713403a0e4
Cleanup
2016-11-13 13:15:36 +03:00
5b76c3f4eb
Rebase of codebase changes for refactored serializer
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Some of newer fixes not yet merged there and save compatibility a bit off.
2016-10-27 18:12:20 +03:00
cd5c0b3297
Style tweaks.
2016-10-02 15:22:55 +03:00
04eb0e3787
CGameState::battleGetBattlefieldType: avoid crash on tile 0,0,0
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Fix issue 2524
2016-10-02 08:39:01 +03:00
2c1dddde33
Fix memory problems with BonusList
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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
68af6a0c19
Refactoring InfoAboutHero + GetHeroInfo
2016-09-28 13:22:33 +02:00
d831c087d9
Extending hero info callback
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Allow to check battle enemy hero details + adding max spell points to available data
2016-09-27 22:47:24 +02:00
c8090c78ec
CGameState::updateRumor: fix infinite loop with only one map rumor
2016-09-15 23:22:25 +03:00
c8faca8f39
Refactoring: only use RNGs explicitly to avoid bug prone code in future
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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
70abae9b51
CGameState::battleGetBattlefieldType: use RNG by ref
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For now I not sure about proper place for battleGetBattlefieldType so I left it in GS
2016-09-09 23:16:43 +03:00
ea63497b19
Move CGameState::setupBattle code to CGameHandler::setupBattle
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No reason to keep this code in GS.
2016-09-09 23:16:43 +03:00
960d93ff5f
CGameState: don't use RNG directly for easier desync debugging
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Only access random generator via CGameState::getRandomGenerator
2016-09-09 23:16:42 +03:00
f4f170bf92
Merge pull request #202 from vcmi/noncopyableBonusSystemNode2
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Didn't manage to find any crashes in newly created games. Merging.
Keep in mind that even if most of old saves will load properly some of them still corrupted beyond repair and after some turns they might eventually crash.
2016-09-04 11:06:05 +03:00
6791350975
Compile fix (operator = is ambiguous).
2016-08-30 07:50:38 +02:00
668cd83ee5
More work on static variable desyncs
2016-08-29 23:07:52 +03:00
452e28d183
Remove some useless includes found by cppclean
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This of course was tested and shouldn't break anything
2016-08-26 04:42:16 +03:00
629922f43e
Added move constructors for minimum required Bonus system`s classes
2016-08-18 15:03:59 +03:00
b3e7e2e04a
[WiP] Fix one case of bonus node copying.
2016-08-18 15:03:55 +03:00
1c292205df
More logging cleanup
2016-08-12 12:14:10 +03:00
10dbbead2d
Fix indentation of logging code and around it
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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
a59f0c23ce
Dedug tweaks
2016-02-13 17:16:00 +03:00
6e205a58b4
Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
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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
1bc41b3ba3
Merge commit '3c844002626f48007a888d4dd8b0b45ec867fc9a' into feature/VCMIMapFormat1
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Conflicts:
lib/mapObjects/CGHeroInstance.cpp
2016-02-03 05:04:44 +03:00
3926920103
Rename radious -> radius
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There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
9f3313524e
Fix 2160 dismissing a VIP hero
2016-01-27 17:10:19 +03:00
40cb48d65e
Replace std::remove_if with vstd::erase_if
2016-01-26 10:19:58 +03:00
89d986fc6a
Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
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Conflicts:
lib/CArtHandler.h
lib/mapObjects/MiscObjects.cpp
2016-01-24 15:39:41 +03:00
725cce368f
CGameState::initStartingBonus: fix amounts for wood and ore bonus
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In original game when wood and ore bonus is choosen you always get same amount of both resources.
2016-01-15 20:36:16 +03:00
383f754ed1
Starting gold bonuses must be always multiples of 100
2016-01-07 20:51:37 +03:00
37d0dad70a
Merge branch 'develop' into feature/VCMIMapFormat1
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Conflicts:
lib/CArtHandler.cpp
2016-01-01 20:28:52 +03:00
9fd1cff090
Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
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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
a051a08a46
Merge remote-tracking branch 'origin/issue/2306' into develop
2015-12-18 22:21:11 +02:00
05a34fb417
Use "Favorable" instead of "Favourable" everywhere for consistency
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Original game of course used american english version so we stick to it.
2015-12-06 02:23:41 +03:00
947edc0693
Merge branch 'develop' into feature/VCMIMapFormat1
2015-12-05 13:04:04 +03:00
0fab319c73
Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
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s reverts commit fa8a282696
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Conflicts:
AI/VCAI/VCAI.cpp
Conflicts:
AI/VCAI/VCAI.cpp
client/windows/CAdvmapInterface.cpp
lib/CPathfinder.cpp
lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
6552acdff6
Check coastal tile OTF
2015-12-05 12:36:29 +03:00
360ebcce7e
Merge pull request #145 from vcmi/feature/tavernRumors
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Tavern rumors and Thieves Guild fixes
2015-12-05 03:13:25 +03:00
89bf3592e3
Likely fixed duplicated random heroes
2015-12-05 01:40:23 +02:00
d856fde73f
Rumors: use enum instead of magic numbers and avoid potential crash
2015-12-04 22:58:14 +03:00
2a63ba148a
Thieves Guild: fix tavern map object, lvl 0 when no taverns owned
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We also now check not number of towns, but only towns that has tavern built. Also according to original mechanics all taverns always display information based on your number of taverns and not number of taverns of object owner.
2015-12-04 18:38:57 +03:00
3b3c49420f
Thieves Guild: correct number of taverns to access information
2015-12-04 17:52:30 +03:00
a62ee65d72
Rumors: implement income checking via statsHLP::getIncome
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This also fix income ranking in Thieves' Guild
2015-12-01 06:28:08 +03:00
ffcc5ccdd2
Rumors: implement support for grail terrain rumor
2015-12-01 04:57:52 +03:00
15273ac0f7
Rumors: avoid repeating of same rumor twice in a row
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Multiple rumors of same type can go in a row, but not identical rumors.
2015-12-01 02:14:11 +03:00
98582d628c
Rumors: move code into CGameState and add backward compatability
2015-12-01 00:44:58 +03:00
b2e1ee5363
CGameState: move two pathfinding-related functions to CPathfinderHelper
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Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
d3c8ca7c1c
Pathfinding: implement duration checking for fly and water walking
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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
7eebcb9d60
Artifacts: replace few more ints by ArtifactID
2015-11-07 11:46:58 +03:00
d46364c4c3
Merge branch 'develop' into issue/2306
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Need to reapply changes to pathfiner
Conflicts:
AI/VCAI/VCAI.cpp
lib/CGameState.cpp
lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
e6e975e9ef
Fix adventure map movement segfault in some scenarios
2015-10-31 20:23:13 +03:00