-- new files: client/AdventureMapClasses.*
-- implemented all missing details from infobox
- textinput can handle numbers as input
- fixed several bugs caused by CIntObject changes
- fixed#988
- - mostly remove usage of (de)activateSomething functions
- - CIntObject's can be safely deleted in active state or without removing from parent first
- - Added CWindowObject to use as base of all windows (will be required for such features as shadows)
Report any crashes or glitches - it should not cause any issues apart from more console output.
TODO:
- remove redundant (de)activate and show(All) calls
- decrease usage of blitAtLoc\printAtLoc methods
- switch all windows to new base
- disabled most of now unused code for changing resolution
- added missing spell effect sounds
- adventure map spells sounds
- remaining fixes for big endian systems
* battle window will wait till all dialogs are closed
* fixed problems with AI working after the game ended
* fixed problems with overzealous redrawing of infobar
* Renamed color constants
* Renamed class AdventureMapButton to CAdventureMapButton
* Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses
* Moved new creature window from GuiClasses to CCreatureWindow
* Updated changelog
* Support for Lighthosues and Obelisks
* Bonus system extended on players
* Army speed won't affect movement points when sailing
* Picking grail position (digging not implemented though, puzzle map only partially)
* Minor improvements
Restructured thread structure: no new thread on yourturn, instead of that introduced update() method called by thread dispatching GUI events.
Further changes are planned.
* recalculating paths only after finished movement / switching selection
* moving hero uses "new" pathfinder
* moving hero by arrow keys / numpad
* VCMI window should start centered
* fixed pairing Subterranean Gates
* fixed issues with creatures sounds after loading
* several minor changes and improvements