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Commit Graph

52 Commits

Author SHA1 Message Date
86f5d6de69 vcmi: modernize headers 2023-04-30 13:35:54 +03:00
9062d67f80 Fixed volume of ambient sounds 2023-03-28 18:56:44 +03:00
7a04c28815 vcmi: remove pickupSounds set
It is unused now, resource pickups handled similar like necromancy
2023-03-11 21:41:57 +03:00
b57a07b10f Restored ambient sounds functionality 2023-03-05 18:02:59 +02:00
4f3ea0d1d9 Renamed Terrain.h/cpp -> TerrainHandler.h/cpp 2023-01-10 00:01:35 +02:00
64885bdf6b Better names for terrain parameters. Support for new movement sounds. 2023-01-10 00:01:35 +02:00
e6afd8621c Minor improvements & fixes to music player
- music will be selected correctly after rapid leaving and reentering
town screen
- music sets are now store as single std::map instead of unnecessary
"map of maps"
- fixed computation of resume time for restarted/looped music tracks
- updated & clarified some comments
- converted C functions for SDL_Mixer callbacks into lambdas
- formatting fixes
2022-11-21 16:20:20 +02:00
2324148187 Fix compilation using older SDL library 2022-11-13 14:59:28 +02:00
38b8fc0af8 Formatting: space -> tabs 2022-11-13 14:24:15 +02:00
4af9bc2461 Music: remember playback position of music tracks
Town & terrain themes will now resume from previously stopped position
instead of playing from start, as it was in original game.
Fixes #965
2022-11-13 14:05:51 +02:00
20c102e648 Remove T prefix from new typedefs 2022-09-29 11:44:46 +02:00
4ea57ea7fc A variety of suggested style tweaks 2022-09-25 09:33:56 +02:00
11e1bb44a2 Load sounds for new terrains later 2022-09-21 13:43:00 +02:00
494b0f0226 First version that compiles 2022-09-21 11:34:23 +02:00
4bd0ff680a Random map generator refactoring (#762)
random map generator refactoring and improvements
2022-09-11 11:31:27 +03:00
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
da117e9255 Code style: remove void from constructors without arguments 2018-01-13 11:51:47 +03:00
d96a3aa5b7 CAudioBase: move mutex to base class since CSoundHandler need it 2018-01-02 09:49:04 +01:00
f15cadc87b Implement configurable object sounds: ambient, visit and removal
* If there more than one sound for visit or removal random is played
* At moment only the first ambient sound will be used
2018-01-02 09:49:03 +01:00
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
46bd1c40cc Fix memory leak
SDL_RWFromMem does not take the ownership of the passed memory, so we
have to free it ourselves.
2016-08-31 11:45:37 +02:00
33d0738859 support for music streaming 2016-01-30 22:34:46 +01:00
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
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00
37a5930f84 CSoundHandler: fix memory leak and implement cache
This one fix issue 2091 and add caching that actually works.
2015-02-15 22:51:33 +03:00
83099fdb78 Moved all non-window GUI elements out from GUI classes file. TODO: reorganize source tree 2014-07-13 18:39:45 +03:00
44742814cd More cleanup:
- moved SoundBase.h to lib since it contains shared data
- added RMG info to object format. Note that data is not yet imported in
configs
- slightly updated API of object handlers
2014-06-05 23:51:24 +03:00
065b8366fb [Spells] Added basic support for icons and sounds
* few changes in spell format
* save format changed
2014-03-10 16:00:58 +00:00
29f4a12814 - fixed some evil memory leaks
- fixed recursive dependency of castles
2013-12-19 19:43:16 +00:00
f897333b2c Don't crash when music file cannot be found. 2013-08-01 13:52:01 +00:00
ee09c5301e minor fixes:
- vcmi can play music files from archives
- converted resource_reward fields in bank_config into json object, fixes 3000 gems reward in shipwreck
- some compile fixes for minizip
2013-07-31 11:36:42 +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
e8c35bdb24 fixed extremely slow musicHandler compilation. Removed usage of boost bimap. 2013-02-24 10:05:56 +00:00
74ac44662c - a bit less memory usage during compilation with gcc, new file - RegisterTypes.cpp
- fixed several issues related to visiting town by ally
- fixed #1215
2013-02-23 12:22:23 +00:00
f8a27a9fdb * Moved CConfigHandler from client to lib, CMake/Makefile need updating. I believe other projects besides client also need access to settings. (surprisingly there was a "server" category used only by client... and now VCAI.)
* It is possible to set the battle ai that'll be used by neutrals by typing in VCMI console:
setBattleAI <AIName>
VCAI also respects that setting and uses given AI as its battle back-end.
2012-09-29 10:59:43 +00:00
2c88845b9e - compile fix 2012-09-20 16:14:23 +00:00
abd4a96bf1 Very simple loading and adding new creatures. Needs testing. 2012-09-18 07:36:07 +00:00
9438cfc7e2 Moved creature sounds to CCreature. Sound IDs are now stored as strings.
Creature parser is complete (untested).
2012-09-17 19:00:26 +00:00
4d4f72292e - fixed crash on hovering indestructible walls
- fix for music player (no music after end of battle)
2012-08-27 20:45:58 +00:00
cab8955d8f - sound player uses new FS 2012-08-08 12:03:32 +00:00
708ad6ac7f - music player uses URI's instead of enum from music base
- #1045 and #1046 should be fixed
- moved pregame backgrounds to config/mainmenu
- animation can be overriden with .json multiple times
2012-08-06 07:34:37 +00:00
d0e259864e * Replaced boost::shared_ptr with std::shared_ptr.
* Brought shared_ptr and unique_ptr and their factories (make_shared, make_unique) to the global scope. 
* Removed excessive usage of shared_ptr in bonus system interface. 
* Fixed bonus system limiters/caching interactions. That covers #823, #859 and a number of rare edge-cases. 
* Implemented multiple-step limiters applying, fixing hasAnotherBonusLimiter  and allowing transitional dependencies between bonuses. 
* Bonus system should be slightly faster, since we cache limited bonuses. Some rare usages (limiting query against a foreign node) however can't use caching.
2012-03-06 16:59:55 +00:00
d1d21b16dc - replaced auto_ptr with c++11 unique_ptr 2012-02-17 20:34:34 +00:00
86e7d96b39 - setting system: replaced settings.txt + sysopt.bin with json-based system (defaultSetting.json + settings.json)
- some work on system settings window
- new menu for selecting resolution (reused town portal graphics), can be opened from system settings
2012-01-12 15:23:00 +00:00
7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00
7eb82278d9 - minor fixes to JSON
- music will resume correctly after battles
2011-08-20 11:27:09 +00:00
cf1d179acf Store battle fields sounds in a json file instead of a text file. 2011-08-20 01:15:37 +00:00
8054c85091 - some work on sound and music players:
-- Adventure map music will update with hero movement
-- implemented battle intro sounds
-- battle music tracks will  be selected randomly each time
- fixed #781
2011-08-19 19:50:24 +00:00
a043bfa44a * Reinstated music player. Added terrain music. To MSVC users: you need the recently uploaded libraries pack for this to work! [ http://download.vcmi.eu/msvc-pack.7z ]
* Not crash on empty (or 1-byte) lod file. (Case in SoD+WoG installations, where h3ab*.lod are dummies.
2011-08-17 20:44:14 +00:00