Updated FHeroes2 to use symlink to external SVN and patch instead of putting files to Git

This commit is contained in:
pelya
2010-11-22 18:36:27 +02:00
parent 6059838782
commit 3167e7f629
54 changed files with 9 additions and 141515 deletions

View File

@@ -53,5 +53,7 @@ for APP1 in project/jni/application/*/AndroidAppSettings.cfg; do
OLDPATH="`pwd`"
( cd project && nice -n5 $NDKBUILD -j2 V=1 && ant release && \
jarsigner -verbose -keystore "$KEYSTORE" -storepass "$PASSWORD" bin/DemoActivity-unsigned.apk $ALIAS && \
zipalign 4 bin/DemoActivity-unsigned.apk ../apk/$APP.apk && cd .. ) || exit 1
zipalign 4 bin/DemoActivity-unsigned.apk ../apk/$APP.apk && \
mkdir -p debuginfo/$APP && cp -f obj/local/armeabi/libapplication.so obj/local/armeabi/libsdl-*.so debuginfo/$APP &&
cd .. ) || exit 1
done

View File

@@ -25,9 +25,9 @@ AppVersionCode=100
AppVersionName="1.0.0"
CompiledLibraries="sdl_net sdl_mixer sdl_image sdl_ttf png intl"
CustomBuildScript=n
AppCflags='-fexceptions -finline-functions -O2 -DWITH_ZLIB -DWITH_MIXER -DWITH_NET -DWITH_XML -DWITH_IMAGE -DWITH_TTF'
AppCflags='-fexceptions -finline-functions -O2 -DWITH_ZLIB -DWITH_MIXER -DWITH_NET -DWITH_XML -DWITH_IMAGE -DWITH_TTF -DAI_EMPTY'
AppLdflags=''
AppSubdirsBuild=''
AppSubdirsBuild='fheroes2/src/engine/* fheroes2/src/fheroes2/* fheroes2/src/xmlccwrap/*'
AppUseCrystaXToolchain=y
AppCmdline='fheroes2 -d'
ReadmeText='^You may press "Home" now - the data will be downloaded in background'

View File

@@ -1,339 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
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View File

@@ -1,28 +0,0 @@
# makefile
# project: Free Heroes2
#
# Options:
# DEBUG: build in debug mode
# RELEASE: build with addons extensions
#
# WITHOUT_ZLIB: build without zlib (disable comressed save files)
# WITHOUT_MIXER: build without SDL_mixer library
# WITHOUT_AUDIOCD: disable audio cd support
# WITHOUT_NETWORK: build without SDL_net library
# WITHOUT_UNICODE: build without unicode (disable translation and ttf font)
# WITHOUT_IMAGE: build without SDL_image library (disable cache image, icn2png)
# WITHOUT_EDITOR
# WITHOUT_XML: skip build tinyxml, used for load alt. resources
# WITH_TOOLS: build tools
TARGET := fheroes2
all:
$(MAKE) -C src
@cp src/dist/$(TARGET) .
#ifndef WITHOUT_UNICODE
# @cp src/dist/$(TARGET).pot files/lang
#endif
clean:
$(MAKE) -C src clean

View File

@@ -1,26 +0,0 @@
*****************************************
AUTHORS
*****************************************
_________________________
The Free Heroes2 project
~~~~~~~~~~~~~~~~~~~~~~~~~
Andrey Afletdinov, <fheroes2@gmail.com>
* general support
Josh Matthews, <josh@joshmatthews.net>
* assorted updates and fixes
Vasya Makarov, <drmoriarty@users.sourceforge.net>
Peter Lemenkov, <peter_lemenkov@users.sourceforge.net>
* minor updates and fixes
Steven Aus, <stevenaus@users.sourceforge.net>
* heroes2 game expert
Igor Orlov, <igororlov@inbox.ru>
* Russian translation
PhoneixS <phoneixsegovia@gmail.com>
* Spanish translation

View File

@@ -1,455 +0,0 @@
SVN - up to r1945
Sep, 18, 2010
+ Updated: Dialog::ThievesGuild
+ Fixed: wince double click, wince auto videomode
+ Updated translations: russian, swedish, spanish
+ Added options: "heroes: recalculate movement points after creatures movement"
+ Fixed Heroes::ActionToDwellingRecruitMonster and Heroes::ActionToDwellingBattleMonster
+ Added "Anduran Battle Garb" artifact combined
+ Added: multiple icons for mass spells
+ Added options: heroes: surrendering gives some experience
+ Updated monster animation on maps
+ Fixed "Ultimate Stuff" sprite for Loyalty version
+ Fixed Maps::Tiles::GoodForUltimateArtifact
+ Added stats files (stevenaus ver.)
+ Fixed result for wins side
+ Fixed race/skill weight is 0, Skill::Secondary::GetWeightSkillFromRace
+ Fixed out of range for Interface::Basic::GetDimensionDoorDestination
+ Fixed zlogo leak memory
+ Added switch on/off mouse emulation
+ Added option: remember mp/sp for surrendering/retreating heroes
+ Added option for recruit hero cost to be dependent on hero level
+ Fixed default extra haste, slow values
+ Added optins: allow buy spellbook from shrines
+ Added: allow buy spellbook and visit Mage Guild for unions
+ Fixed autosave remember
+ Fixed scholar repeat dialog
Jun, 06, 2010
+ Added feature: Eagle Eye Scholar
+ Fixed heroes meetings and castle visit, with unions disabled
+ Added options: world: only the first monster will attack (H2 orig).
+ Added dynamic castle bottom passable check
+ Added dynamic intarface settings
+ Updated translation, update changelog, release out 1895
+ Fixed multiple maps: human only settings
+ Fixed multiplayer map filter
+ Fixed multiplayer map filter
+ Fixed necromancer morale info
+ Added fix for race with custom portrait
+ Added random dwelling2 builds for default castle
+ Fixed fullscreen options
+ Fixed pockept keyb, and fixed build
+ Added pocketpc virtual keyboard, remove dialog_chat.cpp
May, 27, 2010
+ Update translation files
+ Fixed: genie ability, added custom genie ability, rename battle.xml to animations.xml
+ Fixed: blind spell, dwarf magic resist, resurect dead troop
+ Fixed: necromancer morale info
+ Fixed: necromancer skeletons up
+ Fixed: battle catapult targets
+ Updated: diplomacy for surrender and join monster
+ Updated: gameover conditions (WINS_SIDE), added unions (alliance)
+ Added: pocketpc virtual keyboard
+ Fixed: dwelling count with begin week
+ Fixed: World::NewMonth actions
+ Fixed: multiplayer map filter
Apr, 24, 2010
+ Added: extended scouting capability
+ Fixed: manual set hero portrait and class type
+ Fixed: spell duration for magic monsters
+ Fixed: air element + lightning 200% damage
+ Fixed: elemental immunable mind spells
+ Added: groupped/spread battle format
+ Added: hero patrol mode
+ Update: wins/loss game conditions, update game info dialog
+ Added: battle hard skip with +2 defense
+ Fixed: autosave remember settings
+ Fixed: set guardian with last troop
+ Added: pickup artifact scenario messages
+ Added: artifacts affinities HideousMask, StatesmanQuill, CrystalBall, extra settings CrystalBall added spells Visions and IdentifyHero
+ Fixed: broken bridge animation
Apr, 9, 2010
+ Update latest translation files from launchpad
+ Update battle: fixed blind, paralize and stone
+ Added options, battle: skip turn and +2 defence
+ Fixed original version Slow and Haste speed
+ Added check save format
+ Updated battle: added check end battle after tower action
+ Fixed shipyard check
+ Updated battle: added check for probable overflow count troop
+ Added settings: no in-built requirements artifacts
+ Fixed mageguild learn hero
+ Fixed castle building animation
+ Fixed archers attack
+ Added settings: archmage can resists (20%) bad spells, magic creatures can resists (20%) same magic
+ Fixed magic resist troop battle animation
+ Updated captain: added spell book defaults, update captain stats with modificators
+ Fixed morale modificator with end battle
+ Fixed crash, out of range: hero retreat
+ Fixed Battle::Stats::GetCommander Battle::Stats::GetArmy with hypnotize and berzerker
+ Fixed dwelling population with hero present
+ Fixed artifact bar redraw
+ Added check for changes SetGuardians
+ Fixed battle AllowApplySpell without commander, fixed battle obstacle position, fixed Medusa Stone spell duration
+ Fixed archers animation handfighting attack
+ Fixed wagon camp passable sprite
+ Fixed load game and new game state
+ Updated load/save dialogue, added settings: remember last filename
+ Fixed AI magick, shots and move priority
+ Added visited Xanadu update visited shrine, update, name shrine info
+ Added confirm autosave
+ Updated visited witch hut, and name
Mar, 27, 2010
+ Added set guardian for capture objects
+ Fixed obstacles positions for battle, added archers penalty from obstacles
+ Fixed show radar opposite position for hotseat game
+ Updated: main dialogues with yellow color for header
+ Added: customizing value: heroes restore spell points per day, update globals.xml
+ Fixed name objects: Mines, Campfire, update 'Treasure Chest' and 'Sea Chest'
+ Added sorting spell for open book
+ Fixed golem attack sprite direction
+ Fixed shot sound attack
+ Fixed AI spellcast after move
+ Fixed spells 'Town Gate' and 'Town Portal' check other hero present
+ Added ext. info for joining and recruits monster dwellings, for shrine, for resources, witch hut and other
+ Added Symbian port
+ Added polish translation
+ Added more visited info check
+ Fixed whirlpool sprite detect, added customizing wirlpool percent to globals.xml
+ Update objects and artifacts names
+ Added cast spell 'Town Portal'
Mar, 20, 2010
+ Fixed Lightning Bolt damage
+ Added Dialog::Settings
+ Added plural form for monster name
+ Update text, separate context for spell Slow and speed Slow
+ Fixed Necromancy skill ability
+ Added Visions spell, and 'Identify Hero' spell
+ Update dialog scenario, set default params from last game
+ Update show status info: skip empty army
+ Fixed redraw top hero sprite with objects
+ Added 'Haunt' spell
+ Added 'Set Elemental Guardians' spell
+ Added customizing secondary skills
+ Added customization params kingdom::max_heroes
+ Fixed restore spell points from mysticism
+ Fixed 'Standing Stones' secondary visited
+ Fixed starting spell points for recruit heroes
+ Updated AI for double cell attack monsters
+ Updated battle GetDamage algorithm
Mar, 13, 2010
+ Added customizing 'Dimension Door' spell
+ Added spells customizing (spell cost and damage and others params)
+ Fixed casting spell from scroll artifact
+ Fixed Mage and ArchMage battle animation
+ Fixed battle 'Hypnotize' spell and Resurrect Spells apply
+ Fixed battle artifact 'Wizard's Hat' and 'Hourglass'
+ Fixed catapult order destroy objects
+ Added SDL-1.3 build support
+ Fixed "Start with hero in each player.." option
+ Added cast 'Dimension Door', 'Summon Boat', 'Town Gate'
+ Added customizing spells
+ Added pocketpc hardware buttons support
Mar, 7, 2010
+ Fixed joined monster
+ Fixed battle animations
+ Added status message for resurrect spells and death spells
+ Fixed battle necromancy ability
+ Fixed monster magick attack
+ Added bridge animation for battle
+ Fixed battle order speed troop
+ Updated spell action for Battle AI
+ Fixed battle wins/loss music
+ Fixed "mirror image" and "summon elemental" spell for battle
+ Fixed update dwelling population
+ Fixed recruit monster from "water altar " and "eath altar"
Feb, 17, 2010
+ Fixed Coliseum and Storm building ability
+ Added dismiss troop warning and update troop total cost info
+ Fixed game over result for wins_side
+ Fixed move point and spell point for recruit hero
+ Added customizing skill heroes and captain
+ Added customizing buildings, payments costs and profits
+ Added customizing monster stats
+ Added load alternative animation sprite for battle
+ Fixed battle morale
+ Fixed dublicate maps directory
+ Updated grown monsters on maps, fixed genie initial count
+ Fixed pyramid action
+ Fixed distrupting ray spell animation, fixed battle yellow status
+ Fixed start dialogues for loaded game
+ Fixed battle morale with skip turn
+ Fixed battle archers
Feb, 8, 2010
+ Fixed catapult animation
+ Added battle ai mass spell action
+ Fixed moat path restriction
+ Updates speed animations
+ Added system info (free memory, time for pocketpc)
+ Fixed config read
+ Updated new battle logic
Jan, 29, 2010
+ Added new battle engine, QVGA support
+ Fixed spells lasting past the end of a battle
+ Fixed spells lasting indefinitely in battle
+ Fixed monsters casting spells on dead units
+ Added heroes path store
+ Fixed hot seat crash
+ Fixed redistribute army
+ Fixed spell book filter
Nov, 27, 2009
+ fixed multiple pickup maps event
+ fixed sounds in battle being clipped. Stop battle music at end of battle summary.
+ added new mixer code, alternative sound load update code, reduce memory usage
Nov, 8, 2009
+ fixed heroes fadein/fadeout
+ fixed multiple maps event
+ update mixer
+ added options alt resource, support ogg sounds
+ added options hide ai move
+ fixed obelisk action, updated open puzzle algorithm
+ added builtin icon (mingw32, mingw32ce)
+ update artifact Arm of the Martyr
+ added artifact Spell Scroll
+ fixed heroes action (meetings/battle) with other heroes (shipmaster)
+ added rescan path for heroes with new day
+ added check full bag artifacts for heroes;
+ added ActionToTravelersTent and ActionToBarrier
+ fixed battle: fix flag, fix count troop visible
+ fixed 65k count for battle troop
Oct, 22, 2009 - Development build, 1299
+ Updated size army for heroes/castles info
+ Updated save file format version
+ Updated AI move, fix redraw status window
+ Added support translation for name and description maps, maps messages
+ Fixed recruit hero with empty army
+ Fixed restore magic point for heroes
+ Added tap delay settings, update high scores dialogue
+ Added buy magic book for pocketpc version
+ Fixed capture abandoned mine, add AI action abandoned mine
+ Fixed AI move midi cd music
+ Added store high scores and update high scores dialogue
+ Added force lang options
+ Added translation for original map files (sign, rumors, events message, sphinx riddle)
+ Added emulation the right mouse button for tap mode
+ Added low memory actions
+ Update pocketpc dialogues
+ Fixed more problems with troops moving too close in battle.
+ Keep battle win/lose music from looping. Play the puzzle music when not using midi.
+ Fixed incorrect battle results being displayed when battling AI.
+ Fixed trolls starting with much more health than they should in battle.
+ Fixed various problems in battle causing troops to attack from too far away.
Oct, 7, 2009 - Development build, 1235
+ Fixed for Battle: DrawShadow and DrawCell support 8 bit for default depth, fast move cursor for battle scene, fix left click for move current troop, set cursor WAR_NONE after kick
+ added puzzle dialogue for pocketpc version, fix for redraw heroes move
+ added binary save format
+ few updates for pocketpc version
+ added buy boat and marketplace dialogue for pocketpc
+ added tap mode and offset pointer settings for pocketpc (one touch as mouse click)
Developers
+ added WITHOUT_EDITOR, WITHOUT_ZLIB and WITHOUT_XML build options
Sep, 28, 2009 - Development build, 1210
+ More updates for pocketpc version
Sep, 17, 2009 - Development build, 1195
Users
+ Added pocketpc version interface
+ Added load fheroes2.cfg and gamedata from FHEROES2_DATA environment
+ Added new options: "use fade = on/off", "hide interface = on/off"
+ Added add hot key: m - move hero, o - system dialog, n - start new game
+ Added new interface: hide interface
+ Fixed performance, (remove delay from pathfinding)
+ Fixed castle resource panel
+ Fixed visit obelisk
+ Fixed building for differences plathorm (OSX, mingw32, wince)
+ Fixed Abandoned Mine name, add extra text in quick info.
+ Added zlib support for xml save files
+ Update music readme with more specific information.
+ Update translation files from launchpad
Developers
+ Added CONFIGURE_FHEROES2_DATA build defines for gamedata
+ Added WITHOUT_MIXER build option
+ Redistribute main loop game_startgame.cpp, move radar, buttons, status to interface gui, other small changes.
May 30, 2009 - Development build r1117
Users
+ Memory usage reductions.
+ Fixed various battle summary window glitches.
+ Fixed numerous errors with multi-cell attacks (dragons, cyclopes, etc).
+ Corrected logic error causing AI units to believe they could attack when they
shouldn't, and vice versa.
+ Added game over conditions.
+ Added puzzle piece fading effect.
+ Creatures can now receive morale boosts when not attacking.
+ Fixed text for recruiting free monster dwellings.
+ Fixed incorrect logic for halving damage through castle walls.
+ Fixed rare siuation in battle when ranged troops think they are performing a
melee attack even if they are not.
+ Fixed starting resource for AI.
+ Enabled key repeating.
+ Hero path arrows now reflect movement penalties.
+ Double clicking on an entry in a file selection box will choose that item.
+ Added Spanish translation.
+ Multiple events can now occur on the same day.
+ Fixed bug causing obelisks not to be counted past the first visited,
causing maps like Dragon Rider to now work.
+ Fixed music restarting with every step taken by a player's hero.
+ Fixed relatively rare crash involving the AI and ranged units in battle,
most obvious in the opening turn of Dragon Rider.
+ If a hero is attacked while in a castle, a castle battle is now initiated,
and as many troops as possible in the castle's army are moved into the
defending hero's army.
Developers
+ SDL_Mixer music and sound callbacks removed, as they were potentially dangerous
as used.
April 23, 2009 - Development build r1021
Users
+ Added glowing outlines around currently selected monster in battles.
+ Battle victory/defeat music now plays properly when viewing the summary.
+ Races are no longer grayed out on the scenario panel when restarting a game.
+ All units in battle now deal a minimum of 1 damage, with damage modifiers
now capped at -30% and 300% as specified in the original manual.
+ Heroes may no longer surrender to non-heroes.
+ Removed 'Upgrade' and 'Dismiss' buttons from monster info dialogs in battle.
+ Fixed bug causing enemy corpses to resurrect with 65000 units.
+ Heroes now receive experience corresponding to amount of damage dealt in battles,
and the new number displays properly in the summary dialog.
+ Extra income is no longer received on the first day of the game.
+ Added support for Eagle Eye and Necromancy skills.
+ Elves and Rangers will no longer perform hand to hand combat attacks twice.
+ Screenshots now save to files/screenshot_[time].(png|bmp)
+ Starting monster stack sizes are now more in line with Heroes II defaults.
+ Added an info window in the status bar when collecting resources.
+ Added support for Diplomacy skill: monsters will now offer to join you
if your army is powerful enough.
+ Saving and loading of games has been implemented, as has autosave
(configured in fheroes2.cfg)
+ Fixed various bugs with heroes learning spells when entering a castle
and class-specific starting spells.
+ Fixed a bug in which the computer would take over certain battles in which
a hero or captain was not present. This fixes the map Revolution, among others.
+ The keep and towers will now deal appropriate damage in castle battles.
+ Battle status messages are now visible for longer.
+ Heroes now level up at game start as they do in HoMM II.
+ Fixed a bug causing heroes to gain levels in multiple primary skills on levelup.
+ Genies now have 9% chance to halve the size of any troop attacked in battle.
+ Ghosts gain 1 unit for every unit they kill.
+ Pathfinding will now avoid tiles which would trigger a battle.
Developers
+ Added wrapper library around SDL_net and networking client/server examples.
+ Added support for replacing ICN files at runtime with other images.
March 19, 2009 - Development build r915
Users
+ Added Russian translation .po file.
+ Added actions for Mermaids, Sirens, Arenas, Stables, Barrow Mounds, Elemental Recruiting, Jails, HutMagi,
EyeMagi, and Sphinxes.
+ Added load and save game support.
+ AI battles now use battle system logic to properly decide outcomes.
+ Added support for castle and town battles.
+ Arrow keys now move the current hero, while CTRL+arrow scrolls the map view.
Developers
+ Removed libxml2 dependence
+ Added build options (WITHOUT_PNG, WITHOUT_UNICODE)
+ Battle engine rewritten to separate logic from display, and to allow
for future expansion (ie. castles/towns).
+ Added gettext support.
+ Unicode support with TTF font render.
February 1, 2009 - Development build r850
Users
+ Added icn2png convertor tools
+ Campfires now give gold rewards along with other resources. (afletdinov)
+ Numeric fields now accept keyboard input. (afletdinov)
+ Black Dragons now correctly cost 2 sulphur. (afletdinov)
+ Artifacts with resource costs are now fixed, instead of changing randomly
each time a hero touches the artifact. (afletdinov)
+ Fixed maps generating the same random artifact multiple times. (afletdinov)
+ Added actions for Tree of Knowledge, Oracle, and Demon Cave map objects. (afletdinov)
+ Fixed various endian issues which made fheroes2 unplayable on AmigaOS. (afletdinov)
+ Added keyboard hotkeys for buttons on the main menu and ending the turn in game.
(afletdinov, revvy)
Developers
+ Nothing.
December 25, 2008 - Development build r807
Users
+ Heroes now level up and learn new skills based on race tables from
HoMM II. (afletdinov)
+ Wide monsters in battle now properly reflect in place, fixing a number of
overlapping troop bugs. (revvy)
+ Animation speed on the main adventure screen can now be controlled from the
settings panel in game. (afletdinov)
+ Added animations for previously static objects (stone liths, treasure chests,
fountains). (afletdinov)
+ Added rudimentary AI for castle building, recruiting troops and controlling
heroes. (afletdinov)
+ Stopped end turn confirmation dialog from appearing when all heroes cannot
move any further along their paths, but still have movement points
remaining. (revvy)
+ Added music to Barbarian castle. (afletdinov)
+ Tiles surrounding a monster on the adventure screen now show the battle
mouse cursor. (afletdinov)
+ Battle summary screen no longer misses some captured artifacts. (revvy)
+ Added ultimate artifact puzzle interface. (revvy, afletdinov)
+ Fixed a bug preventing remaining HP information from showing up in the monster
info window in battle. (revvy)
+ Fixed recurring problem in battles where AI units would walk next to a unit
but not attack. (revvy)
+ Fixed bug causing marketplace dialog to close after every trade. (revvy)
+ Fixed various problems with dialogs being slightly transparent and very ugly.
(afletdinov, revvy)
+ Fixed bug causing experience award display on battle summary screen to
always show 0. (revvy)
+ Tiles surrounding monsters on the adventure screen now display the proper
fight cursor. (afletdinov)
+ All major dialogs should respond like HoMM II to ESC and RET key presses.
(afletdinov)
+ Message boxes now display the title in proper yellow letters. (afletdinov)
+ Monsters now properly draw in front of scenery and other monsters while
moving in battle. (revvy)
+ Many more bug fixes.
Developers
+ Army::Troops has been split into Army::Troop (for storing monster type, total
number, and primary skill) and Army::BattleTroop, which holds information
about animation, hit points, and position. (revvy)
+ Fixed a couple endian issues, so fheroes2 should theoretically work perfectly
on MacOS (revvy, afletdinov)
November 20, 2008 - Development build r571
+ Everything!

View File

@@ -1,340 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

View File

@@ -1,68 +0,0 @@
# Default config fheroes2.cfg options:
#
# path to directory data
# data = data
#
# path to directory maps, you can set few maps
# maps = maps
# maps = c:\other_maps
#
# use alternative resource
# alt resource = off
#
# sound: on off
sound = on
#
# music: on,midi,cd,ext,off
music = midi
#
# sound volume: 0 - 10
# sound volume = 6
#
# music volume: 0 - 10
# music volume = 6
#
# external play music command:
# playmus command = ""
#
# video mode (640x480, 800x576, 1024x768, 1280x1024 or other divisible 32)
videomode = 800x480
#
# current animation speed: 0 - 10
# animation = 6
#
# fullscreen: on off (F4 switch)
fullscreen = on
#
# debug
debug = on
#
# use ttf fonts
# unicode = off
#
# force lang
# lang = en
#
# font name (only with unicode = on)
# fonts normal = dejavusans.ttf
# fonts small = dejavusans.ttf
# fonts normal size = 15
# fonts small size = 10
#
# fonts render engine: (blended/solid) (only with unicode = on)
# fonts render = solid
#
# network port:
# port = 5154
#
# pocket pc emulation (set auto on for videomode < 640x480)
# pocket pc = off
#
# pocket pc options:
# tap delay = 1050
# pointer offset x = 0
# pointer offset y = 0
#
# virtual key mapping:
# key_273 = '.'
# key_275 = '/'

View File

@@ -1,104 +0,0 @@
# fheroes2 hot keys
#
# 1. syntax:
# <events name> = <keycode> (do not forget to remove comments '#')
#
#
# 2.1 default events:
# default ready - (default keycode: 13 = 'return')
# default exit - (default keycode: 27 = 'esc')
# default left - (default keycode: no set)
# default right - (default keycode: no set)
#
# 2.2 system hotkeys:
# system fullscreen - (default keycode: 285 = F4)
# system screenshot - (default keycode: 316 = PRINT)
#
# 2.2 buttons:
# button newgame - (default keycode: 110 = 'n')
# button loadgame - (default keycode: 108 = 'l')
# button highscores - (default keycode: 104 = 'h')
# button credits - (default keycode: 99 = 'c')
# button standard - (default keycode: 115 = 's')
# button campain - (default keycode: 99 = 'c')
# button multigame - (default keycode: 109 = 'm')
# button settings - (default keycode: 116 = 't')
# button select - (default keycode: 115 = 's')
# button hotseat - (default keycode: 104 = 'h')
# button network - (default keycode: 110 = 'n')
# button host - (default keycode: 104 = 'h')
# button guest - (default keycode: 103 = 'g')
#
# 2.3 game events:
# end turn - (default keycode: 101 = 'e')
# next hero - (default keycode: 104 = 'h')
# next town - (default keycode: 116 = 't')
# continue move - (default keycode: 109 = 'm')
# save game - (default keycode: 115 = 's')
# load game - (default keycode: 108 = 'l')
# show file dialog - (default keycode: 102 = 'f')
# show system options - (default keycode: 111 = 'o')
# show puzzle maps - (default keycode: 112 = 'p')
# show game info - (default keycode: 105 = 'i')
# dig artifact - (default keycode: 100 = 'd')
# cast spell - (default keycode: 99 = 'c')
# default action - (default keycode: 32 = 'space')
# move left - (default keycode: 276 = 'left')
# move right - (default keycode: 275 = 'right')
# move up - (default keycode: 273 = 'up')
# move down - (default keycode: 274 = 'down')
# move top left - (default keycode: no set)
# move top right - (default keycode: no set)
# move bottom left - (default keycode: no set)
# move bottom right - (default keycode: no set)
# open focus - (default keycode: 13 = 'return')
# scroll left - (default keycode: no set)
# scroll right - (default keycode: no set)
# scroll up - (default keycode: no set)
# scroll down - (default keycode: no set)
# control panel - (default keycode: 49 = '1')
# show radar - (default keycode: 50 = '2')
# show buttons - (default keycode: 51 = '3')
# show status - (default keycode: 52 = '4')
# show icons - (default keycode: 53 = '5')
#
# 2.4 system events:
# emulate mouse toggle - (default keycode: no set)
# emulate mouse left - (default keycode: 276 = 'left')
# emulate mouse right - (default keycode: 275 = 'right')
# emulate mouse up - (default keycode: 273 = 'up')
# emulate mouse down - (default keycode: 274 = 'down')
# emulate press left - (default keycode: no set)
# emulate press right - (default keycode: no set)
# switch group - (default keycode: no set)
#
# 2.5 battle events:
# battle cast spell - (default keycode: 99 = 'c')
# battle retreat - (default keycode: 27 = 'esc')
# battle surrender - (default keycode: 115 = 's')
# battle auto switch - (default keycode: 97 = 'a')
# battle options - (default keycode: 111 = 'o')
# battle hard skip - (default keycode: 104 = 'h')
# battle soft skip - (default keycode: 32 = 'space')
# 3. events descriptions:
# default ready - ok/yes buttons
# default exit - no/cancel buttons, exit from game
# default left - left button
# default right - right button
# default action - focus on hero: if path set - continue move, or repeat object action, or open dialog
# focus on town: open dialog
# open focus - open dialog for hero/town
# emulate mouse toggle - toggle switch for "emulate mouse keys" as (mouse move/or keys)
# switch group - not used, reserved
#
#
# 4. how to retrieve keycode:
# - set "debug = 0x12" (fheroes2.cfg)
# - start game
# - go to "high scores"
# - press key (should be show dialog with keycode)
#
#
# 5. how to use this (example):
default exit = 27

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@@ -1,8 +0,0 @@
Load alternative png images.
To do this you need to define the parameter "alt resource" in the configuration file.
The approximate structure:
name.icn/001.png
name.icn/002.png
name.icn/003.png
For more detail see log file.

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@@ -1,6 +0,0 @@
<?xml version="1.0" ?>
<icn name="name.icn" count="3">
<sprite name="0.png" ox="-12" oy="30"/>
<sprite name="1.png" ox="0" oy="0"/>
<sprite name="2.png" ox="0" oy="0"/>
</icn>

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@@ -1,3 +0,0 @@
copy fheroes2.pot to ${LANGUAGE_CODE}/LC_MESSAGES/fheroes2.po
translate, and run:
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

File diff suppressed because it is too large Load Diff

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,7 +0,0 @@
#
# makefile
#
all:
msgmerge -U fheroes2.po ../../fheroes2.pot
msgfmt fheroes2.po -o fheroes2.mo

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@@ -1,24 +0,0 @@
List of required track names for full music support (ogg or mp3 support):
02.ogg - Random for Battle
03.ogg - Random for Battle
04.ogg - Random for Battle
05.ogg - Barbarian Castle
06.ogg - Sorceress Castle
07.ogg - Warlock Castle
08.ogg - Wizard Castle
09.ogg - Necromancer Castle
10.ogg - Knight Castle
11.ogg - Lava Theme
12.ogg - Wasteland Theme
13.ogg - Desert Theme
14.ogg - Snow Theme
15.ogg - Swamp Theme
16.ogg - Beach Theme
17.ogg - Dirt Theme
18.ogg - Grass Theme
23.ogg - Map Puzzle
28.ogg - AI Turns
29.ogg - Battle Wins
30.ogg - Battle Loss
42.ogg - Main Menu

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@@ -1,311 +0,0 @@
sound list:
aelmattk.ogg -
aelmkill.ogg -
aelmmove.ogg -
aelmwnce.ogg -
antimagk.ogg -
archattk.ogg -
archkill.ogg -
archmove.ogg -
archshot.ogg -
archwnce.ogg -
armgedn.ogg -
badluck.ogg -
badmrle.ogg -
berzerk.ogg -
bless.ogg -
blind.ogg -
bloodlus.ogg -
boarattk.ogg -
boarkill.ogg -
boarmove.ogg -
boarwnce.ogg -
boneattk.ogg -
bonekill.ogg -
bonemove.ogg -
bonewnce.ogg -
buildtwn.ogg -
catsnd00.ogg -
catsnd02.ogg -
cavlattk.ogg -
cavlkill.ogg -
cavlmove.ogg -
cavlwnce.ogg -
chainlte.ogg -
cntrattk.ogg -
cntrkill.ogg -
cntrmove.ogg -
cntrshot.ogg -
cntrwnce.ogg -
coldray.ogg -
coldring.ogg -
cure.ogg -
curse.ogg -
cyclattk.ogg -
cyclkill.ogg -
cyclmove.ogg -
cyclwnce.ogg -
digsound.ogg -
dipmagk.ogg -
disruptr.ogg -
drawbrg.ogg -
drgnattk.ogg -
drgnkill.ogg -
drgnmove.ogg -
drgnslay.ogg -
drgnwnce.ogg -
druiattk.ogg -
druikill.ogg -
druimove.ogg -
druishot.ogg -
druiwnce.ogg -
dwrfattk.ogg -
dwrfkill.ogg -
dwrfmove.ogg -
dwrfwnce.ogg -
eelmattk.ogg -
eelmkill.ogg -
eelmmove.ogg -
eelmwnce.ogg -
elf_attk.ogg -
elf_kill.ogg -
elf_move.ogg -
elf_shot.ogg -
elf_wnce.ogg -
erthquak.ogg -
expernce.ogg -
felmattk.ogg -
felmkill.ogg -
felmmove.ogg -
felmwnce.ogg -
fireball.ogg -
gargattk.ogg -
gargkill.ogg -
gargmove.ogg -
gargwnce.ogg -
gblnattk.ogg -
gblnkill.ogg -
gblnmove.ogg -
gblnwnce.ogg -
geniattk.ogg -
genikill.ogg -
genimove.ogg -
geniwnce.ogg -
ghstattk.ogg -
ghstkill.ogg -
ghstmove.ogg -
ghstwnce.ogg -
golmattk.ogg -
golmkill.ogg -
golmmove.ogg -
golmwnce.ogg -
goodluck.ogg -
goodmrle.ogg -
grifattk.ogg -
grifkill.ogg -
grifmove.ogg -
grifwnce.ogg -
h2mine.ogg -
halfattk.ogg -
halfkill.ogg -
halfmove.ogg -
halfshot.ogg -
halfwnce.ogg -
haste.ogg -
hydrattk.ogg -
hydrkill.ogg -
hydrmove.ogg -
hydrwnce.ogg -
hypnotiz.ogg -
keepshot.ogg -
killfade.ogg -
lichattk.ogg -
lichexpl.ogg -
lichkill.ogg -
lichmove.ogg -
lichshot.ogg -
lichwnce.ogg -
lightblt.ogg -
loop0000.ogg -
loop0001.ogg -
loop0002.ogg -
loop0003.ogg -
loop0004.ogg -
loop0005.ogg -
loop0006.ogg -
loop0007.ogg -
loop0008.ogg -
loop0009.ogg -
loop0010.ogg -
loop0011.ogg -
loop0012.ogg -
loop0013.ogg -
loop0014.ogg -
loop0015.ogg -
loop0016.ogg -
loop0017.ogg -
loop0018.ogg -
loop0019.ogg -
loop0020.ogg -
loop0021.ogg -
loop0022.ogg -
loop0023.ogg -
loop0024.ogg -
loop0025.ogg -
loop0026.ogg -
loop0027.ogg -
magcarow.ogg -
mageattk.ogg -
magekill.ogg -
magemove.ogg -
mageshot.ogg -
magewnce.ogg -
massbles.ogg -
masscure.ogg -
masscurs.ogg -
masshast.ogg -
massshie.ogg -
massslow.ogg -
medsattk.ogg -
medskill.ogg -
medsmove.ogg -
medswnce.ogg -
meteor~1.ogg -
minoattk.ogg -
minokill.ogg -
minomove.ogg -
minownce.ogg -
mirrorim.ogg -
mnrdeath.ogg -
mumyattk.ogg -
mumykill.ogg -
mumymove.ogg -
mumywnce.ogg -
nmadattk.ogg -
nmadkill.ogg -
nmadmove.ogg -
nmadwnce.ogg -
nwherolv.ogg -
ogreattk.ogg -
ogrekill.ogg -
ogremove.ogg -
ogrewnce.ogg -
orc_attk.ogg -
orc_kill.ogg -
orc_move.ogg -
orc_shot.ogg -
orc_wnce.ogg -
paralize.ogg -
phoeattk.ogg -
phoekill.ogg -
phoemove.ogg -
phoewnce.ogg -
pickup01.ogg -
pickup02.ogg -
pickup03.ogg -
pickup04.ogg -
pickup05.ogg -
pickup06.ogg -
pickup07.ogg -
pikeattk.ogg -
pikekill.ogg -
pikemove.ogg -
pikewnce.ogg -
pldnattk.ogg -
pldnkill.ogg -
pldnmove.ogg -
pldnwnce.ogg -
prebattl.ogg -
protect.ogg -
psntattk.ogg -
psntkill.ogg -
psntmove.ogg -
psntwnce.ogg -
resurect.ogg -
resurtru.ogg -
roc_attk.ogg -
roc_kill.ogg -
roc_move.ogg -
roc_wnce.ogg -
roguattk.ogg -
rogukill.ogg -
rogumove.ogg -
roguwnce.ogg -
rsbryfzl.ogg -
shield.ogg -
skelattk.ogg -
skelkill.ogg -
skelmove.ogg -
skelwnce.ogg -
slow.ogg -
sprtattk.ogg -
sprtkill.ogg -
sprtmove.ogg -
sprtwnce.ogg -
stelskin.ogg -
stoneski.ogg -
stonskin.ogg -
storm.ogg -
sumnelm.ogg -
swdmattk.ogg -
swdmkill.ogg -
swdmmove.ogg -
swdmwnce.ogg -
telein.ogg -
telptin.ogg -
telptout.ogg -
titnattk.ogg -
titnkill.ogg -
titnmove.ogg -
titnshot.ogg -
titnwnce.ogg -
treasure.ogg -
trllattk.ogg -
trllkill.ogg -
trllmove.ogg -
trllshot.ogg -
trllwnce.ogg -
unicattk.ogg -
unickill.ogg -
unicmove.ogg -
unicwnce.ogg -
vampattk.ogg -
vampext1.ogg -
vampext2.ogg -
vampkill.ogg -
vampmove.ogg -
vampwnce.ogg -
welmattk.ogg -
welmkill.ogg -
welmmove.ogg -
welmwnce.ogg -
wolfattk.ogg -
wolfkill.ogg -
wolfmove.ogg -
wolfwnce.ogg -
wsnd00.ogg -
wsnd01.ogg -
wsnd02.ogg -
wsnd03.ogg -
wsnd04.ogg -
wsnd05.ogg -
wsnd06.ogg -
wsnd10.ogg -
wsnd11.ogg -
wsnd12.ogg -
wsnd13.ogg -
wsnd14.ogg -
wsnd15.ogg -
wsnd16.ogg -
wsnd20.ogg -
wsnd21.ogg -
wsnd22.ogg -
wsnd23.ogg -
wsnd24.ogg -
wsnd25.ogg -
wsnd26.ogg -
zombattk.ogg -
zombkill.ogg -
zombmove.ogg -
zombwnce.ogg -

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@@ -1,49 +0,0 @@
<?xml version="1.0" ?>
<animations>
<!--
<icn name="unknown.icn">
<animation state="idle" start="0" count="0"/> // idle frame
<animation state="move" start="0" count="0"/> // move frame
<animation state="fly1" start="0" count="0"/> // jump up frame
<animation state="fly2" start="0" count="0"/> // fly frame
<animation state="fly3" start="0" count="0"/> // jump down frame
<animation state="shot0" start="0" count="0"/> // prepare shot frame
<animation state="shot1" start="0" count="0"/> // shot up frame
<animation state="shot2" start="0" count="0"/> // shot frame
<animation state="shot3" start="0" count="0"/> // shot down frame
<animation state="attk0" start="0" count="0"/> // prepare attack frame
<animation state="attk1" start="0" count="0"/> // attack up frame
<animation state="attk2" start="0" count="0"/> // attack frame
<animation state="attk3" start="0" count="0"/> // attack down frame
<animation state="wcne" start="0" count="0"/> // wcne frame
<animation state="kill" start="0" count="0"/> // kill frame
</icn> -->
<icn name="peasant.icn">
<animation state="idle" start="1" count="4"/>
<animation state="move" start="5" count="8"/>
<animation state="attk1" start="16" count="6"/>
<animation state="attk2" start="22" count="6"/>
<animation state="attk3" start="28" count="6"/>
<animation state="wcne" start="13" count="3"/>
<animation state="kill" start="34" count="4"/>
</icn>
<icn name="archer.icn">
<animation state="idle" start="1" count="4"/>
<animation state="move" start="5" count="8"/>
<animation state="shot0" start="16" count="4"/>
<animation state="shot1" start="20" count="4"/>
<animation state="shot2" start="24" count="4"/>
<animation state="shot3" start="28" count="4"/>
<animation state="attk0" start="32" count="4"/>
<animation state="attk1" start="36" count="3"/>
<animation state="attk2" start="39" count="3"/>
<animation state="attk3" start="42" count="3"/>
<animation state="wcne" start="13" count="3"/>
<animation state="kill" start="45" count="6"/>
</icn>
<!-- more other -->
</animations>

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@@ -1,4 +0,0 @@
<?xml version="1.0" ?>
<battle>
<genie enemy_half_percent="10" />
</battle>

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@@ -1,107 +0,0 @@
<?xml version="1.0" ?>
<buildings>
<!-- <building gold="0" wood="0" mercury="0" ore="0" sulfur="0" crystal="0" gems="0" /> -->
<thieves_guild gold="750" wood="5" />
<tavern gold="500" wood="5" />
<shipyard gold="2000" wood="20" />
<well gold="500" />
<statue gold="1250" ore="5" />
<left_turret gold="1500" ore="5" />
<right_turret gold="1500" ore="5" />
<marketplace gold="500" wood="5" />
<moat gold="750" />
<castle gold="5000" wood="20" ore="20" />
<captain gold="500" />
<mage_guild1 gold="2000" wood="5" ore="5" />
<mage_guild2 gold="1000" wood="5" mercury="4" ore="5" sulfur="4" crystal="4" gems="4" />
<mage_guild3 gold="1000" wood="5" mercury="6" ore="5" sulfur="6" crystal="6" gems="6" />
<mage_guild4 gold="1000" wood="5" mercury="8" ore="5" sulfur="8" crystal="8" gems="8" />
<mage_guild5 gold="1000" wood="5" mercury="10" ore="5" sulfur="10" crystal="10" gems="10" />
<farm gold="1000" />
<garbage_he gold="1000" />
<crystal_gar gold="1000" />
<waterfall gold="1000" />
<orchard gold="1000" />
<skull_pile gold="1000" />
<fortification gold="1500" wood="5" ore="15" />
<coliseum gold="2000" wood="10" ore="10" />
<rainbow gold="1500" crystal="10" />
<dungeon gold="3000" wood="5" ore="10" />
<library gold="1500" wood="5" mercury="5" ore="5" sulfur="5" crystal="5" gems="5" />
<storm gold="1000" mercury="10" sulfur="10" />
<shrine gold="4000" wood="10" crystal="10" />
<!-- knight dwelling -->
<thatched_hut gold="200" />
<archery_range gold="1000" />
<upg_archery_range gold="1500" wood="5" />
<blacksmith gold="1000" ore="5" />
<upg_blacksmith gold="1500" ore="5" />
<armory gold="2000" wood="10" ore="10" />
<upg_armory gold="2000" wood="5" ore="5" />
<jousting_arena gold="3000" wood="20" />
<upg_jousting_arena gold="3000" wood="10" />
<cathedral gold="5000" wood="20" crystal="20" />
<upg_cathedral gold="5000" wood="10" crystal="10" />
<!-- barbarian dwelling -->
<hut gold="300" />
<stick_hut gold="800" wood="5" />
<upg_stick_hut gold="1200" wood="5" />
<den gold="1000" />
<adobe gold="2000" wood="10" ore="10" />
<upg_adobe gold="3000" wood="5" ore="5" />
<bridge gold="4000" ore="20" />
<upg_bridge gold="2000" ore="10" />
<cyclop_pyramid gold="6000" ore="20" crystal="20" />
<!-- sorceress dwelling -->
<treehouse gold="500" wood="5" />
<cottage gold="1000" wood="5" />
<upg_cottage gold="1500" wood="5" />
<elves_arhery_range gold="1500" />
<upg_elves_archery_range gold="1500" wood="5" />
<stonehenge gold="1500" ore="10" />
<upd_stonehenge gold="1500" mercury="5" />
<fenced_meadow gold="3000" wood="10" gems="10" />
<phoenix_red_tower gold="10000" mercury="20" ore="30" />
<!-- warlock dwelling -->
<cave gold="500" />
<crypt gold="1000" ore="10" />
<nest gold="2000" />
<maze gold="3000" gems="10" />
<upg_maze gold="2000" gems="5" />
<swamp gold="4000" sulfur="10" />
<green_tower gold="15000" ore="30" sulfur="20" />
<red_tower gold="5000" ore="5" sulfur="10" />
<black_tower gold="5000" ore="5" sulfur="10" />
<!-- wizard dwelling -->
<habitat gold="400" />
<pen gold="800" />
<foundry gold="1500" wood="5" ore="5" />
<upg_foundry gold="1500" mercury="5" />
<cliff_nest gold="3000" wood="5" />
<ivory_tower gold="3500" wood="5" mercury="5" ore="5" sulfur="5" crystal="5" gems="5" />
<upg_ivory_tower gold="4000" wood="5" ore="5" />
<cloud_castle gold="12500" wood="5" ore="5" gems="20" />
<upg_cloud_castle gold="12500" wood="5" ore="5" gems="20" />
<!-- necromancer dwelling -->
<excavation gold="400" />
<graveyard gold="1000" />
<upg_graveyard gold="1000" />
<pyramid gold="1500" ore="10" />
<upg_pyramid gold="1500" ore="5" />
<mansion gold="3000" wood="10" />
<upg_mansion gold="4000" wood="5" crystal="10" gems="10" />
<mausoleum gold="4000" wood="10" sulfur="10" />
<upg_mausoleum gold="3000" ore="5" crystal="5" />
<laboratory gold="10000" wood="10" mercury="5" ore="10" sulfur="5" crystal="5" gems="5" />
</buildings>

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@@ -1,30 +0,0 @@
<?xml version="1.0" ?>
<globals>
<!-- starting resource (gold max: 65535, resource max: 255 ) -->
<starting_resource ai_always="easy">
<easy gold="10000" wood="30" mercury="10" ore="30" sulfur="10" crystal="10" gems="10" />
<normal gold="7500" wood="20" mercury="5" ore="20" sulfur="5" crystal="5" gems="5" />
<hard gold="5000" wood="10" mercury="2" ore="10" sulfur="2" crystal="2" gems="2" />
<expert gold="2500" wood="5" mercury="0" ore="5" sulfur="0" crystal="0" gems="0" />
<impossible gold="0" wood="0" mercury="0" ore="0" sulfur="0" crystal="0" gems="0" />
</starting_resource>
<!-- kingdom params -->
<kingdom max_heroes="8" />
<!-- clear fog distance -->
<view_distance town="4" castle="5" heroes="4" artifact_telescope="1" object_observation_tower="10" object_magi_eyes="9" />
<!-- additional growth -->
<castle_extra_growth well="2" wel2="8" />
<!-- restore spell point: 0 - 10 -->
<heroes spell_points_per_day="1" />
<game_over lost_towns_days="7" />
<!-- whirlpool percent: 1 - 90 -->
<whirlpool percent="50" />
</globals>

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@@ -1,158 +0,0 @@
<?xml version="1.0" ?>
<monsters>
<!--
speed:
crawling = 1,
veryslow = 2,
slow = 3,
average = 4,
fast = 5,
veryfast = 6,
ultrafast = 7,
blazing = 8,
instant = 9
-->
<!-- first: unknown monster -->
<monster skip="0" attack="1" defense="1" damage_min="1" damage_max="1" hp="1" speed="1" grown="0" shots="0" gold="0" wood="0" mercury="0" ore="0" sulfur="0" crystal="0" gems="0" />
<!-- peasant -->
<monster attack="1" defense="1" damage_min="1" damage_max="1" hp="1" speed="2" grown="12" gold="20" />
<!-- archer -->
<monster attack="5" defense="3" damage_min="2" damage_max="3" hp="10" speed="2" grown="8" shots="12" gold="150" />
<!-- ranger -->
<monster attack="5" defense="3" damage_min="2" damage_max="3" hp="10" speed="4" grown="8" shots="24" gold="200" />
<!-- pikeman -->
<monster attack="5" defense="9" damage_min="3" damage_max="4" hp="15" speed="4" grown="5" gold="200" />
<!-- veteran pikeman -->
<monster attack="5" defense="9" damage_min="3" damage_max="4" hp="20" speed="5" grown="5" gold="250" />
<!-- swordsman -->
<monster attack="7" defense="9" damage_min="4" damage_max="6" hp="25" speed="4" grown="4" gold="250" />
<!-- master swordsman -->
<monster attack="7" defense="9" damage_min="4" damage_max="6" hp="30" speed="5" grown="4" gold="300" />
<!-- cavalry -->
<monster attack="10" defense="9" damage_min="5" damage_max="10" hp="30" speed="6" grown="3" gold="300" />
<!-- champion -->
<monster attack="10" defense="9" damage_min="5" damage_max="10" hp="40" speed="7" grown="3" gold="375" />
<!-- paladin -->
<monster attack="11" defense="12" damage_min="10" damage_max="20" hp="50" speed="5" grown="2" gold="600" />
<!-- crusader -->
<monster attack="11" defense="12" damage_min="10" damage_max="20" hp="65" speed="6" grown="2" gold="1000" />
<!-- goblin -->
<monster attack="3" defense="1" damage_min="1" damage_max="2" hp="3" speed="4" grown="10" gold="40" />
<!-- orc -->
<monster attack="3" defense="4" damage_min="2" damage_max="3" hp="10" speed="2" grown="8" shots="8" gold="140" />
<!-- orc chief -->
<monster attack="3" defense="4" damage_min="3" damage_max="4" hp="15" speed="3" grown="8" shots="16" gold="175" />
<!-- wolf -->
<monster attack="6" defense="2" damage_min="3" damage_max="5" hp="20" speed="6" grown="5" gold="200" />
<!-- ogre -->
<monster attack="9" defense="5" damage_min="4" damage_max="6" hp="40" speed="2" grown="4" gold="300" />
<!-- ogre lord -->
<monster attack="9" defense="5" damage_min="5" damage_max="7" hp="60" speed="4" grown="4" gold="500" />
<!-- troll -->
<monster attack="10" defense="5" damage_min="5" damage_max="7" hp="40" speed="4" grown="3" shots="8" gold="600" />
<!-- war troll -->
<monster attack="10" defense="5" damage_min="7" damage_max="9" hp="40" speed="5" grown="3" shots="16" gold="700" />
<!-- cyclops -->
<monster attack="12" defense="9" damage_min="12" damage_max="24" hp="80" speed="5" grown="2" gold="750" crystal="1" />
<!-- sprite -->
<monster attack="4" defense="2" damage_min="1" damage_max="2" hp="2" speed="4" grown="8" gold="50" />
<!-- dwarf -->
<monster attack="6" defense="5" damage_min="2" damage_max="4" hp="20" speed="2" grown="6" gold="200" />
<!-- battle swarf -->
<monster attack="6" defense="6" damage_min="2" damage_max="4" hp="20" speed="4" grown="6" gold="250" />
<!-- elf -->
<monster attack="4" defense="3" damage_min="2" damage_max="3" hp="15" speed="4" grown="4" shots="24" gold="250" />
<!-- grand wlf -->
<monster attack="5" defense="5" damage_min="2" damage_max="3" hp="15" speed="6" grown="4" shots="24" gold="300" />
<!-- druid -->
<monster attack="7" defense="5" damage_min="5" damage_max="8" hp="25" speed="5" grown="3" shots="8" gold="350" />
<!-- greater druid -->
<monster attack="7" defense="7" damage_min="5" damage_max="8" hp="25" speed="6" grown="3" shots="16" gold="400" />
<!-- unicorn -->
<monster attack="10" defense="9" damage_min="7" damage_max="14" hp="40" speed="5" grown="2" gold="500" />
<!-- phoenix -->
<monster attack="12" defense="10" damage_min="20" damage_max="40" hp="100" speed="7" grown="1" gold="1500" mercury="1" />
<!-- centaur -->
<monster attack="3" defense="1" damage_min="1" damage_max="2" hp="5" speed="4" grown="8" shots="8" gold="60" />
<!-- gargoyle -->
<monster attack="4" defense="7" damage_min="2" damage_max="3" hp="15" speed="6" grown="6" gold="200" />
<!-- griffin -->
<monster attack="6" defense="6" damage_min="3" damage_max="5" hp="25" speed="4" grown="4" gold="300" />
<!-- minotaur -->
<monster attack="9" defense="8" damage_min="5" damage_max="10" hp="35" speed="4" grown="3" gold="400" />
<!-- minotaur king -->
<monster attack="9" defense="8" damage_min="5" damage_max="10" hp="45" speed="6" grown="3" gold="500" />
<!-- hydra -->
<monster attack="8" defense="9" damage_min="6" damage_max="12" hp="75" speed="2" grown="2" gold="800" />
<!-- green dragon -->
<monster attack="12" defense="12" damage_min="25" damage_max="50" hp="200" speed="4" grown="1" gold="3000" sulfur="1" />
<!-- red dragon -->
<monster attack="13" defense="13" damage_min="25" damage_max="50" hp="250" speed="5" grown="1" gold="3500" sulfur="1" />
<!-- black dragon -->
<monster attack="14" defense="14" damage_min="25" damage_max="50" hp="300" speed="6" grown="1" gold="4000" sulfur="2" />
<!-- halfling -->
<monster attack="2" defense="1" damage_min="1" damage_max="3" hp="3" speed="3" grown="8" shots="8" gold="50" />
<!-- boar -->
<monster attack="5" defense="4" damage_min="2" damage_max="3" hp="15" speed="6" grown="6" gold="150" />
<!-- iron golem -->
<monster attack="5" defense="10" damage_min="4" damage_max="5" hp="30" speed="2" grown="4" gold="300" />
<!-- steel golem -->
<monster attack="7" defense="10" damage_min="4" damage_max="5" hp="35" speed="3" grown="4" gold="350" />
<!-- roc -->
<monster attack="7" defense="7" damage_min="4" damage_max="8" hp="40" speed="4" grown="3" gold="400" />
<!-- magi -->
<monster attack="11" defense="7" damage_min="7" damage_max="9" hp="30" speed="5" grown="2" shots="12" gold="600" />
<!-- archmagi -->
<monster attack="12" defense="8" damage_min="7" damage_max="9" hp="35" speed="6" grown="2" shots="24" gold="700" />
<!-- giant -->
<monster attack="13" defense="10" damage_min="20" damage_max="30" hp="150" speed="4" grown="1" gold="2000" gems="1" />
<!-- titan -->
<monster attack="15" defense="15" damage_min="20" damage_max="30" hp="300" speed="6" grown="1" shots="24" gold="5000" gems="2" />
<!-- skeleton -->
<monster attack="4" defense="3" damage_min="2" damage_max="3" hp="4" speed="4" grown="8" gold="75" />
<!-- zombie -->
<monster attack="5" defense="2" damage_min="2" damage_max="3" hp="15" speed="2" grown="6" gold="150" />
<!-- mutant zombie -->
<monster attack="5" defense="2" damage_min="2" damage_max="3" hp="25" speed="4" grown="6" gold="200" />
<!-- mummy -->
<monster attack="6" defense="6" damage_min="3" damage_max="4" hp="25" speed="4" grown="4" gold="250" />
<!-- royal mummy -->
<monster attack="6" defense="6" damage_min="3" damage_max="4" hp="30" speed="5" grown="4" gold="300" />
<!-- vampire -->
<monster attack="8" defense="6" damage_min="5" damage_max="7" hp="30" speed="4" grown="3" gold="500" />
<!-- vampire lord -->
<monster attack="8" defense="6" damage_min="5" damage_max="7" hp="40" speed="5" grown="3" gold="650" />
<!-- lich -->
<monster attack="7" defense="12" damage_min="8" damage_max="10" hp="25" speed="5" grown="2" shots="12" gold="750" />
<!-- power lich -->
<monster attack="7" defense="13" damage_min="8" damage_max="10" hp="35" speed="6" grown="2" shots="24" gold="900" />
<!-- bone dragon -->
<monster attack="11" defense="9" damage_min="25" damage_max="45" hp="150" speed="4" grown="1" gold="1500" />
<!-- rogue -->
<monster attack="6" defense="1" damage_min="1" damage_max="2" hp="4" speed="5" grown="4" gold="50" />
<!-- nomad -->
<monster attack="7" defense="6" damage_min="2" damage_max="5" hp="20" speed="6" grown="4" gold="200" />
<!-- ghost -->
<monster attack="8" defense="7" damage_min="4" damage_max="6" hp="20" speed="5" grown="4" gold="1000" />
<!-- genie -->
<monster attack="10" defense="9" damage_min="20" damage_max="30" hp="50" speed="6" grown="4" gold="650" gems="1" />
<!-- medusa -->
<monster attack="8" defense="9" damage_min="6" damage_max="10" hp="35" speed="4" grown="4" gold="500" />
<!-- earth element -->
<monster attack="8" defense="8" damage_min="4" damage_max="5" hp="50" speed="3" grown="4" gold="500" />
<!-- air element -->
<monster attack="7" defense="7" damage_min="2" damage_max="8" hp="35" speed="6" grown="4" gold="500" />
<!-- fire element -->
<monster attack="8" defense="6" damage_min="4" damage_max="6" hp="40" speed="5" grown="4" gold="500" />
<!-- water element -->
<monster attack="6" defense="8" damage_min="3" damage_max="7" hp="45" speed="4" grown="4" gold="500" />
</monsters>

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@@ -1,17 +0,0 @@
<?xml version="1.0" ?>
<payments>
<!-- <payment gold="0" wood="0" mercury="0" ore="0" sulfur="0" crystal="0" gems="0" /> -->
<buy_boat gold="1000" wood="10" />
<buy_spell_book gold="500" />
<buy_spell_book_from_shrine1 gold="1250" />
<buy_spell_book_from_shrine2 gold="1000" />
<buy_spell_book_from_shrine3 gold="750" />
<!-- recruit hero: main price -->
<recruit_hero gold="2500" />
<!-- recruit hero: level price -->
<recruit_level gold="500" />
</payments>

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@@ -1,30 +0,0 @@
<?xml version="1.0" ?>
<profits>
<!-- <profit gold="0" wood="0" mercury="0" ore="0" sulfur="0" crystal="0" gems="0" /> -->
<castle gold="1000" />
<town gold="250" />
<statue gold="250" />
<dungeon gold="500" />
<sawmill wood="2" />
<alchemylab mercury="1" />
<mine_ore ore="2" />
<mine_sulfur sulfur="1" />
<mine_crystal crystal="1" />
<mine_gems gems="1" />
<mine_gold gold="1000" />
<ultimate_golden_goose gold="10000" />
<endless_sack_gold gold="1000" />
<endless_bag_gold gold="750" />
<endless_purse_gold gold="500" />
<endless_cord_wood wood="2" />
<endless_vial_mercury mercury="1" />
<endless_cart_ore ore="2" />
<endless_pouch_sulfur sulfur="1" />
<endless_pouch_crystal crystal="1" />
<endless_pouch_gems gems="1" />
</profits>

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@@ -1,81 +0,0 @@
<?xml version="1.0" ?>
<skills>
<!--
sec skill values: archery, ballistics, diplomacy, eagleeye, estates, leadership, logistics, luck, mysticism, navigation, necromancy, pathfinding, scouting, wisdom
level value: basic = 1, advanced = 2, expert = 2
spells: see spell.h
-->
<captain>
<knight attack="2" defense="2" power="1" knowledge="1" />
<barbarian attack="3" defense="1" power="1" knowledge="1" />
<sorceress attack="0" defense="0" power="2" knowledge="3" />
<warlock attack="0" defense="0" power="3" knowledge="2" />
<wizard attack="0" defense="1" power="2" knowledge="2" />
<necromancer attack="1" defense="0" power="2" knowledge="2" />
</captain>
<initial>
<knight attack="2" defense="2" power="1" knowledge="1" ballistics="1" leadership="1" />
<barbarian attack="3" defense="1" power="1" knowledge="1" pathfinding="2" />
<sorceress attack="0" defense="0" power="2" knowledge="3" book="1" spell="15" wisdom="1" navigation="2" />
<warlock attack="0" defense="0" power="3" knowledge="2" book="1" spell="19" wisdom="1" scouting="2" />
<wizard attack="0" defense="1" power="2" knowledge="2" book="1" spell="17" wisdom="2" />
<necromancer attack="1" defense="0" power="2" knowledge="2" book="1" spell="10" wisdom="1" necromancy="1" />
</initial>
<maturity>
<primary>
<under>
<!-- total sum: 100 -->
<knight attack="35" defense="45" power="10" knowledge="10" />
<barbarian attack="55" defense="35" power="5" knowledge="5" />
<sorceress attack="10" defense="10" power="30" knowledge="50" />
<warlock attack="10" defense="10" power="50" knowledge="30" />
<wizard attack="10" defense="10" power="40" knowledge="40" />
<necromancer attack="15" defense="15" power="35" knowledge="35" />
</under>
<over>
<!-- total sum: 100 -->
<knight level="10" attack="25" defense="25" power="25" knowledge="25" />
<barbarian level="10" attack="30" defense="30" power="20" knowledge="20" />
<sorceress level="10" attack="20" defense="20" power="30" knowledge="30" />
<warlock level="10" attack="20" defense="20" power="30" knowledge="30" />
<wizard level="10" attack="20" defense="20" power="30" knowledge="30" />
<necromancer level="10" attack="25" defense="25" power="25" knowledge="25" />
</over>
</primary>
<secondary>
<!-- total sum: 32 -->
<knight archery="2" ballistics="4" diplomacy="3" eagleeye="1" estates="3" leadership="5" logistics="3" luck="1" mysticism="1" navigation="2" necromancy="0" pathfinding="3" scouting="2" wisdom="2" />
<barbarian archery="3" ballistics="3" diplomacy="2" eagleeye="1" estates="2" leadership="3" logistics="3" luck="2" mysticism="1" navigation="3" necromancy="0" pathfinding="4" scouting="4" wisdom="1" />
<sorceress archery="3" ballistics="3" diplomacy="2" eagleeye="2" estates="2" leadership="1" logistics="2" luck="3" mysticism="3" navigation="4" necromancy="0" pathfinding="2" scouting="1" wisdom="4" />
<warlock archery="1" ballistics="3" diplomacy="2" eagleeye="3" estates="2" leadership="1" logistics="2" luck="1" mysticism="3" navigation="2" necromancy="1" pathfinding="2" scouting="4" wisdom="5" />
<wizard archery="1" ballistics="3" diplomacy="2" eagleeye="3" estates="2" leadership="2" logistics="2" luck="2" mysticism="4" navigation="2" necromancy="0" pathfinding="2" scouting="2" wisdom="5" />
<necromancer archery="1" ballistics="3" diplomacy="2" eagleeye="3" estates="2" leadership="0" logistics="2" luck="1" mysticism="3" navigation="2" necromancy="5" pathfinding="3" scouting="1" wisdom="4" />
</secondary>
</maturity>
<secondary>
<!--
<wisdom basic="3" advanced="4" expert="5" />
-->
<mysticism basic="2" advanced="3" expert="4" />
<leadership basic="1" advanced="2" expert="3" />
<luck basic="1" advanced="2" expert="3" />
<scouting basic="1" advanced="2" expert="3" />
<ballistics basic="0" advanced="0" expert="0" />
<estates basic="100" advanced="250" expert="500" />
<!-- percents: max 100 -->
<logistics basic="10" advanced="20" expert="30" />
<navigation basic="33" advanced="66" expert="100" />
<archery basic="10" advanced="25" expert="50" />
<necromancy basic="10" advanced="20" expert="30" />
<eagleeye basic="20" advanced="30" expert="40" />
<diplomacy basic="25" advanced="50" expert="100" />
<pathfinding basic="25" advanced="50" expert="100" />
</secondary>
</skills>

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@@ -1,139 +0,0 @@
<?xml version="1.0" ?>
<spells>
<!-- first: unknown spell -->
<spell skip="0" cost="1" />
<!-- Fireball -->
<spell cost="9" extra="10" />
<!-- Fireblast -->
<spell cost="15" extra="10" />
<!-- Lightning Bolt -->
<spell cost="7" extra="25" />
<!-- Chain Lightning -->
<spell cost="15" extra="40" />
<!-- Teleport -->
<spell cost="9" />
<!-- Cure -->
<spell cost="6" extra="5" />
<!-- Mass Cure -->
<spell cost="15" extra="5" />
<!-- Resurrect -->
<spell cost="12" extra="50" />
<!-- Resurrect True -->
<spell cost="15" extra="50" />
<!-- Haste (if set: current + extra, or zero: default h2) -->
<spell cost="3" extra="0" />
<!-- Mass Haste (extra used from Haste) -->
<spell cost="10" />
<!-- Slow (if set: current - extra, or zero: default h2) -->
<spell cost="3" extra="0" />
<!-- Mass Slow (extra used from Slow) -->
<spell cost="15" />
<!-- Blind -->
<spell cost="6" />
<!-- Bless -->
<spell cost="3" />
<!-- Mass Bless -->
<spell cost="12" />
<!-- Stoneskin -->
<spell cost="3" extra="3" />
<!-- Steelskin -->
<spell cost="6" extra="5" />
<!-- Curse -->
<spell cost="3" />
<!-- Mass Curse -->
<spell cost="12" />
<!-- Holy Word -->
<spell cost="9" extra="10" />
<!-- Holy Shout -->
<spell cost="12" extra="20" />
<!-- Anti-Magic -->
<spell cost="7" />
<!-- Dispel Magic -->
<spell cost="5" />
<!-- Mass Dispel -->
<spell cost="12" />
<!-- Magic Arrow -->
<spell cost="3" extra="10" />
<!-- Berserker -->
<spell cost="12" />
<!-- Armageddon -->
<spell cost="20" extra="50" />
<!-- Elemental Storm -->
<spell cost="15" extra="25" />
<!-- Meteor Shower -->
<spell cost="15" extra="25" />
<!-- Paralyze -->
<spell cost="9" />
<!-- Hypnotize -->
<spell cost="15" extra="25" />
<!-- Cold Ray -->
<spell cost="6" extra="20" />
<!-- Cold Ring -->
<spell cost="9" extra="10" />
<!-- Disrupting Ray -->
<spell cost="7" extra="3" />
<!-- Death Ripple -->
<spell cost="6" extra="5" />
<!-- Death Wave -->
<spell cost="10" extra="10" />
<!-- Dragon Slayer -->
<spell cost="6" extra="5" />
<!-- Blood Lust -->
<spell cost="3" extra="3" />
<!-- Animate Dead -->
<spell cost="10" extra="50" />
<!-- Mirror Image -->
<spell cost="25" />
<!-- Shield -->
<spell cost="3" extra="2" />
<!-- Mass Shield -->
<spell cost="7" />
<!-- Summon Earth Elemental -->
<spell cost="30" extra="3" />
<!-- Summon Air Elemental -->
<spell cost="30" extra="3" />
<!-- Summon Fire Elemental -->
<spell cost="30" extra="3" />
<!-- Summon Water Elemental -->
<spell cost="30" extra="3" />
<!-- Earthquake -->
<spell cost="15" />
<!-- View Mines -->
<spell cost="1" />
<!-- View Resources -->
<spell cost="1" />
<!-- View Artifacts -->
<spell cost="2" />
<!-- View Towns -->
<spell cost="2" />
<!-- View Heroes -->
<spell cost="2" />
<!-- View All -->
<spell cost="3" />
<!-- Identify Hero -->
<spell cost="3" />
<!-- Summon Boat -->
<spell cost="5" />
<!-- Dimension Door (distance settings, or distance="0" for defaults: 14) OR:
current_distance = configurable_distance * (current_sp * configurable_hp) / (configurable_sp * current_hp) -->
<spell cost="10" distance="10" sp="2" hp="100" />
<!-- Town Gate -->
<spell cost="10" />
<!-- Town Portal -->
<spell cost="20" />
<!-- Visions -->
<spell cost="6" />
<!-- Haunt -->
<spell cost="8" extra="4" />
<!-- Set Earth Guardian -->
<spell cost="15" extra="4" />
<!-- Set Air Guardian -->
<spell cost="15" extra="4" />
<!-- Set Fire Guardian -->
<spell cost="15" extra="4" />
<!-- Set Water Guardian -->
<spell cost="15" extra="4" />
</spells>

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@@ -70,11 +70,12 @@ std::string GetCaption(void)
int main(int argc, char **argv)
{
VERBOSE("Free Heroes II, " + conf.BuildVersion());
VERBOSE("000 - entered SDL_main()");
Settings & conf = Settings::Get();
int test = 0;
std::cout << "Free Heroes II, " + conf.BuildVersion() << std::endl;
VERBOSE("Free Heroes II, " + conf.BuildVersion());
LoadConfigFiles(conf, GetDirname(argv[0]));

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@@ -13,6 +13,6 @@ Bugs to fix
- Add an option for overlay buttons transparency and button images size.
- Add a user option to keep aspect ratio of screen (not compile-time option which is already available)
- Even smaller audio buffer.
And that's all, I won't be doing any more development or fix other bugs (see bugs.txt for details).