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Commit Graph

150 Commits

Author SHA1 Message Date
John Bolton
a05ae78e67 Fixed lots of warnings.
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
Dmitry Orlov
38fd05f655 Minor fix: apply Monday bonuses to heroes who have slept overnight 2020-09-28 01:32:33 +03:00
AlexVinS
4b5910c2f4 VCAI performance improvements
* 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
Arseniy Shestakov
74e5c5bf05 CGameHandler: rename CPackForClient argument and add network logging 2018-04-04 14:24:32 +07:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00
AlexVinS
0b70baa95e Spells configuration version 2 (effect-based)
* 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
Arseniy Shestakov
fc3b8b2c87 Refactoring: replace macro with variadic templates on client-side
Big thanks to @mwu-tow for helping me with this.
2018-02-05 08:14:01 +03:00
Arseniy Shestakov
da117e9255 Code style: remove void from constructors without arguments 2018-01-13 11:51:47 +03:00
AlexVinS
805b5215de Client threading tweak 2017-11-16 14:15:43 +03:00
Arseniy Shestakov
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
AlexVinS
09df2dcfbb fixed possible race condition 2017-07-12 19:40:14 +03:00
AlexVinS
2c525fc76e Attempt to fix headless tests crash. 2017-07-12 17:02:25 +03:00
ArseniyShestakov
bd27636cd9 Merge pull request #316 from FeniksFire/improvingTheBattle
Refactoring.
2017-06-28 19:55:03 +03:00
FeniksFire
4113bdab01 Moving some files from lib to the battle subdirectory. 2017-06-26 15:26:08 +02:00
Arseniy Shestakov
eeff7ee315 Few minor code improvements
* All command line options now case insensetive.
* SDL_VIDEO_X11_DGAMOUS unused in SDL2 so it's removed.
* Added current year into the --help output for client and server.
* Moved DO_NOT_START_SERVER into session settings.
2017-06-26 04:56:28 +03:00
Arseniy Shestakov
1a60c1a94b Shared memory refactoring and command line control options
Now client accept following options:
 --disable-shm - disable shared memory usage
 --enable-shm-uuid - use UUID for shared memory identifier
UUID is useful when a lot of clients starting simultaneously.
Needed for testing and was easier to implement than alternatives.
2017-06-06 07:30:16 +03:00
Arseniy Shestakov
18161d3688 Client: implement spectator mode via command-line options
If running with --spectate/-s CPlayerInterface will appear even without human players.
Following command-line options also available:
 --spectate-ignore-hero
 --spectate-hero-speed=N
 --spectate-battle-speed=N
 --spectate-skip-battle
 --spectate-skip-battle-result
Boolean options can also be changed in runtime via client console:
 set spectate-ignore-hero on / off
Spectator mode also:
 - Work with --onlyAI option when starting game or loading saves.
 - Allow to use any cheat codes.
 - Give recon on towns and heroes.
2017-06-06 07:30:16 +03:00
Arseniy Shestakov
d95c74941b Client: add onlyAI option support for saved games
When --onlyAI option used all human players will be replaced with AIs during loading.
2017-06-06 07:30:16 +03:00
Arseniy Shestakov
6642816b1e Client: server port and testing options cleanup
Now we only pass port as ui16 instead of std::string
2017-06-04 08:49:23 +03:00
Ivan Savenko
5b76c3f4eb Rebase of codebase changes for refactored serializer
Some of newer fixes not yet merged there and save compatibility a bit off.
2016-10-27 18:12:20 +03:00
Vadim Markovtsev
4bcc43d3d0 Fix Mantis #2234
CPlayerInterface instances were removed from CClient::playerint with
clear() and finish() was not called on each. Added multiple insurance.
2016-10-22 16:22:00 +02:00
AlexVinS
23b7a803b6 cleanup 2016-10-01 20:07:36 +03:00
Arseniy Shestakov
1cbe9e1b8b Client: add donotstartserver option. Alternative way to start a game
Option is useful for server profiling also let me test MP over network and much more.
Also there is issues with boost::interprocess on some systems under Windows and this is the way to bypass them.
2016-09-16 20:01:44 +03:00
AlexVinS
ef05a56e49 cleanup 2016-08-30 05:13:45 +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
Vadim Markovtsev
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00
AlexVinS
e82dfb5a85 fixed mantiss 0002254 2015-09-04 18:08:25 +03:00
ArseniyShestakov
21aaad6972 MoveHero: add transit movement option
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it.
Currently it's will be only allowed is object under destination is teleport.
2015-03-08 17:04:09 +03:00
ArseniyShestakov
25656aa586 Add showTeleportDialog everywhere except actual code for AI and player
Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00
AlexVinS
2b88a914ff Fix client build
* use regular overloaded methods for client serialization.
(serialize template not needed if connection.h already included and save/load code is different)
2014-12-21 22:33:20 +03:00
Patrick Simmons
41da0ad2e6 multiplayerload changes (committing so I can revert...) 2014-10-25 19:05:49 -04:00
Patrick Simmons
cfa6f46d62 VERY buggy, unusable, but progress is being made... 2014-10-25 19:05:49 -04:00
Ivan Savenko
6c0c03d74b Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
Ivan Savenko
731aedf3a1 Split CIntObjectClasses into multiple smaller files. This should be the last change in files 2014-07-15 10:14:49 +03:00
Ivan Savenko
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
Ivan Savenko
ad632d1e8a Moved FoW management from CGObjectInstance to callback 2014-06-24 20:39:47 +03:00
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
Michał W. Urbańczyk
17403b544c Various fixes for quick combat.
Replaced several boost::bind usages with lambdas.
2013-06-23 16:09:15 +00:00
Michał W. Urbańczyk
4a0587d500 More work on auto-fight.
Dynamic libraries return smart-pointers to what they create.
2013-06-22 21:47:51 +00:00
Michał W. Urbańczyk
2be2143844 Game interfaces can register another interfaces to receive info on game events. 2013-06-22 18:22:44 +00:00
Michał W. Urbańczyk
254f194220 Some very early work towards autofight feature.
Added EmptyAI to the solution.
Passing callbacks by shared_ptr.
2013-06-22 14:47:20 +00:00
Michał W. Urbańczyk
f95e6c233b It is possible to set on visit query that object is to be removed after visit is over.
Fixes #1263.
2013-05-14 13:42:52 +00:00
Michał W. Urbańczyk
5c2473d436 Support for saving/loading in player interfaces, including VCAI.
Minor changes.
2013-05-09 11:09:23 +00:00
Michał W. Urbańczyk
e8354908c3 Big change: Introduced new mechanism to handle queries. It should not cause any visible changes ATM apart from fixing several long-standing bugs realted to handling post-visit/battle/levelup callback, including infamous creature bank issues: #955, #1053, #1063, #1191. Needs testing.
Minor changes:
* default log level set to trace
* LOG_TRACE raii guardian lifetime will last till the end of block
* compile fixes
* minor refactorings
2013-04-20 11:34:01 +00:00
mateuszb
dbec99ffc7 * PlayerColor and TeamID refactoring 2013-03-03 17:06:03 +00:00
mateuszb
602827d1ae * MSVC compilation fixes
* campaign epilogues and minor fixes
2013-02-23 19:16:14 +00:00
Michał W. Urbańczyk
d45a554fec Significant changes to saving system. Now both client and server store their lib part.
Desync detection upon loading. Fixed many desyncs. (more remain)
Monsters won't have creature count 0 even if that is set as creature properties.
2013-02-18 22:37:22 +00:00
mateuszb
9e00090c42 * refactoring, a few intriguing problems remain 2013-02-13 23:55:42 +00:00
mateuszb
bda766b697 * refactoring 2013-02-12 19:49:40 +00:00