ResourceIndetifier to shorter names
NOTES:
- campaign loading is currently broken. Will fix.
- I am going to remove several unused files in several days (e.g. LodHandler)
2012-08-01 12:02:54 +00:00
Ivan Savenko
665837d656 - hopefully better town development for AI
- fixed minimap blitting
- fixed crash on attacking town without moat
2012-05-19 16:22:34 +00:00
Michał W. Urbańczyk
017013a5a4 Throwing runtime_errors instead of string (or even char*) objects. 2012-04-22 07:32:45 +00:00
Ivan Savenko
0c3e88226f - (linux) replaced Genius with VCAI
- gcc set to c++0x mode
- most of gcc warnings fixed
- replaced boost::assign with initialization lists (if available in compiler)
- new cheat code: vcmiarmenelos - build everything
- updated linux readme
- minor fixes, applied patch for #98
2012-02-16 17:10:58 +00:00
Ivan Savenko
91c0ce33f4 - re-generated build system
- fixed several gcc issues
2011-12-31 10:03:29 +00:00
beegee1
7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00
Frank Zago
7b1ede449d Removed last instances of readNormalNr. Made readChar an inline. 2011-10-08 16:06:11 +00:00
Frank Zago
8403d177aa Added endian aware macros read_le_u16 and read_le_u32 to replace readNormalNR(). Fixes a couple of issues on big endian machines. 2011-10-08 01:23:46 +00:00
mateuszb
49083c4e5a * ConstTransitive CGI more or less done
* hch contents distributed to more appropriate folders
2010-12-20 21:22:53 +00:00