ArseniyShestakov
9d9c026c85
Code style: serialize everything on own lines for easier debugging ( #357 )
2017-07-31 16:35:42 +03:00
Arseniy Shestakov
f1e5797834
Code style: move or add licensing information on top of every file
2017-07-14 01:26:03 +03:00
ArseniyShestakov
2f305cc68d
Remove code related to duel mode ( #312 )
...
Remove code related to duel mode
2017-07-01 16:30:13 +03:00
AlexVinS
86f9df5f68
Made gamestate lock static
2017-06-14 07:59:41 +03:00
Alexander Shishkin
7e1b0d71c5
Added option for saving generated maps on client side ( #307 )
...
* new configuration option 'general.saveRandomMaps'
* maps being saved to 'userCachePath/RandomMaps'
* no deletion of old random maps
* map filename generated based on template name and random seed
2017-06-04 20:33:28 +03:00
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
70abae9b51
CGameState::battleGetBattlefieldType: use RNG by ref
...
For now I not sure about proper place for battleGetBattlefieldType so I left it in GS
2016-09-09 23:16:43 +03:00
Arseniy Shestakov
ea63497b19
Move CGameState::setupBattle code to CGameHandler::setupBattle
...
No reason to keep this code in GS.
2016-09-09 23:16:43 +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
DjWarmonger
be50d699fb
Compile fixes for MSVS
2015-12-23 15:23:56 +01:00
ArseniyShestakov
e872b400b7
Comments save format backward compatability code as Ivan suggested
...
Also we should always handle RumorState::TYPE_NONE in getTavernRumor properly anyway.
2015-12-06 02:51:54 +03:00
ArseniyShestakov
c83f15e413
Merge branch 'develop' into feature/tavernRumors
...
Conflicts:
lib/CGameState.h
2015-12-05 01:01:26 +03:00
ArseniyShestakov
d856fde73f
Rumors: use enum instead of magic numbers and avoid potential crash
2015-12-04 22:58:14 +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
ffcc5ccdd2
Rumors: implement support for grail terrain rumor
2015-12-01 04:57:52 +03:00
ArseniyShestakov
15273ac0f7
Rumors: avoid repeating of same rumor twice in a row
...
Multiple rumors of same type can go in a row, but not identical rumors.
2015-12-01 02:14:11 +03:00
ArseniyShestakov
98582d628c
Rumors: move code into CGameState and add backward compatability
2015-12-01 00:44:58 +03:00
ArseniyShestakov
b2e1ee5363
CGameState: move two pathfinding-related functions to CPathfinderHelper
...
Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
d3c8ca7c1c
Pathfinding: implement duration checking for fly and water walking
...
Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.
That work for cost calculations too. Let's say you have two bonuses:
- FLYING_MOVEMENT with 20% penalty for next 2 turns
- FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
45e4cf354e
Revert "Pathfinding: do path calculation in separate thread"
...
This reverts commit f376b27999
.
2015-11-09 09:35:56 +03:00
ArseniyShestakov
f376b27999
Pathfinding: do path calculation in separate thread
2015-11-08 19:19:48 +03:00
ArseniyShestakov
6b34eb729e
Move all pathfinding-related code into new file
2015-10-27 03:34:47 +03:00
ArseniyShestakov
01257efc02
CPathfinder: get rid of curPos and pass on initializeGraph
2015-10-26 20:17:10 +03:00
ArseniyShestakov
44ca00cd16
CPathfinder: rename functions
2015-10-25 19:11:00 +03:00
ArseniyShestakov
a536691781
CPathfinder: fix typos and more code cleanups
2015-10-25 17:01:28 +03:00
ArseniyShestakov
939b3c05a1
CPathfinder: use struct instead of enum for options
...
Suggested by @DjWarmonger as better alternative from performance standpoint while struct still more organized than bunch of variables.
Other reason of change it's that in future we may need non-boolean options, e.g for patrol movement and some new pathfinder usages.
2015-10-24 15:34:27 +03:00
ArseniyShestakov
fc6f62e633
getMovementCost: get rid of useless flying parameter
2015-10-19 07:27:00 +03:00
ArseniyShestakov
9954dfb33a
CPathfinder: move flying into options and add walk on sea
2015-10-12 19:03:08 +03:00
ArseniyShestakov
0faedde6b9
CPathfinder: store pathfinding options in set instead of variables
...
There is plenty of variables now and in future I'm going to add more more once pathfinder become usable for all kind of things.
2015-10-12 10:29:39 +03:00
ArseniyShestakov
213d8c2258
CPathfinder: turn checkDestinationTile into function
...
This code was only kept as lamba to access guard related variables that is now gone.
2015-10-12 08:22:31 +03:00
ArseniyShestakov
1beacf2260
CPathfinder: move guard checks into functions
2015-10-12 08:13:10 +03:00
ArseniyShestakov
c6f9cd1e52
CPathfinder: move passability checks into renamed goodForLandSeaTransition
...
There no need in dedicated function for embark / disembark and other conditions belong there perfectly.
This function is going to check what movements are plain impossible so we don't have to bother check their cost.
2015-10-12 07:10:33 +03:00
ArseniyShestakov
ee4305cd6d
CPathfinder: move destTopVisObjID where it's belongs to
2015-10-10 19:02:21 +03:00
ArseniyShestakov
13c2b5e2d8
CPathfinder: separate teleporter exits and neighbour tile code
...
This way code that handle real neighbour tiles is more readable and teleport exits don't have to go via all checks they ignore anyway.
2015-10-10 17:17:41 +03:00
ArseniyShestakov
f15065fdc5
CPathfinder: separate neighbours code into getNeighbours
...
This is first step to make this code usable outside of calculatePaths.
2015-10-10 16:09:40 +03:00
ArseniyShestakov
2145be281a
Merge pull request #86 from ArseniyShestakov/fixQuestSaving
...
Fix saving of player's quests and bump save format version
2015-03-10 18:01:38 +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
530b63f7c4
CPathfinder: add all new code for pathfinding via teleporters
...
Each kind of teleporter have own function that determine if it's should or shouldn't be used.
For now Monolith with bidirectional channels and Subterranean Gate are united.
2015-03-08 17:13:26 +03:00
AlexVinS
b6038240ab
Implemented DISGUISE spell. Untested
2015-02-26 08:39:59 +03:00
ArseniyShestakov
7c5af02b78
Fix saving of player's quests
...
This commit break saves compatibility
2015-02-12 13:19:22 +03:00
Ivan Savenko
6c0c03d74b
Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
...
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b
Breaking things - trying to remove server-side knowledge of selected objects
2014-09-19 00:18:49 +03:00
Ivan Savenko
32240da34e
Reduced number of #include's in headers. May break compilation on Win
...
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
b2e8c92383
Cleanup:
...
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
652ceb2bde
Finally shattered CObjectHandler.cpp into tiny bits
...
- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00
Ivan Savenko
0afdfa529c
Moved all object-related files to lib/mapObjects directory.
...
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
32b6568b65
Merged changes from upstream and fixed compilation caused by API changes
2014-06-03 22:45:18 +03:00
O01eg
ad84ae64b0
Clean up.
2014-04-20 12:40:15 +04:00
O01eg
463073ebfa
Move CPrivilagedInfoCallback, IGameEventCallback and CNonConstInfoCallback to IGameCallback.h
2014-04-20 11:13:37 +04:00