CvArea.h:
dll export changes
CvCity.cpp:
event reporter iface support
bTestProduction flag on CvCity::updateSelectedCity()
const CvArtInfoBuilding* CvCity::getBuildingArtInfo(BuildingTypes eBuilding) const
const CvArtInfoBuilding* CvCity::getBuildingArtInfo(BuildingTypes eBuilding) const
CultureThreshold doesn't need speed threshold.
isBonusObsolete added to teams change
gold overflow change
int CvCity::getNumOrdersQueued() const
and
OrderData CvCity::getOrderData(int iIndex) const
replaces
CLLNode<OrderData>* CvCity::tailOrderQueueNode() const
Decay scaling for game scale.
bool CvCity::getFoodBarPercentages(std::vector<float>& afPercentages) const
bool CvCity::getProductionBarPercentages(std::vector<float>& afPercentages) const
NiColorA CvCity::getBarBackgroundColor() const
bool CvCity::isStarCity() const
int CvCity::getMusicScriptId() const
int CvCity::getSoundscapeScriptId() const
void CvCity::cheat(bool bCtrl, bool bAlt, bool bShift)
void CvCity::getBuildQueue(std::vector<std::string>& astrQueue) const
CvCity.h:
Dll export changes, and above interface additions
CvCityAI.cpp
No longer strips holy city of defenders during warfare(!)
Movement of AI_isFirstTech from CvGameAI to CvPlayerAI
CvCityAI.h
Interface cleanup
CvDLLPopupButton.cpp:
CvMessageControl and CvEventReporter changes.
City razing changes?
Changing things from pointers to vectors.
TXT_KEY_CITY_WARNING_ANSWER3 popup added (?)
CvDLLEngineIFaceBase.h:
added virtual CvPlot* pickPlot(int x, int y, NiPoint3& worldPoint) = 0;
CvDLLInterfaceIFaceBase.h
added 2nd argument to virtual void addSelectedCity(CvCity* pNewValue, bool bToggle = false) = 0;
added virtual void updatePythonScreens() = 0;
added virtual InterfaceModeTypes getInterfaceMode() = 0;
added virtual InterfaceVisibility getShowInterface() = 0;
added virtual CvPlot* getMouseOverPlot() = 0;
added virtual bool isExitingToMainMenu() = 0;
Removed some Espionage interfaces.
added virtual void getInterfaceScreenIdsForInput(std::vector<int>& aIds) = 0;
added virtual void doPing(int iX, int iY, PlayerTypes ePlayer) = 0;
CvDLLPythonIFaceBase.h:
Added is initialized.
Stripped out a bunch of other functions? Mabye delt with through other ways?
CvDLLUtilityIFaceBase.h:
added virtual void setSymbolID(int iID, int iValue) = 0;
added virtual PlayerTypes getFirstBadConnection() = 0;
added virtual int getConnState(PlayerTypes ePlayer) = 0;
added virtual void reportStatistics() = 0;
Removed a huge amount of stuff? (maybe moved elsewhere? Message control?)
CvDLLWidgetData.cpp:
EventReporter and MessageControl changes.
CvDeal.cpp:
Blocked trading obsolete bonuses.
CvDefines.h:
Removed TUTORIAL_MOD_NAME
New files: CvDllPythonEvents.*, CvDllTranslator.*
CvEnums.h:
Cleanup...
GlobeLayerTypes added (strategy, trade, unit, resource, religion, culture)
GlobeLayerUnitOptionTypes added (all, team, enemies in territory, enemies, domestics)
GlobeLayerResourceOptionTypes (all, strategic, happy, health)
PlotIndicatorVisibilityFlags (always, onscreen, offscreen, onglobe, never)
UnitSubEntityTypes (normal, leader, siege, count)
CivilopediaWidgetShowTypes (none, land, air)
Added files: CvEventReporter.*
CvGame.cpp:
calling python functions by string name (!), which explains the deleted python* functions in the DLL.
// add floodplains to any desert tiles the new river passes through
Added in feature seeding code to boost chosen starting location.
A secretary general timer fix? For eVoteSource? (preventing one thing spam, dunno)
Removed some message sending/recieving code
Moved the culture threshold code to here (including game timing).
added bool CvGame:
ythonIsBonusIgnoreLatitudes() const
CvGame.h:
Doesn't look like much. Got bored reading it
CvGameAI.cpp:
AI_isFirstTech added (moved from elsewhere I think?)
CvGameCoreDLL.vcproj:
Added files
CvGameCoreUtils.cpp:
Some CollateralDamage change happens here.
CvGameCoreUtils.h:
Interface cleanup, and removing obsolete functions.
CvGameInterface.cpp:
MessageControl changes
added bool CvGame::selectCity(CvCity* pSelectCity, bool bCtrl, bool bAlt, bool bShift) const
added void CvGame::getGlobeLayers(std::vector<CvGlobeLayerData>& aLayers) const
added CvPlot* CvGame::getNewHighlightPlot() const
added ColorTypes CvGame::getPlotHighlightColor(CvPlot* pPlot) const
added void CvGame::loadBuildQueue(const CvString& strItem) const
added void CvGame::cheatSpaceship() const
added DomainTypes CvGame::getUnitDomain(UnitTypes eUnit) const
added const CvArtInfoBuilding* CvGame::getBuildingArtInfo(BuildingTypes eBuilding) const
added bool CvGame::isWaterBuilding(BuildingTypes eBuilding) const
added CivilopediaWidgetShowTypes CvGame::getWidgetShow(BonusTypes eBonus) const
added CivilopediaWidgetShowTypes CvGame::getWidgetShow(ImprovementTypes eImprovement) const
added VictoryTypes CvGame::getSpaceVictory() const
added void CvGame::nextActivePlayer(bool bForward)
added int CvGame::getNextSoundtrack(EraTypes eLastEra, int iLastSoundtrack) const
added int CvGame::getSoundtrackSpace() const
added bool CvGame::isSoundtrackOverride(CvString& strSoundtrack) const
added void CvGame::initSelection() const
added bool CvGame::canDoPing(CvPlot* pPlot, PlayerTypes ePlayer) const
added bool CvGame::shouldDisplayReturn() const
added bool CvGame::shouldDisplayEndTurn() const
added bool CvGame::shouldDisplayWaitingOthers() const
added bool CvGame::shouldDisplayWaitingYou() const
added bool CvGame::shouldDisplayEndTurnButton() const
added bool CvGame::shouldDisplayFlag() const
added bool CvGame::shouldDisplayUnitModel() const
added bool CvGame::shouldShowResearchButtons() const
added bool CvGame::shouldCenterMinimap() const
added EndTurnButtonStates CvGame::getEndTurnState() const
added void CvGame::handleCityScreenPlotPicked(CvCity* pCity, CvPlot* pPlot, bool bAlt, bool bShift, bool bCtrl) const
added void CvGame::handleCityScreenPlotDoublePicked(CvCity* pCity, CvPlot* pPlot, bool bAlt, bool bShift, bool bCtrl) const
added void CvGame::handleCityScreenPlotRightPicked(CvCity* pCity, CvPlot* pPlot, bool bAlt, bool bShift, bool bCtrl) const
added void CvGame::handleCityPlotRightPicked(CvCity* pCity, CvPlot* pPlot, bool bAlt, bool bShift, bool bCtrl) const
added void CvGame::handleMiddleMouse(bool bCtrl, bool bAlt, bool bShift)
added void CvGame::handleDiplomacySetAIComment(DiploCommentTypes eComment) const
CvGameTextMgr.cpp:
Collateral damage message tweak?
Added "building replaced by" text to the civopedia.
added void CvGameTextMgr::getCityBillboardFoodbarColors(CvCity* pCity, std::vector<NiColorA>& aColors)
added void CvGameTextMgr::getGlobeLayerName(GlobeLayerTypes eType, int iOption, CvWString& strName)
added void CvGameTextMgr::getPlotHelp(CvPlot* pMouseOverPlot, CvCity* pCity, CvPlot* pFlagPlot, bool bAlt, CvWStringBuffer& strHelp)
added void CvGameTextMgr::getRebasePlotHelp(CvPlot* pPlot, CvWString& strHelp)
added void CvGameTextMgr::getNukePlotHelp(CvPlot* pPlot, CvWString& strHelp)
added void CvGameTextMgr::getInterfaceCenterText(CvWString& strText)
added void CvGameTextMgr::getTurnTimerText(CvWString& strText)
added void CvGameTextMgr::getFontSymbols(std::vector< std::vector<wchar> >& aacSymbols, std::vector<int>& aiMaxNumRows)
added void CvGameTextMgr::assignFontIds(int iFirstSymbolCode, int iPadAmount)
added void CvGameTextMgr::getCityDataForAS(std::vector<CvWBData>& mapCityList, std::vector<CvWBData>& mapBuildingList, std::vector<CvWBData>& mapAutomateList)
added void CvGameTextMgr::getUnitDataForAS(std::vector<CvWBData>& mapUnitList)
added void CvGameTextMgr::getImprovementDataForAS(std::vector<CvWBData>& mapImprovementList, std::vector<CvWBData>& mapRouteList)
added void CvGameTextMgr::getVisibilityDataForAS(std::vector<CvWBData>& mapVisibilityList)
added void CvGameTextMgr::getTechDataForAS(std::vector<CvWBData>& mapTechList)
added void CvGameTextMgr::getUnitDataForWB(std::vector<CvWBData>& mapUnitData)
added void CvGameTextMgr::getBuildingDataForWB(bool bStickyButton, std::vector<CvWBData>& mapBuildingData)
added void CvGameTextMgr::getTerrainDataForWB(std::vector<CvWBData>& mapTerrainData, std::vector<CvWBData>& mapFeatureData, std::vector<CvWBData>& mapPlotData, std::vector<CvWBData>& mapRouteData)
added void CvGameTextMgr::getTerritoryDataForWB(std::vector<CvWBData>& mapTerritoryData)
added void CvGameTextMgr::getTechDataForWB(std::vector<CvWBData>& mapTechData)
added void CvGameTextMgr::getPromotionDataForWB(std::vector<CvWBData>& mapPromotionData)
added void CvGameTextMgr::getBonusDataForWB(std::vector<CvWBData>& mapBonusData)
added void CvGameTextMgr::getImprovementDataForWB(std::vector<CvWBData>& mapImprovementData)
added void CvGameTextMgr::getReligionDataForWB(bool bHolyCity, std::vector<CvWBData>& mapReligionData)
added void CvGameTextMgr::getCorporationDataForWB(bool bHeadquarters, std::vector<CvWBData>& mapCorporationData)
CvGameTextMgr.h:
Support for above additional interfaces etc.
CvGlobals.cpp:
added int CvGlobals::getNumGlobeLayers() const
CvGlobals.h:
DllExport changes
CvInfos.cpp:
"UseLSystem"?! removed?
Might be a serialization breaker.
CvMap.cpp:
Changes to how "get grid size" is called in python.
And latitude.
And wrap x/y
CvMapGenerator.cpp:
No real changes that I noticed.
Added CvMessageControl.* CvMessageData.*
CvPlayer.cpp:
FORCE_UNOWNED_CITY_TIMER constant added (used to be 2)
Some "times100" function calls cleaned up (in particular, culture).
Blocked some espionauge code when there is no espionage.
Changed the leader name when a split empire spawns
added UnitTypes CvPlayer::getTechFreeUnit(TechTypes eTech)
added int CvPlayer::getIntroMusicScriptId(PlayerTypes eForPlayer)
added int CvPlayer::getMusicScriptId(PlayerTypes eForPlayer)
added void CvPlayer::getGlobeLayerColors(GlobeLayerTypes eGlobeLayerType, int iOption, std::vector<NiColorA>& aColors, std::vector<CvPlotIndicatorData>& aIndicators)
added void CvPlayer::getTradeLayerColors(std::vector<NiColorA>& aColors, std::vector<CvPlotIndicatorData>& aIndicators)
added void CvPlayer::getUnitLayerColors(GlobeLayerUnitOptionTypes eOption, std::vector<NiColorA>& aColors, std::vector<CvPlotIndicatorData>& aIndicators)
added void CvPlayer::getResourceLayerColors(GlobeLayerResourceOptionTypes eOption, std::vector<NiColorA>& aColors, std::vector<CvPlotIndicatorData>& aIndicators)
added void CvPlayer::getReligionLayerColors(ReligionTypes eSelectedReligion, std::vector<NiColorA>& aColors, std::vector<CvPlotIndicatorData>& aIndicators)
added void CvPlayer::getCultureLayerColors(std::vector<NiColorA>& aColors, std::vector<CvPlotIndicatorData>& aIndicators)
added void CvPlayer::cheat(bool bCtrl, bool bAlt, bool bShift)
added CvArtInfoUnit* CvPlayer::getUnitArtInfo(UnitTypes eUnit, int iMeshGroup)
added bool CvPlayer::hasSpaceshipArrived()
CvPlayer.h:
Changed some functions that returned CvString references to returning CvStrings
CvPlayerAI.cpp:
getTechFreeUnit <-> getFirstFreeUnitClass fix.
AI_getAttitudeFromValue <-> AI_getAttitude bug fix(!)
Nuke banning AI added.
getCivicPercentAnger fixes (the emancipation bug?)
Fixed the "skip civic/religion changes during golden ages" bug.
Fixed "if ((iTheirValue < iOurValue) && (eBestGiveTech != NO_TECH))" -- reversed the > to a < -- in diplo (!)
Added bool CvPlayerAI::AI_isFirstTech(TechTypes eTech)
CvPlayerAI.h:
interface changes mentioned above.
const/mutable changes.
CvPlot.cpp:
Areal unit 'explore command thing' changes, I think.
Added int CvPlot::getNumVisibleUnits(PlayerTypes ePlayer)
// Building or removing a fort will now force a plotgroup update to verify resource connections.
added int CvPlot::getAreaIdForGreatWall()
added int CvPlot::getSoundScriptId()
added int CvPlot::get3DAudioScriptFootstepIndex(int iFootstepTag)
added float CvPlot::getAqueductSourceWeight()
added bool CvPlot::shouldDisplayBridge(CvPlot* pToPlot, PlayerTypes ePlayer)
added bool CvPlot::checkLateEra()
CvPlot.h:
Interface changes for above.
CvSelectionGroup.cpp:
Pure spy stacks are treated differently. Possibly involving danger calculations?
Aha! Groups respond to danger nearby them, instead of walking right by it, unless they are a spy?
aCargoGroups improved management (reducing bloat?)
Added CvStatistics.*
CvStructs.h:
added struct CvPlotIndicatorData
added struct CvGlobeLayerData
added struct CvFlyoutMenuData
added struct CvStatBase/struct CvStatInt/struct CvStatString/CvStatFloat
added struct CvWBData
CvTeam.cpp:
added bool CvTeam::isBonusObsolete(BonusTypes eBonus)
added void CvTeam::getCompletedSpaceshipProjects(std::map<ProjectTypes, int>& mapProjects)
added int CvTeam::getProjectPartNumber(ProjectTypes eProject, bool bAssert)
added bool CvTeam::hasLaunched()
CvTeam.h:
Interface changes for above.
CvTeamAI.cpp:
Closeness value is made more important. Before it was /16, now it is /4 if aggressive and /2 otherwise.
Added 'city threat bloodlust' -- if they have more endangered cities than we do, divide iValue by 3.
The AI_getAttitudeFromValue patch.
CvUnit.cpp:
added if (m_pUnitInfo->isHiddenNationality()) can enter rival territory (automatically).
canMoveInto has an "ignore load" flag.
Intercepting units _cannot withdraw_ as "they are really the defender".
added minodds to bestSeaPillageInterceptor.
A glow fix when you move a unit to NULL?
iCombatDamage is no longer used (serialization incompatibility on the '3.19->3.17' direction).
Changes to how colleteral damage is calculated.
Dead units trigger no events.
added int CvUnit::getGroupSize()
added int CvUnit::getGroupDefinitions()
added int CvUnit::getUnitGroupRequired(int i)
added bool CvUnit::isRenderAlways()
added float CvUnit::getAnimationMaxSpeed()
added float CvUnit::getAnimationPadTime()
added char* CvUnit::getFormationType()
added bool CvUnit::isMechUnit()
added bool CvUnit::isRenderBelowWater()
added int CvUnit::getRenderPriority(UnitSubEntityTypes eUnitSubEntity, int iMeshGroupType, int UNIT_MAX_SUB_TYPES)
added bool CvUnit::shouldShowEnemyGlow(TeamTypes eForTeam)
added bool CvUnit::shouldShowFoundBorders()
added void CvUnit::cheat(bool bCtrl, bool bAlt, bool bShift)
added float CvUnit::getHealthBarModifier()
added void CvUnit::getLayerAnimationPaths(std::vector<AnimationPathTypes>& aAnimationPaths)
added int CvUnit::getSelectionSoundScript()
CvUnit.h:
Interface changes for above.
CvUnitAI.cpp & .h:
Removed some worker move restrictions based on being human or 2/3 of AI workers.
At various spots, added calls to the following:
Added AI_seaRetreatFromCityDanger (and implemented)
Added AI_airAttackDamagedSkip (and implemented)
Added AI_airBombPlots (and implemented?)
Added AI_airStrike
Added AI_airRetreatFromCityDanger (and implemented)
Added Air missile plot bombing (2/3 chance if you reach that point?)
Added warlords creating super-medics
Told hurry units not to hurry other people's buildings (!)
Ai doesn't cheat against non-visible naval units?
CvXMLLoadUtilitySet.cpp:
Added SkipToNextVal() call?
...
and a bunch of python changes reflecting the above.
Including a bug around getRevoltProtection returning getExtraHillsDefensePercent() hehe.