Arseniy Shestakov
a90b657b86
Add reset to some static variables on client
2016-08-25 15:52:20 +03:00
Arseniy Shestakov
f020fa06fd
CPlayerInterface::buildChanged: fix update of advInt townlist
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Fix issue when town icon on adventure interface is not updated from village after vcmiarmenelos cheat used.
This didn't occur during normal gameplay since usually castleInt is active when you build something.
2016-08-24 06:19:25 +03:00
Arseniy Shestakov
5a387cdaf1
Town: update appearance in applyGs to avoid desyncs. Fix issue 2464
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Netpacks NewStructures and RazeStructures
2016-08-24 05:15:04 +03:00
Arseniy Shestakov
25a68c3ca1
Add "citadel" and "fort" to all town templates. Lazy fix for issue 1911
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Without this capitol appearance tend to be used by default.
HotA mod have all templates and actual different DEFs so it's was never affected.
2016-08-24 05:06:21 +03:00
Arseniy Shestakov
abad3cfb17
PlayerState::daysWithoutCastle: change in netpacks only. Fix issue 2462
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Moving code from CGameHandler to NetPacksLib without changes.
2016-08-23 08:02:04 +03:00
Arseniy Shestakov
355f0a74ab
CGSeerHut: add initialization to constructor
2016-08-23 01:19:03 +03:00
Arseniy Shestakov
52e660f087
CQuest: add proper constructor to avoid uninitialized fields
2016-08-22 20:41:37 +03:00
AlexVinS
111f080639
Fixed memory leak in CCreatureHandler
2016-08-22 13:27:25 +03:00
AlexVinS
63500042e8
Fixed memory leak in CCompressedStream
2016-08-22 12:56:05 +03:00
AlexVinS
71378546c1
Try to quick fix issue 2376
2016-08-21 05:10:03 +03:00
Arseniy Shestakov
206c5699cf
CGHeroInstance::SecondarySkillsInfo: always set rand seed
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Seed will always be set again on hero initialization, but for save sync it's must be same before that. Related to issue 2459
2016-08-19 23:31:54 +03:00
Arseniy Shestakov
ec22da4412
CMap: fix objects memory leak on exit
2016-08-19 16:56:26 +03:00
Arseniy Shestakov
bf6ad4e783
More fixes for uninitialized fields part 2
2016-08-19 14:58:04 +03:00
Arseniy Shestakov
ab06cfd586
More fixes for uninitialized fields
2016-08-18 18:53:28 +03:00
AlexVinS
89ce1a4509
Fixed uninitialized field
2016-08-18 15:03:20 +03:00
AlexVinS
439aeecc8b
[c::b] re-enabled PCH, tested with GCC 5.3. (Older versions may not work)
2016-08-18 13:40:35 +03:00
AlexVinS
9250d16016
[c::b] project files tweak
2016-08-18 12:22:34 +03:00
Arseniy Shestakov
948cca02cc
Fixes to some crashes on exit and to have cleaner valgrind output
2016-08-18 06:52:10 +03:00
Arseniy Shestakov
39fe9472b6
CGameHandler::moveArtifact: check lock status by slot instead of id
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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
Arseniy Shestakov
91c298bdaa
VCAI::tileHidden: added clearPathsInfo
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Sector map likely updated anyway after AI turn starts, but cleaning of heroesUnableToExplore when tile hidden feels reasonable.
2016-08-18 03:51:00 +03:00
Arseniy Shestakov
c931fa5081
SectorMap::exploreNewSector: only store visible visitable objects
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Fix crash that I initially missed. AI unable to access information about hidden objects like events via callbacks so we shouldn't store them here too.
2016-08-18 03:33:23 +03:00
AlexVinS
e4091c05ec
fixed unitialized value field
2016-08-17 09:49:43 +03:00
AlexVinS
e26384062f
Fixed memory leak in CObjectClassesHandler
2016-08-17 09:24:01 +03:00
AlexVinS
e7f2858d33
Use make_unique for TurnInfo in CGameHandler.
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* 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
b4a35f9c62
CPathfinderHelper: fix memory leak
2016-08-16 14:59:16 +03:00
DjWarmonger
dea39b8497
Complete solution for Subterranean Gate placement.
2016-08-15 21:37:38 +02:00
DjWarmonger
7600f8cf08
Quick fix - stop spawning Subterranean Gates at the edge of the map.
2016-08-14 08:36:15 +02:00
DjWarmonger
f995756973
First part of Subterranean Gates rework. Fixes # http://bugs.vcmi.eu/view.php?id=2450
2016-08-13 19:48:44 +02:00
DjWarmonger
8186fcae99
Removed some legacy code, work in progress.
2016-08-13 12:42:45 +02:00
DjWarmonger
2a9ddadedd
Fixes. Everything works now.
2016-08-12 21:40:22 +02:00
DjWarmonger
9b58450cb0
Part 3 - first working draft, cut generation time by half.
2016-08-12 19:16:21 +02:00
DjWarmonger
d1255f0d67
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2016-08-12 17:52:17 +02:00
AlexVinS
1c292205df
More logging cleanup
2016-08-12 12:14:10 +03:00
Arseniy Shestakov
7bdcd209e6
VCAI::wander: only use nearby objects from SectorMap when possible
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Now AI only check full object list if there is no suitable objects found in current sector and sectors around it.
This optimization drastically increase wandering performance on maps with tons of objects when AI see most of it.
2016-08-12 09:08:53 +03:00
Arseniy Shestakov
aabf4808da
SectorMap: remember all visitable objects in sector for wandering
2016-08-12 09:02:14 +03:00
Arseniy Shestakov
b83dea2008
VCAI::wander: map object selection refactoring
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Avoid doing extra steps that's not needed. Related to issue 2454.
2016-08-11 16:53:05 +03:00
Arseniy Shestakov
8533ee3256
VCAI::validateVisitableObjs: drop unused code that
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For whatever reason it's not removed at compile time and still wasting CPU.
2016-08-11 14:54:58 +03:00
Arseniy Shestakov
6433d7dd40
VCAI::getFlaggedObjects: don't use thread specific ptr within VCAI
2016-08-11 12:19:08 +03:00
DjWarmonger
452027cd8d
Handle ObjectInfo via pointer to avoid expensive copy.
2016-08-11 10:49:19 +02:00
AlexVinS
379331fc73
[tests] Relaxed logging
2016-08-11 11:07:04 +03:00
DjWarmonger
19ea46a6d2
Part 2.
2016-08-11 09:20:50 +02:00
DjWarmonger
2410f0af61
- WeightedRule optimization - part 1
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- comments, style
2016-08-11 07:49:08 +02:00
Arseniy Shestakov
25fd4d85e2
VCAI::getFlaggedObjects: use visitableObjs for better performance
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This change is drastically improve performance on maps with water. One part that caused issue 2454.
2016-08-11 03:58:24 +03:00
Arseniy Shestakov
3a1a6cf338
CBattleInterface: fix crash on defeat in tactics phase. Fix issue 2440
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It's possible to lose all mobile stacks if you move them on moat so tactics phase must end in that case.
2016-08-09 18:15:58 +03:00
DjWarmonger
2bffd4e5c1
Moar optimization!
2016-08-09 13:40:46 +02:00
DjWarmonger
7f0b852449
Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U).
2016-08-09 10:12:13 +02:00
DjWarmonger
08dccb4cc3
Use binary search for roulette wheel. TODO: implement in other places.
2016-08-08 22:16:31 +02:00
DjWarmonger
7db2fc6d25
Fixes. Works correctly only for player factions configured in RMG options.
2016-08-06 12:16:13 +02:00
DjWarmonger
f980de7107
Place starting zones on surface/underground depending on player faction - first draft.
2016-08-06 10:04:03 +02:00