- All XXXplayers are now in client/media directory
- Reogranized code on one class per file basis
- Extracted interfaces from handlers. Handlers now implement
corresponding interface.
- CCS now only stores pointer to an interface
Mixed line endings cause problems when exporting patches with
git-format-patch and then trying to "git am" a patch with mixed and
non-matching line endings. In such a situation git will fail to apply
the patch.
This commit runs the dos2unix tools on the remaining files with CRLF
(\r\n) line endings to convert them to line-feeds (\n) only.
Files that are Windows specific like *.vcxproj and *.props files were
not converted.
Closes: #3073
* 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.
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.
- updated code to use new interface
- removed old DefObjHandler (todo - rename file)
Summary:
- most code but loading is now in place
- type names may deserve improvements (some of them are too similar)
- still barely compiles and not tested
- removed no longer used fields from Graphics + portraits.json
- work on pregame:
- - new code for map options window icons + popups
- - fixed bugs related to new towns
- - less hardcoded magic numbers
- 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
Please don't touch CGI->state directly in client code - use callbacks instead. I'd like to make some mechanics-critical handlers in CGI const - a lot of work, certain changes have been done here.