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Commit Graph

154 Commits

Author SHA1 Message Date
AlexVinS
d7c0c3759a Merge branch 'Zyx-develop' into develop
Conflicts:
	lib/filesystem/AdapterLoaders.h
2016-01-27 18:53:41 +03:00
Vadim Markovtsev
36eaa399e7 Add hardcodedFeature to switch winner's retreating with no troops 2016-01-27 16:42:17 +03:00
Zyx-2000
cf61837ced replaced std::string with boost::filesystem::path in several places 2016-01-16 16:36:16 +01:00
AlexVinS
3f79d001c1 Fix subObject identification 2015-12-05 12:38:36 +03:00
AlexVinS
2d5a366e6c Implemented (basic) object construction and placement
* contain refactoring of RMG and class handling (will be more)
2015-12-05 12:36:42 +03:00
Ivan Savenko
faa7cbff18 Fixed gcc/clang warnings 2015-12-04 01:17:43 +02:00
DjWarmonger
2e70d8a084 - VCMI will now read templates from mods
- Added partial schema for RMG template
2015-05-26 18:19:41 +02:00
AlexVinS
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
AlexVinS
a49da360d2 Use ESpellCastProblem inside SpellHandler 2014-11-12 06:17:03 +03:00
Ivan Savenko
db221829aa Modding-related bugfixes:
- hero classes will be loaded correctly
- objects without index will have correctly assigned ID's
2014-06-30 17:13:01 +03:00
Ivan Savenko
89b89ff85d Bugfixing. Game seems to be working without major bugs. 2014-06-15 23:25:10 +03:00
Ivan Savenko
836c466f81 - Implementation of overrides for towns
- Converted dwellings.json into new format
- Implemented "mapObject" entry in town format
- Removed capital/fort/village fields from town in favor of overrides
2014-06-15 19:43:01 +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
Ivan Savenko
67f11b1a01 - First part of objects configuration
- split objects into 3 files (for now)
- integrated object class handler into mod handler
2014-05-24 15:45:29 +03:00
Ivan Savenko
7f276185bd Moving files:
- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00
AlexVinS
f2b61f7e69 Spell configuration: introduce simplifaction mechanism for level conficuration
* also aviable for other handlers
2014-05-18 18:47:18 +04:00
Ivan Savenko
419a2797c8 Implemented basic loading from JSON 2014-05-17 17:50:11 +03:00
Macron1Robot
13ea6e39f0 Update CModHandler.cpp
Removed checking of defaultMods.json values
2014-04-28 23:15:36 +04:00
Macron1Robot
2355f3abe1 Update CModHandler.cpp
Corrected errors
2014-04-28 11:07:44 +04:00
Macron1Robot
13cd400d27 Update CModHandler.cpp
Corrected error handling in CModHandler::loadConfigFromFile
2014-04-28 11:03:54 +04:00
Macron1Robot
8ec7a9b919 Moved "max heroes on map per player", "max heroes available for player" to "defaultMods.json" 2014-04-27 10:43:46 +04:00
Ivan Savenko
333a51a48a Launcher now supports submods. See forum thread for details. 2014-03-20 17:06:25 +00:00
Ivan Savenko
7f6f125b4c First part of submods support.
- VCMI will load mods from Mods directory recursively. Submods must be
placed into additional Mods directory, e.g.
<data dir>/Mods/<mod name>/Mods/<submod name>

- submods will be loaded only if their parent mod was enabled
- submods namespace for objects will be "<parent mod ID>.<submod ID>"

- TODO: Launcher is not aware of submods yet (seems to be working but
may behave incorrectly)
2014-03-15 10:57:34 +00:00
Ivan Savenko
d2ae847ecf - files in local directories (saves & configs) now always have higher
priority than mods. Fixes #1685 and #1733
- fixed possible crash on exit in dispose() function
- (vcmibuilder) fixes problem with partial mp3 -> ogg conversion
2014-03-08 16:05:23 +00:00
alexvins
4203d69525 Part 2 of new spell configuration
1) spell handler refactored to support modding in general way
2) imunnity icons moved to WoG as they depends on wog`s graphics
3) introduced new class template for handlers (todo: use this in other handlers)
4) save format changed
5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config)
6) new format documented on wiki, added json schema.

* more split of registertypes - fixes 32 mingw build
2014-03-07 13:21:09 +00:00
Ivan Savenko
94a6e02107 - found yet another missing victory condition, fixes 1684 2014-02-02 11:05:05 +00:00
Ivan Savenko
27be6a8f13 - new mods (not mentioned in modSettings.json) will be enabled by
default
2014-01-30 14:51:15 +00:00
Ivan Savenko
bc1e726be4 - fixed crash on loading modsettings.json from 0.94 2014-01-09 20:15:32 +00:00
Ivan Savenko
2c4c964a45 Large rewrite of adventure map objects:
- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00
Ivan Savenko
7e02f6b670 Support for overriding victory/defeat conditions from h3m map or
campaign:
- new file MapFormatJson that implements small subset of Json map
format, as described on wiki
- vcmi will read overrides from file config/mapOverrides.json (currently
empty)
- Json writer for logical expressions

TODO: write data for map overrides
2013-12-30 23:09:58 +00:00
Ivan Savenko
0c5be52a42 Win/loss conditions based on logical expressions, yet another large
changeset:
- victory/defeat will be detected using triggered events
- vcmi will convert h3 conditions into set of triggered events
- it is possible to either change number of days without towns or even
remove this loss condition completely
- possibility of custom win/loss text and icons in pregame (no longer
connected to win/loss conditions)

Still missing:
- No interface to pass custom events/victory conditions into the game 
- AI would benefit from improvemets (handle all victory conditions,
select best one to fulfill)
- You have X days till defeat message still hardcoded to 7 days
2013-12-29 11:27:38 +00:00
Ivan Savenko
c7899fc14a - improved detection of missing files
Now vcmi will detect situations when file is present in another mod
which is not marked as dependency
2013-12-13 08:53:44 +00:00
Ivan Savenko
ed329c5a1f - minor refactoring for filesystem, moved checksum calculation to
loading stage from initialization
- fixes for launcher
2013-12-11 17:12:39 +00:00
Ivan Savenko
ee1b0459e6 Extended building dependencies:
- buiding/structure lists must use object format. This may break some
outdated mods.
- generic support for logical expressions that consist from and/or/not
operators.
- string ID's for buidings are now actually used.
2013-12-02 11:58:02 +00:00
Ivan Savenko
2b3405fa50 - minor optimizations
- fixed incorrect error reporting in launcher
- set WoG version to "0.0.0" so full version will be installed from repo
in future
- updated debian required packages list
- launcher will be enabled by default
2013-11-14 13:21:09 +00:00
Ivan Savenko
29d655c621 Trying to organize mod handler a bit better.
- vcmi will now generate checksum for base game (H3 data)
- only text files in Data in config directories affect checksum
2013-11-11 20:11:51 +00:00
Ivan Savenko
f691061d94 A bit improved error reporting for checksum calculation. 2013-11-10 13:43:55 +00:00
Ivan Savenko
29e98b2d51 - modhandler will only validate new, changed or mods that failed
validation last time.
- fixed several issues with modSettings.json file
- some refactoring of modhandler, still needs some work.
2013-11-09 19:10:16 +00:00
Ivan Savenko
dd73573c5c - vcmi can now calculate crc32 checksum of a file
- reorganized internal filesystem structure - all files from one mod are
now grouped in same FS node
- modhandler will now calculate crc32 checksum for each mod
- modhandler now knows validation status of each mod

todo - use checksum to determine mods that have not changed since last
start and disable validation for them.
2013-11-08 20:36:26 +00:00
Ivan Savenko
71d6b0fea9 - Fixed some warnings from cppcheck
- Minor improvements to JSON validation
- Cleanup in SDL_Extensions.cpp
- Implemented new propery for creature format: idle animation duration
- Disabled idle animation of some of conflux creatures (was clearly
broken)
2013-11-06 13:42:58 +00:00
Ivan Savenko
c4716d0a9a - reordered files in cmake so files with long compile times will be
compiled first.
- changed format of modSettings.json, VCMI should properly update file
on the first run.
- implemented property "defaultTavern" that acts as default value for
"tavern" entry in hero class and town formats.
2013-11-03 12:07:23 +00:00
Ivan Savenko
208df34fc2 bigfixing & new file: launcher/jsonutils.cpp
- launcher uses json parser from vcmi lib instead of one from Qt #1469
- fixed abilities overrides for some creatures #1476
- fixed hero portraits in seer huts #1402
- ttf fonts will render text in utf-8 mode. Not really useful at this point
- new settings entry, available in launcher: encoding. Unused for now.
2013-09-21 18:29:26 +00:00
Ivan Savenko
5654fef901 - ZipArchive namespace for operations with zip archives, located in CZipLoader.h/cpp.
- new fields in mod format, for use with mod manager (check config/shemas/mod.json for details)
- removed some 0.92 compatibility from mods loading
- several compile fixes
2013-08-19 11:50:53 +00:00
Ivan Savenko
b87897096c Filesystem handling is now more flexible
- removed CResourceLoader class in favor of one that implements resource loader interface
- removed global pool of files, in favour of more dynamic approach
- renamed some files to match current situation
All these changes are needed mostly for future mod manager + .zip support
2013-07-28 14:49:50 +00:00
Michał W. Urbańczyk
0eb496fb57 Fixed #1338 and #1341. Introduced post-load step to ease initialization of bonus source ids. 2013-07-21 14:19:29 +00:00
Ivan Savenko
f82122d9be second part of c++11 update. gcc 4.5 and VS 2010 are no longer supported
- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
2013-06-29 13:05:48 +00:00
Ivan Savenko
2b45e13c5c c++03 -> c++11 switch:
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions

NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00
Michał W. Urbańczyk
1e8e932323 Logging around #1237. Typos. 2013-05-30 12:14:39 +00:00
Ivan Savenko
dca8e9fa6f - removed access to one wog file
- removed way to avoid dependency checking in identifiers resolution
- minor fixes
2013-05-21 22:11:44 +00:00
Ivan Savenko
b20f8fd3d4 - fixed uninitialized access into modHander
- fixed  #389
2013-04-28 15:06:14 +00:00
Ivan Savenko
ecb644fce4 - fix to last commit 2013-04-26 07:40:46 +00:00
Ivan Savenko
8297102350 - some groundwork for wog optionality
- moved wog artifacts to wog mod
2013-04-25 21:50:55 +00:00
Ivan Savenko
8273f323b1 - it is possible to edit data of another mod or H3 data via mods
- mods can access only ID's from dependenies, virtual "core" mod and itself (optional for some mods compatibility)
- metadata field for JsonNode, used to track source mod
- moved wog creatures into wog mod
- (linux) convertMP3 option for vcmibuilder for systems where SDL_Mixer can't play mp3's
2013-04-25 14:03:35 +00:00
Ivan Savenko
c6cc6e6301 Large changeset, first part of editing H3 objects via mods feature. Changes:
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector

- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)

Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
2013-04-21 12:49:26 +00:00
beegee1
c7c2686379 - Integrated the logging API into the client and the lib - Remove some more comments and switched to /// style - Fixed recursive locks - Added Global.h to CMakeLists(now visible in qt-creator) - Removed usage of shared_mutex - Added unique_ptr to CLogger targets 2013-04-09 14:31:36 +00:00
beegee1
ee51c5beb5 - Renamed /lib subfolders to lowercase 2013-04-07 10:48:07 +00:00
Ivan Savenko
0307639c32 properly initialize settings when configuration was not found 2013-04-02 21:39:32 +00:00
Ivan Savenko
c927913f5f - Improved json validation. Now it support most of features from latest json schema draft
- Set of schemas in config/schemas directory that are used to validate input from mods.
2013-04-02 17:06:43 +00:00
Ivan Savenko
b413d80ccc - better logging of some config files errors
- restored lvl 10 for some dragons
2013-03-09 13:16:35 +00:00
alexvins
2eb8263e51 Basic Configuration for bonus types
* introduced new handler BonusTypeHandler
* config\bonusnames.json converted to common format and splitted info main and localizable parts
* hanlders initialization refactored
2013-03-06 18:49:56 +00:00
Ivan Savenko
f306d7bb70 some changes towards editing H3 objects via mods. Should be stable, report if not.
- removed duplicated json loading code in handlers
- simpler and mod-friendly handling of combined artifacts
- reorganized CCreature to avoid huge number of fields in one structure
2013-03-02 16:55:51 +00:00
DjWarmonger
5f4fb22f53 Several fixes to combined artifacts added via mods. 2013-03-02 09:11:52 +00:00
mateuszb
10fbe7b11e primary skill identifiers for bonuses 2013-02-25 09:48:26 +00:00
DjWarmonger
ce15eb37c2 - Fixed serialization of limiters
- Hero can now can have several separate specialty nodes
- Fixed typo (speciality->specialty)
- Fixed several crashes related to commanders
- Improvements to specialty handling, bugfixes and temporary solutions for upcoming hero specialties in mods
2013-01-17 18:15:00 +00:00
alexvins
68e91ada1c [refactor]
* spells are now more configurable (unused yet, WiP)
* a few more cleanups
2013-01-15 14:20:48 +00:00
Ivan Savenko
7e7d12095b - basic support for dependencies\conflicts for mods
- adventure map objects transparency should be more similar to h3
2013-01-10 18:53:49 +00:00
alexvins
4bc2fd5519 [c::b] renamed map subfolder to workaround dependency tracking bug 2013-01-03 12:19:20 +00:00
DjWarmonger
1807a8a536 - Bonus subtype will now be resolved using string identifiers.
- Registered secondary skills and resource names in identifier pool
2012-12-26 09:46:09 +00:00
Ivan Savenko
8824f5e2d5 - H3 creatures use subset of mod creature format (todo - unify code)
- creatures configs moved into confg/creatures files, similar to factions.
 - creatures ID's use same camelCase format as the rest of the game
2012-12-22 16:47:12 +00:00
DjWarmonger
0e06ac15ad - Commanders are now a part of faction config
- Support for external dwellings for new towns
2012-12-19 16:35:58 +00:00
DjWarmonger
99e7177d57 Fixed unitialized ptrs in CArtifacts.
Parsing for adventure map def for artifacts.
2012-12-16 11:35:14 +00:00
Ivan Savenko
d2ee602b29 - fix uninitialized cursor
- stubs for loading heroes and classes from mods (no real code yet)
- heroes loading uses string IDs for secondary skills, some cleanup in HeroHandler
2012-12-15 08:47:02 +00:00
DjWarmonger
62a281a665 Complete parsing for new Artifacts. iconIndex needs to be handled.
Otherwise, they are ready for test.
2012-12-13 14:27:33 +00:00
Ivan Savenko
04358ed0c6 multiple changes in config system, breaks existing mods. See upcoming post on forums.
- filesystem initialization works in conjuction with modHandler
- (config) split buildings.json in multiple files in "factions" directory
- (mods) merged filesystem.json and config/mod.json into mod.json
2012-12-12 11:13:57 +00:00
Ivan Savenko
85a23e298c - generic string ID -> numeric ID resolution system
- - hero army and creature upgrade names are resolved using new system
- - faction names and creatures in towns are resolved using new system
- (linux) replaced build_data.sh with hopefully better vcmibuilder script
- minor fixes
2012-12-03 16:00:17 +00:00
DjWarmonger
13a5a820d0 - Fixed #1032
- Fixed upgrades not working after recent changes. Now all upgrades will be handled by creature names.
2012-11-14 15:26:33 +00:00
Ivan Savenko
f7915d9e61 - removed creature-related code from ModHandler
- new towns can be loaded as mods
 - removed separate DefInfos for towns\capitals
 - a bit simpler handling of adventure map def's
2012-11-13 11:52:23 +00:00
Ivan Savenko
fcc66b7bb9 - fixed RPATH in cmake
- minor fixes
2012-10-08 15:21:59 +00:00
Ivan Savenko
2001aeac92 - typo fix 2012-09-29 17:16:07 +00:00
Ivan Savenko
b1557bc6c4 - fixes #1105
- minor improvement to resolution selection dialog
- removed (hopefully) all cases where neutral faction uses id -1
2012-09-29 15:10:56 +00:00
Michał W. Urbańczyk
f30ee8ff04 * fixed possible corruption of pack sent by server when player request is rejected
* BattleAI will restore callback to its previous state, fixes freeze after battle #1104
* BattleAI won't lose turn when unable to correctly evaluate a spell
* VCAI will correctly recognize hero standing on town entrance
* War machines of defender will have correctly set side
* Faction 9 as neutral causes crashes, changing to -1 as used elsewhere in the code
2012-09-29 14:44:06 +00:00
DjWarmonger
906fa04a60 Tweaks for creature bonuses. 2012-09-26 19:02:44 +00:00
Ivan Savenko
15a7f43e11 - fixed #1075, #1080, #1081
- fixed some warnings from cppcheck
2012-09-26 13:13:39 +00:00
DjWarmonger
7759ed017e -Fixed abilities for new creatures not being displayed in creature window
-Fixed crash with rank-range limiter used with stack experience disabled
2012-09-26 05:13:47 +00:00
DjWarmonger
8e78c86fe9 Parsing for stack experience and all other properties specified by creature format. Functionality untested due to other bugs in engine :( 2012-09-25 12:41:48 +00:00
mateuszb
6a81c8b1af * campaign against magic numbers
* ArtifactID was misleading and wrongly used in one place -- renamed and fixed
* minor changes
2012-09-23 18:01:04 +00:00
Ivan Savenko
3fcba4fb5c - fixed crash on start of some campaigns
- allowed on map factions is now set instead of bit field
2012-09-23 14:32:49 +00:00
Ivan Savenko
8f936cd34d - added battleAI to CMake, compile fixes
- icons config for towns and creatures
2012-09-22 15:10:15 +00:00
DjWarmonger
e2bfd53c98 - Fixed some issues and crashes
- Simplified projectile handling. New creatures can now shoot.
2012-09-21 19:49:35 +00:00
DjWarmonger
f38244bb5a Fixed adventure map defs for new creatures. 2012-09-21 08:08:18 +00:00
DjWarmonger
16adfa3aa7 - Fixed crash on creature window drawn for neutral faction
- Fixed sound parsing. Check forum for updated mod.

It is now possible to attack & fight new creatures without crash.
2012-09-21 07:22:23 +00:00
Ivan Savenko
99dcb73a72 - filesystem.json files for wog and vcmi data
- merged puzzle map into town configuration (todo: sieges, adventure map, icons)
2012-09-20 21:28:18 +00:00
DjWarmonger
656cf5ab6a - New creatures now work in game (more or less)
- Parsing of def info for new creatures
- Fixed crash caused by neutral faction vs native terrain check
2012-09-20 18:41:16 +00:00
Ivan Savenko
2c88845b9e - compile fix 2012-09-20 16:14:23 +00:00
DjWarmonger
3f95ba8ac8 Parsing & loading for new creatures. A lot of tweaks & improvements. Still needs some work. 2012-09-19 16:10:45 +00:00
DjWarmonger
20b54a39b6 Some tweaks for mod loading. Still doesn't work. 2012-09-18 14:22:15 +00:00
DjWarmonger
abd4a96bf1 Very simple loading and adding new creatures. Needs testing. 2012-09-18 07:36:07 +00:00
DjWarmonger
9438cfc7e2 Moved creature sounds to CCreature. Sound IDs are now stored as strings.
Creature parser is complete (untested).
2012-09-17 19:00:26 +00:00
Ivan Savenko
0ca9f64573 Next part of town configuration:
- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
2012-09-05 12:49:23 +00:00