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Commit Graph

12 Commits

Author SHA1 Message Date
John Bolton
c61bae4060 Fixed RETURN_IF_BATTLE(). Undid disabled warnings. Fixed indentation. 2020-10-05 16:28:28 -07:00
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
laikh
edc1d06f4e Random Map Generator Option: Allow having more computer only players than human/computer players
Remove unused variable humanPlayersCount and function getHumanOnlyPlayerCount()
2020-07-07 19:45:53 +08:00
toneyisnow
01ca21ae67 Fix bug: LobbyScreen UI has a bug on the Difficulty toggle group.
Scenario: In LoadGame Lobby screen, the difficulty toggle group is showing multiple choices, but actually only one valid is working.

The reason is, in the Lobby screen Initialization code will set the difficulty = 0, and each time the player changes a map in the selection, the toggle group control is not resetting the difficulty buttons to disabled state.

How fix:
Add a new method to ToggleGroup class: setSelectedOnly, which will disable all other buttons and then set the selected button.

Note:
During the game loading time, the client is loading the map, and send a NetPack to server: LobbySetMap, and send a NetPack to Interface: LobbyUpdateState.
In the LobbyUpdateState it sets the map difficulty.
2020-01-21 01:09:08 -08:00
Dydzio
c428e326b9 Optimize button responsiveness during pregame options 2019-04-20 18:26:54 +02:00
Alexander Shishkin
b00e935e4d
Warnings fixes (#538)
Warnings fixes
* Suppress `missing-braces` for Clang
* Fixed many C4275 warnings
* Fixed almost all Clang/GCC warnings
* Silence most frequent MSVC warning.
* Fixed some pessimizing-move warnings
* Fixed some unused capture warnings
2019-01-19 13:52:02 +03:00
Dydzio
b61d1ac857 Fix broken RMG monster strength buttons 2018-08-24 19:20:27 +03:00
Alexander Shishkin
75f8c8b29a Gui cleanup4 (#446)
* use smart pointers for almost all widget fields
* use SDL2 texture for cursor
* a lot af small tweaks and formatting
* removed CompImage class, it is actually useless as long as regular SDLImage support margins
* CGuiHandler: use smart pointers for [push|pop]Int
2018-07-25 01:36:48 +03:00
karliss
ce0b4b222d Fix double free and use of dead reference when saving (#445) 2018-04-07 22:21:28 +07:00
Arseniy Shestakov
4af288aee4 Refactoring of main menu related code
We need to make sure it's not stay active during gameplay.
Proper fix would require actually removing menu interface from GH, but then GH needs refactoring too.
2018-04-07 18:44:21 +07:00
Alexander Shishkin
5c09f751b3 Gui cleanup3 - UI refactoring to use smart pointers (#440)
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +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