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Commit Graph

270 Commits

Author SHA1 Message Date
Konstantin
a6de9097be vcmi: rename HeroBonus.h to Bonus.h 2023-05-02 11:20:58 +03:00
nordsoft
b29fc1a5f4 Fix movement bonus subtype 2023-05-01 21:49:37 +04:00
Konstantin P
54e4db3819 vcmi: fix abandoned mine resource loading
It was overshadowed by local variable
2023-04-27 20:59:55 +03:00
Ivan Savenko
4bb4d7e7a5
Merge pull request #1989 from SoundSSGood/refactoring-arts-p1
Artifact related code refactoring part1 (initial)
2023-04-19 15:31:11 +03:00
Konstantin
7a5775a9f9 vcmi: use std::optional 2023-04-17 00:43:13 +03:00
Ivan Savenko
87647cd02a Do not propose banned skills in witch huts 2023-04-15 17:20:38 +03:00
Ivan Savenko
f93335d678 Cleanup and formatting of H3M loader code 2023-04-15 17:20:38 +03:00
Ivan Savenko
3738171b21 Refactoring of H3M loader to make HotA format support easier
- extracted low-level reader from MapFormatH3M class
- added separate structure to define version-specific values
- cleared up some H3M format edge cases
- replaced witch hut skill vector with set
- converted several fields to enum type
2023-04-15 17:20:38 +03:00
SoundSSGood
9a838598a6 arts refactoring part1 2023-04-15 00:10:39 +03:00
Konstantin
11b237a23c vcmi: massive refactoring v1 2023-04-05 22:33:12 +03:00
Konstantin
5716925b47 NetPacks: change GiveBonus enum to enum class. 2023-03-30 12:41:17 +03:00
SoundSSGood
19096f39f0 Backpack limit. Amount of fixes. 2023-03-21 22:11:42 +02:00
SoundSSGood
f0f9eecf97 Backpack limit part5. End of battle. Other stuff 2023-03-21 12:14:33 +02:00
SoundSSGood
9f8aa25297 Backpack limit part4 (Using cheats, buying) 2023-03-21 12:14:33 +02:00
SoundSSGood
e23766280f Backpack limit part2 (Pick up, Dig up, Object rewards) 2023-03-21 12:14:33 +02:00
Tomasz Zieliński
eabcbfc25a Fix all stacks being capped at 10 units 2023-03-17 22:32:05 +01:00
Ivan Savenko
a0e9e01b48 Renamed & reorganized all game mechanics settings names 2023-03-16 18:11:35 +02:00
Ivan Savenko
383387ef29 Integrated defaultMods into mod system 2023-03-16 17:55:09 +02:00
Konstantin
95503d0623 vcmi: unify movement
1. Now there is only one bonus: MOVEMENT, with 2 subtypes: 0 is sea, 1 is land
   For movement value on land depends on creature speed we use a new
   ARMY_MOVEMENT updater with global bonus. If we does not like such
   dependency, we can just remove this updater from json.
2. All specialities and secondary skills for movement moved to new
   system AFAIK
2023-03-16 16:46:41 +03:00
Konstantin
c64d05c419 vcmi: skill-agnostic diplomacy
This is simple and will work.
2023-03-16 16:46:41 +03:00
Konstantin
45dcd95f20 miscObjects: fix whirpool display
It should display negative numbers, not positive
2023-03-11 21:41:58 +03:00
Konstantin
bc228a938a vcmi: use enum class for EComponentType
There is really no reason not to use it
2023-03-11 21:41:57 +03:00
Konstantin
716dd9a43b vcmi: remove a bunch of duplicated showInfoDialog
These methods duplicated in almost every map object
Just replace it by one such method
2023-03-11 21:41:57 +03:00
Konstantin
8edba4fb06 vcmi: use MODAL by default
Convert only some objects to AUTO, need futher testing
than no non-adventure objects will not use AUTO or INFO
2023-03-11 21:41:57 +03:00
Konstantin
4617ce10e5 vcmi: allow showing more than one components in infobar
Up to 8, AFAIK. So, we can show multi-reward in infobox now.
One issue remain - cannot dynamically choose components size
based on text size.
2023-03-11 21:41:57 +03:00
Ivan Savenko
8b3309b47d Fixed custom hero names text ID's 2023-03-05 17:39:27 +02:00
Ivan Savenko
8c52cbcd00
Merge pull request #1429 from dydzio0614/creature-numeric-quantities
Implement numeric creature descriptions with config toggle on/off
2023-02-26 22:57:01 +02:00
Dydzio
e48a4185ed Use config values from new settings 2023-02-15 23:36:09 +01:00
Konstantin
5f181e25af vcmi: modernize lib/mapObjects 2023-02-14 14:39:56 +03:00
DjWarmonger
25ef065dbe
Merge pull request #1486 from IvanSavenko/configurable_rewardables
Well, it works for my brand new objects with arbitrary bonus, so likely will work with everything else.
2023-01-26 17:01:01 +01:00
Ivan Savenko
f8f6df02f3 Removed remaining hardcoded objects 2023-01-23 15:27:27 +02:00
Dydzio
685d63603d Merge branch 'develop' into creature-numeric-quantities 2023-01-21 12:57:29 +01:00
Andrey Filipenkov
2a43b7cfbc display owner of ownable objects in tooltip
also displays owner of towns (deviation from oh3)
2023-01-21 14:25:43 +03:00
Ivan Savenko
388ed88b5d All artifact strings now pass through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
d2b837b116 All creature-related texts go through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
fa6f7513e8 All heroes-related strings are passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
e22f6283c2 Secondary skills strings are now passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
5da407e822 All spell texts are now passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
246281e62a Merged vcmi/beta with vcmi/develop 2023-01-15 17:46:42 +02:00
Dydzio
8248feebf7 Implement numeric creature descriptions with config toggle on/off 2023-01-14 15:55:08 +01:00
Ivan Savenko
7e8516f927 Changed Sirens behavior to match H3 logic 2023-01-09 13:04:56 +02:00
Ivan Savenko
7c0d5666a0 Return string by copy to fix cases when string is constructed on stack 2023-01-01 20:55:43 +02:00
Ivan Savenko
84493e1bff Translate received string identifier before storing 2023-01-01 14:56:45 +02:00
Ivan Savenko
85d7b470d4 Access to quests texts is now processed via translator 2023-01-01 14:56:45 +02:00
Ivan Savenko
bdb8e0ee5c Introduced string identifiers for H3 texts, still WIP 2023-01-01 14:56:44 +02:00
Dydzio
2c09bfb22a Fix code formatting 2022-12-30 15:51:13 +01:00
M
23de4a188b Change cartographer tile reveal logic to match H3 2022-12-30 15:09:09 +01:00
Ivan Savenko
eb20a4b208 Merge remote-tracking branch 'vcmi/develop' into warnings_fix 2022-12-23 14:40:45 +02:00
Ivan Savenko
25bceda4ea Added convertToVisitablePos/convertFromVisitablePos to CGHeroInstance
This method replaces old convertPosition, but with more clear names and
without hardcoded magic constants.
2022-12-09 14:42:47 +02:00
Ivan Savenko
d85ee019ec Removed CGHeroInstance::convertPosition method 2022-12-07 22:51:32 +02:00
Ivan Savenko
49cbd5adc9 CGHeroInstance::convertPosition is no longer static method 2022-12-07 22:34:08 +02:00
Ivan Savenko
908e6892f3 Removed CGHeroInstance::getPosition pseudo-override
Now access to hero visible position is always done via visitablePos
2022-12-07 22:10:08 +02:00
Ivan Savenko
2855606a88 Enabled & fixed -Woverloaded-virtual warning from gcc/cland
- fixed almost all instances of overloaded-virtual warning
- cleared up inheritance & method overrides in code affected by warning
2022-12-07 21:50:45 +02:00
Ivan Savenko
2cbe6bcb47 Added common method to get names of hardcoded mod scopes 2022-12-07 15:18:19 +02:00
lainon
7fdad4e0f6 Code refactor following C++ standard and condition fixes 2022-11-15 03:20:55 +03:00
Andrey Filipenkov
b26db479d7 don't add Necromancy to Witch Hut on random maps 2022-10-01 16:01:47 +03:00
Andrey Filipenkov
ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
Nordsoft91
e4ac0d4370
Editor prerequisites [part 2] (#889) 2022-09-17 14:04:01 +03:00
Andrii Danylchenko
665bd4346e Fix getting battlefield crash 2022-09-11 11:31:27 +03:00
Andrii Danylchenko
3b1d271ae0 allow configurable battleground graphics 2022-09-11 11:31:26 +03:00
Nordsoft91
a8265c7052
[0002285] Implement feature with extra resources near mines (#742)
* RMG: clear start position
* [0002285] some heaps of resources are placed nearby mines
* Fix leak in case of inability to place resource
* Fix indentation according to vcmi style
* Add constant for random amount of resources
* Code review fixes
2022-05-23 13:08:36 +03:00
Andrii Danylchenko
e219e1febf 3187 - fix whirlpool crash when exits are blocked 2021-10-23 21:40:52 +03:00
AlexVinS
a59e12ca5f tweaks 2021-02-15 15:03:32 +03:00
AlexVinS
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
Dmitry Orlov
39de2f6435 Fix: Morale bonus should be shown correctly 2020-11-11 22:43:40 +03:00
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
Michał Kalinowski
ac6b477aa2 Simplify statements
-Simplify return statements across the code
2019-03-31 09:43:14 +03:00
Andrii Danylchenko
035d279ae8 Refactor CGHeroInstance, make spells private 2018-12-23 15:49:26 +03:00
Arseniy Shestakov
708705aa96 CGLighthouse: workaround crash on map initialization. Fix issue 3020
Dirty hack here since proper fix would require to break saves
2018-11-01 23:31:23 +03:00
Karlis Senko
69330de89c Avoid integer overflow and conversion related UB. 2018-05-01 00:02:07 +03:00
Henning Koehler
6ddcb079a4 Enabled new secondary skills to be created (#438)
* Universities, Scholars and Witch Huts may offer new skills
* Moved encode/decodeSkill to CSkillHandler
* Refactored CSkill interface and CSkill::LevelInfo image storage
* Legacy game constants renamed to ORIGINAL_XXX_QUANTITY
2018-03-31 12:56:40 +07:00
AlexVinS
8cec07afbd Replaced CGHeroInstance and CGObjectInstance with ObjectInstanceID in NetPacks 2018-03-17 13:24:12 +08:00
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
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
Michał Kalinowski
26a222ac62 Change JsonType to enum class (#393)
Change enum JsonType to enum class JsonType
2017-11-27 00:18:18 +03:00
AlexVinS
d93ef36750 Fixed https://bugs.vcmi.eu/view.php?id=2818 2017-11-15 15:54:54 +03:00
Henning Koehler
abdca71828 skill names and descriptions are fully managed by CSkillHandler 2017-08-30 22:35:23 +12:00
Henning Koehler
9b3c61616f made diplomacy join chance bonus-based 2017-08-28 23:33:19 +12:00
Henning Koehler
19e619f61e wisdom is now bonus-based 2017-08-26 20:49:29 +12:00
AlexVinS
0868164147 (int) -> static_cast<int> 2017-08-12 15:43:41 +03:00
AlexVinS
15138c23de Finished conversion to new logging API
* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00
AlexVinS
143ff682bc Logging cleanup 2017-08-10 21:59:55 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +03:00
ArseniyShestakov
ea0ceb1805 Merge pull request #323 from vcmi/CStackTweaks
CStack tweaks
2017-07-15 00:42:08 +03:00
Arseniy Shestakov
98406d127d CGMonolith: fix crash on initialization here too 2017-07-14 16:50:29 +03:00
Arseniy Shestakov
ee7862b12f CGSubterraneanGate: fix crash on initialization
There is some reason it's appear in campaign maps.
2017-07-14 15:03:55 +03:00
AlexVinS
4f14f22d3a Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus)

Centralized stack 'ammo' loading from bonus system.
* introduced small proxy class for local bonus cache
(no need to use global cache if particular selector used on node only in one place)
* handle killing resurrected creatures
* use IBonusBearer::MaxHealth() where possible
* Fixed https://bugs.vcmi.eu/view.php?id=2486
* Possible fix for 0 HP after resurrection.
* Hack-fixed https://bugs.vcmi.eu/view.php?id=2584
* Unified CStack health API
* Use CHealth for CStack count and health points
* increased SERIALIZATION_VERSION
2017-07-08 20:29:59 +03:00
Piotr Wójcik
7bc9853175 Squashed commit of PR #314:
commit 437c6c6fd4931abe69d3b7fe501b231a74182159
Author: Piotr Wójcik <chocimier@tlen.pl>
Date:   Sat Jun 24 18:36:16 2017 +0200

    Rename CPlayersVisited to CTeamVisited

commit baf1423cd9b090eaaa0a6962f2bd0f440e2e0747
Author: Piotr Wójcik <chocimier@tlen.pl>
Date:   Wed Jun 21 16:41:37 2017 +0200

    Share visited status of CPlayersVisited objects across team
2017-06-30 23:51:43 +03:00
Piotr
9d5d291e6b Do not show whether Witch Hut is visited by hero, if was not visited by player yet, fixes #2604 (#304) 2017-06-01 23:36:46 +03:00
AlexVinS
70a092f58c [Refactoring] use virtual method for object specific actions when new map object is created
* --TODO
* fixes CID 1366291, CID 1366297
2017-05-28 16:23:42 +03:00
AlexVinS
a85b4cf2a5 * WIP on event condition format
* Hero portrait serialization
* Fix town spells serialization

* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00
AlexVinS
c23d3ac83c Fixed CID 1366432 2016-11-28 03:59:03 +03:00
AlexVinS
0a4e5fcdca Fixed CID 1366337 2016-11-26 20:54:07 +03:00
AlexVinS
9834db1b7d simplified CGScholar::onHeroVisit 2016-10-11 20:04:28 +03:00
Vadim Markovtsev
2c1dddde33 Fix memory problems with BonusList
Bonus * -> std::shared_ptr<Bonus>

This cures the following problems:

1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?).
2) Memory leaks. Some Bonuses were not deleted.
3) Reduce the number of "Orphaned child" messages.

Valgrind reports 0 leaked memory now and no invalid reads/writes.
2016-09-29 15:08:00 +02:00
Arseniy Shestakov
f6df107a55 Replace more magic subIDs with readable enums 2016-09-18 00:53:37 +03:00
Dydzio
beae354536 Correcting random amount of gold in gold piles
In original H3 allowed amounts of gold in treasure piles are multipliers of 100. Before this fix gold amount can be any value from range 500-1000.
2016-09-17 23:22:13 +02:00
Piotr Wójcik
c5e4eaf9c1 Check if hero knows spell even without wisdom 2016-09-13 22:28:21 +02:00
Arseniy Shestakov
c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00
Arseniy Shestakov
2ba3b20928 Multiple changes to RNG usage to both client and server
Server should never use RNG from CGameState directly.
Instead server get's own RNG that's state is secret for client.
2016-09-09 23:16:42 +03:00
Piotr Wójcik
52797082aa Do not show whether Shrine is visited by hero, if was not visited by player yet 2016-08-30 20:48:03 +02:00
Arseniy Shestakov
a90b657b86 Add reset to some static variables on client 2016-08-25 15:52:20 +03:00
Arseniy Shestakov
10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
AlexVinS
51bee1000b Implemented CGWitchHut::serializeJsonOptions 2016-02-22 03:16:33 +03:00
AlexVinS
dd1aabbe23 Use JsonSerializeFormat for map objects 2016-02-22 02:37:19 +03:00
AlexVinS
e0af4a665a Added hacks fot spell scroll support. 2016-02-13 19:43:05 +03:00
AlexVinS
6db94ab74c Explicit army serialization - too much CArmedInstance descendants 2016-02-09 10:11:59 +03:00
AlexVinS
53dc49e92a CGShipyard, CGShrine serialization 2016-02-09 09:17:20 +03:00
AlexVinS
401ba48257 CGScholar serialization 2016-02-09 09:02:34 +03:00
AlexVinS
081a20d047 Fix a crash. 2016-02-05 09:40:20 +03:00
AlexVinS
6e205a58b4 Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
	lib/VCMI_lib.cbp
	lib/filesystem/CZipLoader.cpp
	lib/filesystem/CZipLoader.h
	lib/mapObjects/CGTownInstance.cpp
2016-02-04 10:27:51 +03:00
AlexVinS
97f19b5176 CGResource serialization 2016-02-04 09:22:14 +03:00
AlexVinS
d8d574ed84 CGSignBottle serialization 2016-02-04 08:50:46 +03:00
AlexVinS
a6c719ee11 CGCreature serialization. Added rewardResources. 2016-02-04 08:44:46 +03:00
AlexVinS
1bc41b3ba3 Merge commit '3c844002626f48007a888d4dd8b0b45ec867fc9a' into feature/VCMIMapFormat1
Conflicts:
	lib/mapObjects/CGHeroInstance.cpp
2016-02-03 05:04:44 +03:00
AlexVinS
b176734418 CGCreature serialization 2016-02-03 04:18:03 +03:00
ArseniyShestakov
4e8486da7b Merge pull request #160 from vmarkovtsev/issue/2388
Fix 2388 obelisks puzzle revealing
2016-01-27 20:49:03 +03:00
Arseniy Shestakov
97a8874ed7 CGCreature: fix crash on draw
Also according to H3 behaviour if there artifact monster guarded it's will be lost on draw.
2016-01-26 08:41:09 +03:00
AlexVinS
89d986fc6a Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
	lib/CArtHandler.h
	lib/mapObjects/MiscObjects.cpp
2016-01-24 15:39:41 +03:00
AlexVinS
f9d0b20234 CGMine, CGArtifact, CGGarrison serialization 2016-01-23 19:53:02 +03:00
Vadim Markovtsev
a266154b26 Fix 2014 cursor must disappear during movement and Magi's Eye 2016-01-23 00:35:41 +03:00
Vadim Markovtsev
e8db456beb Reset obelisks upon game end
Otherwise, the static variables are preserved and lead to wrong values in next new game.
2016-01-20 13:02:52 +03:00
Vadim Markovtsev
1a2cd36df8 Initialize obelisks count to 0
Otherwise every time player starts with a random number.
2016-01-20 12:43:07 +03:00
Vadim Markovtsev
bb3a31f3ff Mark obelisk visited for all players in the team 2016-01-20 11:14:03 +03:00
Vadim Markovtsev
10f888a483 Fix obelisks puzzle revealing
Teams and players were messed up in lib; hardcoded constants were refactored.
2016-01-20 10:44:13 +03:00
Arseniy Shestakov
b84d7bd288 CGCreature: add reward granting. Fix issue 2372 2016-01-15 04:29:46 +03:00
AlexVinS
37d0dad70a Merge branch 'develop' into feature/VCMIMapFormat1
Conflicts:
	lib/CArtHandler.cpp
2016-01-01 20:28:52 +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
Arseniy Shestakov
6f5c52a229 Refactoring: use cleaner CCreatureSet::stacksCount everywhere 2015-12-24 21:30:57 +03:00
Arseniy Shestakov
62bab27e7e CGArtifact: show yes/no dialog for guarded artifacts. Fix issue 2095
Also fix hover text for CGMine
2015-12-24 21:05:02 +03:00
ArseniyShestakov
b6176649ec CGMonolith: avoid crash when all exits are blocked by friendly heroes 2015-12-18 01:08:19 +03:00
AlexVinS
947edc0693 Merge branch 'develop' into feature/VCMIMapFormat1 2015-12-05 13:04:04 +03:00
AlexVinS
b56b7017ba Added stubs for some Map objects serialization 2015-12-05 12:38:35 +03:00
ArseniyShestakov
0a5e9c0fbe Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
Ivan Savenko
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
Ivan Savenko
c3ce4b25df Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
ArseniyShestakov
b5100bee94 Teleport: rework code to support exit point selection for whirlpools 2015-12-02 17:56:26 +03:00
ArseniyShestakov
64c6d3c950 CGCreature::takenAction: add neverFlee check. Fix issue 2242 2015-11-25 09:34:49 +03:00
ArseniyShestakov
4e11d81673 CGWhirlpool: fix random exit chooser 2015-11-12 01:23:27 +03:00
ArseniyShestakov
17f3f94ca6 CGSubterraneanGate: fix pairing and always assign all gates to channel
Before gates on underground layer didn't had any channel assigned and of course any function that attempt to check -1 channel caused crash.
Also I find out that at point postInit executed It's possible to get mutable gamestate via gameState() callback so we don't need to pass it there.
2015-03-11 17:17:21 +03:00
DjWarmonger
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
1801b5eaf4 CGTeleport: use vstd::erase_if_present in getAll functions 2015-03-09 15:44:48 +03:00
ArseniyShestakov
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
ArseniyShestakov
3b057e0408 CGMonolith: fix switch formatting 2015-03-09 01:27:40 +03:00
ArseniyShestakov
606013c535 CGSubterraneanGate::postInit put const back
Originally I removed it when change this code to actually change object.
Though this sorting can work with constant object just fine.
2015-03-08 21:16:30 +03:00
ArseniyShestakov
826a64b579 Pack of tiny code improvements for @alexvins request 2015-03-08 20:19:00 +03:00
ArseniyShestakov
6d77322d6a CGMonolith: add text dialog when player visit one-way monolith exit 2015-03-08 18:07:06 +03:00
ArseniyShestakov
c9eba40fe6 Updated CGTeleport and new CGMonolith / CGSubterraneanGate / CGWhirlpool
Now CGTeleport is not publicly available handler, but generic class for teleport channels usage.
Teleport channels are stored as part of information about the map.
2015-03-08 16:11:23 +03:00
AlexVinS
b9bdc95a7e Handle monster agressivness for VISIONS spell 2015-02-26 08:39:57 +03:00
AlexVinS
b846b717a1 implemented VISIONS spell (partially)
(-) todo: agressivnes
2015-02-26 08:39:56 +03:00