a7cea94247
- Hopefully fixed #1103
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- Fixed #1137
2012-11-14 14:27:18 +00:00
f7915d9e61
- removed creature-related code from ModHandler
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- new towns can be loaded as mods
- removed separate DefInfos for towns\capitals
- a bit simpler handling of adventure map def's
2012-11-13 11:52:23 +00:00
0d863c83d7
- removed autogenerated by autotools files
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- fixes for #386 using patches from Ixtreon
2012-11-10 21:56:19 +00:00
105083dd70
* Code convention updates * Default values for CMap types * Updated BinaryReader c-tor * Converted "bool" int types to bool in CMap classes * Removed map event operators in favor of member methods
2012-11-06 16:39:29 +00:00
a878f5f79a
* Separated map loading from the map object * Moved map classes to lib/Map * Renamed map.h/cpp to CMap.h/cpp * Profiling of map loading is now optional * Updated CMemoryStream
2012-11-03 13:30:47 +00:00
720deba838
* Added comments to map.h * Refactoring(renamed attributes, some steps towards coding guidelines, ..)
2012-10-26 17:51:05 +00:00
db10f512d5
- game won't crash on missing dwellings (instead random one will generated)
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- added disabled code that can be used to fix buildings blit order
- minor fixes
2012-10-07 14:58:48 +00:00
da7a6234b1
- some tweaks towards new towns
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- it is possible for faction to have 0 available heroes
2012-10-06 08:47:13 +00:00
9f0441a0be
- adventure map defs are now part of town config. Should be the last part
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- possibly fixed #1136
2012-10-05 19:57:28 +00:00
306d64b0c4
- it is possible to read json file with vector
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- town configuration:
- - all town-related texts are now in TownHandler
- - alignments are now part of faction
- - removed CTown::bonus field
2012-10-05 13:11:26 +00:00
15a7f43e11
- fixed #1075 , #1080 , #1081
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- fixed some warnings from cppcheck
2012-09-26 13:13:39 +00:00
f3f4a7633d
* fixed 1085
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* fixed starting hero is granted in normal scenarios
* introduced TArtifactInstanceID
2012-09-25 14:40:39 +00:00
f16a3a4527
* fixed bug 1084
2012-09-25 08:07:32 +00:00
7fe2692bf8
* support for campaign scenarios with no bonuses
2012-09-24 19:23:11 +00:00
18bd898cb1
* fixed bug when starting certain maps in campaigns
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* introduced TPlayerColor typedef
2012-09-24 16:14:53 +00:00
95b866c131
* Further work on Battle AI. Now it is able to cast a number of offensive spells. Battle callback exposes more spell-casting info.
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* Took down the one Boost.Assign usage offending VC11. I'm getting impatient I guess...
2012-09-23 23:10:56 +00:00
6a81c8b1af
* campaign against magic numbers
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* ArtifactID was misleading and wrongly used in one place -- renamed and fixed
* minor changes
2012-09-23 18:01:04 +00:00
3fcba4fb5c
- fixed crash on start of some campaigns
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- allowed on map factions is now set instead of bit field
2012-09-23 14:32:49 +00:00
9acfa0d136
* more or less working HERO campaign bonus
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* minor improvements
2012-09-22 17:23:28 +00:00
82e21f8b6e
* minor campaign related improvements
2012-09-22 15:16:45 +00:00
8f936cd34d
- added battleAI to CMake, compile fixes
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- icons config for towns and creatures
2012-09-22 15:10:15 +00:00
8e3de98059
* restoring campaign features
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* minor improvements
2012-09-21 17:59:54 +00:00
62e63d45b1
Work in progress on BattleAI. Related changes:
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* battle AIs receive ptr to CBattleCallback (not sure why it was CPlayerBattleCallback, likely mistake)
* reworked some battle callback methods to be more generic and able to handle some hypothetic scenarios
* for testing purposes in duel mode the first AI will be taken fro mconfig and the second will remain stupid ai
* minor changes
2012-09-20 16:55:21 +00:00
fb2f19b4c5
* some work on campaigns
2012-09-18 17:47:52 +00:00
0ca9f64573
Next part of town configuration:
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- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
2012-09-05 12:49:23 +00:00
44cc848edc
first part of town configuration:
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- moved almost all loading to TownHandler
- CBuildings and CStructures are now part of CTown
- merged hall.json into buildings.json
Should not cause any crashes or glitches
2012-09-02 10:33:41 +00:00
c7789992c3
- fix for hero flags along with battlehero cleanup
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- removed unused code
2012-08-29 14:55:31 +00:00
289b7b68d9
Mod Handler class. It is connected with engine, but doesn't do anything yet.
2012-08-10 13:07:53 +00:00
9cbc1f1058
- merged basicCreatures and upgradedCreatures into single array
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- missing fix for savegames
2012-08-07 21:46:24 +00:00
e67f8afdd9
- removed multiple unused files
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- 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
b3c17d2788
large filesystem update. Filesysytem is now fully functional, everything should work.
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- 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
17a513c01b
various fixes for #828
2012-07-30 09:27:19 +00:00
5981ad15d4
Fixed Duel mode. Integrated some changes from programmingChallenge branch - it's possible to define duel parameters using JSON.
2012-07-26 00:48:44 +00:00
d8cb3a34d3
-Fixed crash #1037
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-AI can now successfully complete several types of quests.
-Lots of tweaks for AI
TODO: fix bizarre crash when opening borderguard
2012-07-19 09:10:55 +00:00
50e8bc1704
- build system update
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- compile fix for quests (vector can't be used to store const data)
- fixed several "unitialized" warnings
2012-07-06 20:19:54 +00:00
47945383da
gcc-4.5 compatibility
2012-06-23 17:19:50 +00:00
1b50082e43
- fixed crash with necromancy dialog #1009 (russian-only)
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- Client::run will catch only asio exceptions
- (linux) fixed typo that disabled debug mode
2012-06-16 17:12:58 +00:00
2d8a15f27c
- all windows except for pregame\battles are now CWindowObject-based
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- added simple scaling algorithm that works with indexed surfaces
2012-06-15 17:08:19 +00:00
9d2711fb51
- rewrote most of classes from adventure map window
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-- new files: client/AdventureMapClasses.*
-- implemented all missing details from infobox
- textinput can handle numbers as input
- fixed several bugs caused by CIntObject changes
- fixed #988
2012-06-13 13:04:06 +00:00
9fc459b5c8
Fixed clang warnings.
2012-06-07 03:08:38 +00:00
828d9e70d2
- one more crash at map loading
2012-06-01 11:35:31 +00:00
4e92859cee
- fixed crash on loading of some maps
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- minor fixes
2012-05-30 18:37:21 +00:00
faaf799d95
- fixed some extra warnings. Mostly harmless.
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NOTE: Please check changes in BattleState.cpp and GameHandler.cpp for possible bugs
2012-05-28 19:29:32 +00:00
6f6cd6814e
- fixed wrong battlefield ( #961 )
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- minor tweaks
2012-05-19 11:47:26 +00:00
d2756e8c88
Partial fix for #961 .
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Minor fixes for VS project files.
2012-05-18 22:47:54 +00:00
46f48f0676
- bugfixing:
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-- fixed #942 and #898
-- removed dublicated code in dwelling loading, #900 is fixed
-- fixed roads rendering for #895
2012-05-11 19:03:40 +00:00
5449546447
Advanced work on support for Quicksand and Land Mine spells.
2012-05-04 21:16:39 +00:00
7dc0d6878e
Rewritten battle obstacles. New file for lib: CObstacleInstance.cpp.
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Now obstacles should be placed exactly like they were in OH3.
All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel.
If there are still some discrepancies, please report them.
2012-04-23 19:56:37 +00:00
017013a5a4
Throwing runtime_errors instead of string (or even char*) objects.
2012-04-22 07:32:45 +00:00
722ec55384
Redid stack artifacts. Broken save compatibility. Added serializer support for boost::variant and sending CStackInstace* over network by implicitly passing IDs. Moved seeds and checksum to StartInfo. Various minor changes.
2012-04-14 02:20:22 +00:00