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Commit Graph

257 Commits

Author SHA1 Message Date
SoundSSGood
25dea7e364 Saving costume 2024-04-27 21:35:37 +03:00
Ivan Savenko
d5a2ad1be8 Allow sending requests to move across multiple tiles at once 2024-04-20 12:28:50 +03:00
SoundSSGood
b1f52eec41 ManageBackpackArtifacts 2024-03-07 18:16:22 +02:00
Laserlicht
346beea49c
invite hero backend 2024-01-20 01:09:55 +01:00
Ivan Savenko
6b81012f31 Use variant identifier in netpacks where applicable 2023-11-08 14:00:23 +02:00
Johannes Schauer Marin Rodrigues
a1a5bc28c2
convert line endings from CRLF (Windows) to LF (Linux/Unix)
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
2023-10-19 16:23:21 +02:00
nordsoft
d7d435dcb7 Add game pause 2023-10-08 16:03:57 +02:00
Ivan Savenko
97097c20ad
Merge pull request #2874 from SoundSSGood/exchange-window-update
Exchange window update
2023-09-27 15:50:52 +03:00
Ivan Savenko
d257fb37f0 Use optional instead of Json for queries 2023-09-26 13:42:20 +03:00
SoundSSGood
a83f290e13 bulk move artifacts only equipped, only backpack 2023-09-19 13:31:42 +03:00
SoundSSGood
1b810b5b93 combined arts assembling fixed 2023-09-07 11:54:52 +03:00
Ivan Savenko
ef94e7a78a Fix build 2023-09-06 16:03:47 +03:00
Ivan Savenko
747e28947a Fix build 2023-09-06 16:03:47 +03:00
Ivan Savenko
41210c1dbf Client-side support for multiple battles 2023-09-06 16:03:47 +03:00
Ivan Savenko
036df2e0ad Support multiple battles in AI 2023-09-06 16:03:46 +03:00
Ivan Savenko
62cd8b12d4 Converted several namespace enums to enum class 2023-08-25 13:38:02 +03:00
Ivan Savenko
1bf6bbd9b6 Significantly simplified threading model in battles 2023-07-18 19:55:59 +03:00
nordsoft
4b1b58b617 Change Callback to abstract 2023-05-01 21:49:37 +04:00
Konstantin
7a5775a9f9 vcmi: use std::optional 2023-04-17 00:43:13 +03:00
SoundSSGood
ea7dd14d8b client is able to erase artifact 2023-04-08 00:41:55 +03:00
Andrey Filipenkov
c4e7e91850 fix single process build for Android 2023-03-02 12:09:48 +03:00
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
SoundSSGood
3142f32cbb Fix for callback return. More code optimization 2022-11-11 01:28:04 +02:00
SoundSSGood
9647758812 Apply suggested changes next part 2022-11-10 23:24:41 +02:00
SoundSSGood
d0895e30ef callback functions and cleaning up unused code 2022-11-06 23:41:29 +02:00
Andrii Danylchenko
82a9f82e1c BattleAI: retreat 2022-10-14 12:00:56 +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
Andrii Danylchenko
b4d3445559
Merge pull request #971 from kambala-decapitator/fix-warnings
Fix most project warnings
2022-09-22 16:05:32 +03:00
Andrey Filipenkov
a1cf120ea6 add missing virtual destructors 2022-09-22 11:54:09 +03:00
Andrey Filipenkov
7e6ed0583c disable all scripting code when configuring without scripting modules 2022-09-21 19:31:42 +03:00
Dmitry Orlov
8cae3398ba Feature: Army Management Shortcuts should work as in HD+ Mod 2021-11-28 20:00:43 +02:00
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
AlexVinS
4b5910c2f4 VCAI performance improvements
* Node graph initialization optimized.
* Fixed "Unathorized obstacle access".
* Pathfinding tracing disabled with ifdef.
* Misc bonus calculation optimizations.
* Removed timestamp from log lines. Date formatting eats too much CPU.
* Paths for all heroes in Client are now cached
2019-01-17 10:50:56 +03:00
Andrii Danylchenko
f327c46fa3 AI pathfinding: rename and add const to functions 2018-10-07 14:51:27 +03:00
Andrii Danylchenko
49c872e4ec AI: replace SectorMap with new PathfinderManager 2018-10-06 16:35:31 +03:00
Andrii Danylchenko
7150fc9f71 AI: pathfinder api supports configuration 2018-09-23 15:26:53 +03:00
Alexander Shishkin
75f8c8b29a Gui cleanup4 (#446)
* use smart pointers for almost all widget fields
* use SDL2 texture for cursor
* a lot af small tweaks and formatting
* removed CompImage class, it is actually useless as long as regular SDLImage support margins
* CGuiHandler: use smart pointers for [push|pop]Int
2018-07-25 01:36:48 +03:00
Arseniy Shestakov
674242da54 CCallback: remove unregisterAllInterfaces
Not needed since CPlayerInterface no longer handle interface removal.
It's far better when CClient::endGame doing it since they owned by CClient.
2018-04-04 14:24:32 +07:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
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.
2018-04-04 14:24:26 +07:00
AlexVinS
e666b2740c Do not use CCreature in CSimpleArmy 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
Piotr Wójcik
7171fa7ad4 Formatting 2017-10-28 11:04:55 +02:00
Piotr Wójcik
58b427345f Constify 2017-10-18 21:39:04 +02:00
Piotr Wójcik
78e5d39ea0 Change variables type 2017-10-18 21:02:23 +02:00
Piotr Wójcik
f145b4be91 Correctly sacrifice many stacks or many atrifacts, fixes #2607 2017-10-14 21:30:56 +02:00
Arseniy Shestakov
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
AlexVinS
3d1a84875e Queries refactoring
* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
2017-07-03 21:43:04 +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
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
Vadim Markovtsev
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00