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Embed per-monitor DPI awareness and maintain the verified OGRE 13.6.5 renderer patch required for context-safe window replacement, runtime GL options and correct fullscreen client geometry. Validation: clean Release build, DPI and 3440x1440 fullscreen probes, three GL3Plus variants and the patch reverse check passed; version 0.7.1 remains unchanged because this is unreleased work and the project has no changelog.
Apply display, input, audio, gameplay, minimap, shadow and negotiated nickname changes to the running session while preserving rollback for failed window or input transitions and keeping the 3440x1440 navigation visible. Validation: clean Release and Debug builds, packet tests, DPI, layout and GL3Plus probes passed; the user confirmed the reported resolution, fullscreen, cursor, flicker and navigation failures are fixed. Version 0.7.1 remains unchanged because this is unreleased work and the project has no changelog.
The spells tab put its ten buttons in a single row of 60 pixel squares running out to x=700. The pane they live in is the window width minus the 200 pixels of minimap, so at the 800 wide minimum window it is 600 pixels across, and the last two spells, Weakness and the Eye of Evil, hung past its right edge where they could be neither seen nor clicked. Only a window at least 900 wide showed the whole row, and nothing said so. The rooms tab solved the same problem long ago: two rows of 40 pixel buttons. The spells tab now uses the same shape, five spells to a row, ending at x=300 with room to spare at any size the game accepts. The cooldown bar inside each button now covers exactly its button too, instead of overhanging 20 pixels on both sides, which with narrower buttons would have bled half way across the neighbours. The rooms tab had the tail of the same bug: the temple and portal buttons the editor uses sat at x=570 to 690, past the same edge. They join the end of the second row instead. (cherry picked from commit 10db1cb)
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
…62408a1c296287d00f9e647306654deb35ca' into HEAD
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
Replace the auto declarations introduced by this branch with explicit types, as requested in issue tomluchowski#42 and required by the project coding guidelines. No behavioural change.
When an enemy hits a heart that is at or below 11 % of its durability, the human owner receives one event message. No warning on the killing hit, for AI or defeated owners, or in the editor.
When a human player loses the last dungeon heart, the server sends two owner-only messages appended to ServerNotificationType: playerDefeated with the conqueror seat and the heart tile, and levelStatistics with the elapsed time and six per-seat counters (keepers defeated, creatures killed, heroes destroyed, rooms captured, items made, creatures converted). The counters are kept per seat on the server and are not saved. The client stores the statistics and hands playerDefeated to a new GameMode::startDefeatSequence entry point.
On playerDefeated the client hides the interface and pointer, blocks input and cuts the camera to the destroyed heart. A client-only copy of the heart shakes and bursts into particles and a rubble pile, a swirl in the conqueror's colour leaves the heart, and a red tint, two subtitles and a fade to black follow. The timeline runs on a monotonic clock, so repeated frame callbacks do not speed it up. On the black screen a debriefing window shows the player, the outcome, the elapsed time and a per-seat statistics table from levelStatistics. Its confirm button returns to the main menu, which zooms in briefly and opens the skirmish sub-menu.
When a heart's health reaches 0, only the heart object is removed. The room keeps its floor tiles as an inert ruin with no health, so the seat has no temple any more and the existing defeat path runs as before. The ruin cannot be attacked, its floor is never released in game mode, and a saved ruin gets no new heart object on load.
The heart took its health from the durability of its floor tiles, so a 3 by 3 heart fell to a few blows. It now has 10000 health per room tile (90000 for a 3 by 3 heart); the critical warning stays at 11 % of this maximum. Only fighters damage an enemy heart: workers deal no damage to it, and a worker given a non-creature target drops its fight action. Saves write the heart health as "HeartHealth" on the new scale. An older "HeartHP" record is converted to the same share of the new maximum, a value above the maximum is limited to it, an unknown record is rejected and a destroyed heart stays a ruin.
The green ring of the heart badge now shows the remaining heart health of the local player as an arc, and the badge glows magenta for three seconds after the heart was hit. The server sends the new owner-only heartHealth notification (appended last to ServerNotificationType) when the health fraction changed by at least one percentage point, when the heart is destroyed and once when a game starts or is loaded. The client redraws the badge into its existing texture with blitFromMemory, since loadFromMemory would create a new texture that the badge never shows. The badge drawing moves into drawBadgePixels, with the symbol test as a named function instead of a lambda.
The badge icon still said "Your Mana". The heartHealth message now also carries the current and maximum heart HP, the server sends it on every whole HP change, and the client sets the icon tooltip and context line to "Dungeon Heart: current/max" every frame. The badge tooltip in the layout reads "Dungeon Heart Health" until the first message arrives.
…econd The heart maximum no longer depends on the number of covered tiles. A living damaged heart regains 2.5 / turnsPerSecond per turn up to the maximum, a destroyed heart never heals. Saves write HeartHealth10000; the older HeartHealth (per tile scale) and HeartHP records are converted by share, so a full heart stays full and a ruin stays a ruin. Messages that only carry a new whole HP are sent at most once per second; percentage point changes and destruction are still sent at once.
…ght-click to the heart The ring of the heart badge is drawn as six segments separated by spokes. One segment stands for one sixth of the health and a partly covered segment is filled in part. The badge tooltip reads "Dungeon heart health bar" and the info line "Dungeon heart at 17 %. Right-click moves the view to the heart." A right-click on the badge moves the camera to the own heart.
…he six segments are visible
…heart and gold badges
…rivets, emerald health gems, ruby heart and embossed gold coin
… emerald text in the top-left HUD
…ges, lit from height maps with soft 3x3 sampling
This was referenced Sep 27, 2026
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The diffuse and highlight terms were copied into both well functions; they are now two small helpers. Pi and the degree/radian factors come from the ring header, and the half segment width is derived from the segment size. The values are unchanged.
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What
The health ring of the top-left badge is drawn as six segments starting at the top, separated by spokes every 60 degrees; one segment stands for one sixth of the health, and a partly covered segment is drawn partly filled. The badge tooltip becomes "Dungeon heart health bar" with the info line "Dungeon heart at N %. Right-click moves the view to the heart.", and right-click on the badge moves the camera to the heart (reusing the existing focus-room path; a no-op without an own living heart). The HUD badges are restyled with a forged dungeon look: a dark iron frame with rivets, emerald health gems, a ruby heart and an embossed gold coin, and bronze-framed dark stone number strips; the heart and coin symbols are rendered from height maps with soft sampling.
Saves
Display-only change; the level and save format is unchanged, so old maps and saves keep working.
Stacking
This PR stacks on #197 (
pr/defeat-sequence-2026-09-25) and #198 (pr/dungeon-heart-h1). Until both are merged, the diff against the base branch also shows their commits; the new work is the last seven commits. To see only this step, compare this branch against the head of #198.Validation
check_heart_health_ring.py(88 checks, including the segment readback at 0, 17, 50 and 100 % and a partly filled segment) andcheck_heart_badge_texture.py(17 checks, pixel readback with the real CEGUI/Ogre texture) pass.Supersedes #149, closed and force-pushed by mistake; recreated with the same content and cleaned-up commit trailers.