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Commit Graph

75 Commits

Author SHA1 Message Date
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
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
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
1e8e932323 Logging around #1237. Typos. 2013-05-30 12:14:39 +00:00
b20f8fd3d4 - fixed uninitialized access into modHander
- fixed  #389
2013-04-28 15:06:14 +00:00
c6cc6e6301 Large changeset, first part of editing H3 objects via mods feature. Changes:
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector

- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)

Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
2013-04-21 12:49:26 +00:00
f10ba48c77 - Fully integrated new logging API(ERM, Editor, missing parts) - Removed old logger 2013-04-11 15:58:01 +00:00
c7c2686379 - Integrated the logging API into the client and the lib - Remove some more comments and switched to /// style - Fixed recursive locks - Added Global.h to CMakeLists(now visible in qt-creator) - Removed usage of shared_mutex - Added unique_ptr to CLogger targets 2013-04-09 14:31:36 +00:00
ee51c5beb5 - Renamed /lib subfolders to lowercase 2013-04-07 10:48:07 +00:00
c927913f5f - Improved json validation. Now it support most of features from latest json schema draft
- Set of schemas in config/schemas directory that are used to validate input from mods.
2013-04-02 17:06:43 +00:00
2eb8263e51 Basic Configuration for bonus types
* introduced new handler BonusTypeHandler
* config\bonusnames.json converted to common format and splitted info main and localizable parts
* hanlders initialization refactored
2013-03-06 18:49:56 +00:00
b5fcefe455 - moved all system-specific handling of filesystem to VCMIDirs.cpp (new file)
- fixed #1128, artifact constituents are now stored as pointers
2013-03-02 18:41:25 +00:00
5deb499e7e Last breaking change into mod system (will explain on forum)
- paths in "filesystem" node are now relative to mod directory
- "filesystem" entry in mod.json is now optional
- made "register object" log messages visible only in log
- minor fixes, including #1173
2013-01-16 14:28:49 +00:00
ffe8b99369 - reorganized hero classes
- artifact iconIndex should work
- new file with hardcoded string constants: lib/StringConstants.h

Note: some minor bugs, will fix soon:
- slow to open hero window
- hero adventure map images serialization is broken\incorrect
2012-12-14 15:32:53 +00:00
04358ed0c6 multiple changes in config system, breaks existing mods. See upcoming post on forums.
- filesystem initialization works in conjuction with modHandler
- (config) split buildings.json in multiple files in "factions" directory
- (mods) merged filesystem.json and config/mod.json into mod.json
2012-12-12 11:13:57 +00:00
f7915d9e61 - removed creature-related code from ModHandler
- 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
e2bfd53c98 - Fixed some issues and crashes
- Simplified projectile handling. New creatures can now shoot.
2012-09-21 19:49:35 +00:00
99dcb73a72 - filesystem.json files for wog and vcmi data
- merged puzzle map into town configuration (todo: sieges, adventure map, icons)
2012-09-20 21:28:18 +00:00
abd4a96bf1 Very simple loading and adding new creatures. Needs testing. 2012-09-18 07:36:07 +00:00
44cc848edc first part of town configuration:
- 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
2dd9d943c9 - fix for missing grail 2012-08-25 13:29:46 +00:00
cf15ca1cf0 - replaced loadToIt with better H3 parser.
- moved hero class to heroes.json
2012-08-25 08:44:51 +00:00
39d433c1c7 Moved game Modules to config file. 2012-08-24 09:37:52 +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
8040a81eec - fixed save games issues (#1044)
- hopefully some speedup for filesystem loading (#1048)
2012-08-07 11:28:52 +00:00
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
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
41480a489e Win compile fix (#974) 2012-05-25 14:53:56 +00:00
49495c9caf - possibly fixed #966 and #958
- fixed crash on shutdown 
- fixed compile issue #973
2012-05-25 11:49:56 +00:00
3bf76cb719 Fixed #216 and #907.
* CTRL+T will open marketplace window
* T in adventure map will switch to next town
* T in castle window will open a tavern window (if available)
* G will open thieves guild window if player owns at least one town with tavern
* various minor changes
2012-04-08 01:15:18 +00:00
2f5d6f2684 * CHexField renamed to CBattleHex
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
2011-12-17 18:59:59 +00:00
7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00
1a2323996e Move CTownHandler::loadStructures inside CTownHandler::loadNames and rename the latter with the former. 2011-08-26 03:10:56 +00:00
580c4e4c9b ERM is now a separate project, linking to ./Scripting/ERM.dll and consisting all ERM* files from ./lib.
Little changes around handling ERM. New class in lib: CFileUtility, so the code for scanning files with given extension is not duplicated.
2011-06-20 11:41:04 +00:00
617e1f962e New files for lib:
* lib/ERMScriptModule.cpp
* lib/ERMScriptModule.h
* lib/CObstacleInstance.h

More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts.
Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
2011-05-09 22:20:47 +00:00
36fb9b0b6e * some progress in VERM interpreter 2011-04-16 17:39:38 +00:00
033c067144 * it shouldn't parse scripts yet 2011-04-10 16:42:20 +00:00
382e239e47 * a bit more of ERM/VERM interpreter 2011-04-10 16:39:34 +00:00
7874d84c4e * basic structure of ERM interpreter
* SHOW_FPS moved to settings.txt
* minor changes
2011-04-06 20:30:59 +00:00
ccecc6637f * partially done support for VERM
* MSVC compilation fix (using boost::ref is an error)
2011-04-01 19:09:05 +00:00
407acce4c6 - gcc 4.5 / boost 1.46 compilation fixes
- configure will accept CXXFLAGS parameter correctly
- boost version check in ERMParser - to skip compilation with old boost
2011-03-29 17:16:10 +00:00
07ea131c97 ERM parser won't crash when there is no Data/s folder (addressing issue #717) 2011-03-20 16:45:18 +00:00
7209f158a1 - gcc/Linux fixes
- added --nointro parameter to skip intro videos
- minor fixes to scenario selection menu
2011-03-19 22:27:05 +00:00
b3ed75ab03 * first part of ERM parser 2011-03-19 17:06:46 +00:00
fb929fa9b0 AB campaign selection screen added 2011-03-19 14:27:51 +00:00
c9189119b9 Little more work on artifacts. 2010-12-29 21:04:22 +00:00
49083c4e5a * ConstTransitive CGI more or less done
* hch contents distributed to more appropriate folders
2010-12-20 21:22:53 +00:00
ea03273c8e Some work towards useful AI:
-It is possible to toggle adventure AI on / off typing "ai" in the console (default is true)
-General cleaning and formatting of code
-Some minor optimizations
-Teal console log for AI

AI tends to hang in the maze of mutexes and current player interface, further investigation is needed.

Fixed #580
minor tweaks
2010-11-28 16:39:13 +00:00
9771dd12ff - changes in LodHandler:
-- file type (text, image...) can be specified in getFile(), all hacks removed
-- replaced Nodrze with std::set
-  some gcc warnings fixed
2010-11-09 11:27:58 +00:00
f6b97704c7 Partial support for random wandering stacks. Well, they are not 'that' random as don't use global ran() function. 2010-08-22 07:11:46 +00:00