e4091c05ec
fixed unitialized value field
2016-08-17 09:49:43 +03:00
32ece9513d
Fix 2331 save menu keyboard event leak
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The control flows the following way:
- we receive SDL_KEYDOWN with letter 's' in the adventure map interface
- save dialog opens
- text input receives focus
- text input enables receiving SDL_KeyboardEvent-s which go between DOWN and UP
- the button on keyboard becomes UP (the menu opens very fast)
- text input receives SDL_KeyboardEvent and inserts 's'
- text input receives SDL_KEYUP
So the apparent fix is to open the save dialog on SDL_KEYUP event
2016-01-28 10:26:40 +03:00
cacc811ed8
CAdvMapInt: keep old path if non-accessible tile clicked. Fix issue 2380
2016-01-17 07:48:21 +03:00
530fe04c75
CAdvMapInt::updateMoveHero: proper indeterminate check. Fix issue 2074
2016-01-15 19:30:43 +03:00
a39e61373c
Deactivate CAdvMapInt while quick combat is going. Fix issue 2354
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If quick combat calculation take a while it's possible to give hero movement command before battle is finished. This will lead to client freeze or crash. To avoid this we must lock adventure interface until battle calculation is finished.
2016-01-10 18:00:24 +03:00
46e3d849af
Avoid crashes caused by mouse events. Fix issue 1955
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Mouse handling code need refactoring, but for now we at least shouldn't crash.
2016-01-09 15:32:42 +03:00
29a7934a99
Refactoring: avoid using namespace when it's not absolutely needed
2015-12-29 02:14:08 +03:00
a051a08a46
Merge remote-tracking branch 'origin/issue/2306' into develop
2015-12-18 22:21:11 +02:00
ab92123da3
CPathfinder: improve support for visits and battles in teleports
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Related movement code for client and AI is plumbed as well. Though at moment code still not finished because it's not teleport hero to the exit tile if he won battle.
2015-12-11 09:42:30 +03:00
807fd6391b
CAdvMapInt: block spellbook button when no hero selected
2015-12-06 03:12:39 +03:00
0fab319c73
Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
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s reverts commit fa8a282696
.
Conflicts:
AI/VCAI/VCAI.cpp
Conflicts:
AI/VCAI/VCAI.cpp
client/windows/CAdvmapInterface.cpp
lib/CPathfinder.cpp
lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
def0f0ef0a
CTerrainRect::mouseMoved: don't pass curHoveredTile by reference
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This does cause problems because curHoveredTile can change while reference still being used by CAdvMapInt::tileHovered.
2015-11-18 03:14:58 +03:00
ab9680a7d9
CPathfinder: handle event object properly everywhere
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Also add forgoted check for AdvmapInterface to avoid possible crash.
2015-11-17 07:09:01 +03:00
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
a49950e958
Fix 2292. Fix chat on adventure map, increase maxOutputPerLine
2015-11-08 22:16:58 +03:00
4973a1ec90
CGPathNode: get rid of land member as it's now obsolete
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CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
842da69a3e
CAdvMapInt::tileHovered cleanup function a bit more
2015-11-08 03:33:01 +03:00
160fa38254
Client: change cursor using node action information of pathfinder
2015-11-08 03:10:48 +03:00
2b6e1498d2
Pathfinding: change argument order for getPath and AUTO layer as default
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This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
e6e975e9ef
Fix adventure map movement segfault in some scenarios
2015-10-31 20:23:13 +03:00
ed281a3cc6
SDL1 wipe, part 4. Codebase cleanup finished. Untested.
2015-06-21 01:59:32 +03:00
dca1e28bc1
SDL1 wipe, part 1. Untested.
2015-06-21 01:59:30 +03:00
f4c683cd5e
Move VievXXX logic to server side (except expert ViewEarth)
2015-02-26 17:15:17 +03:00
f6e83685e7
Initial implementation of VIEW_AIR & VIEW_EARTH
2015-02-26 08:39:52 +03:00
685deddac1
Start spell-relatet files reorganisation
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* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
00de870f17
Check input destination position when moving using arrow keys
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This one fix crash I reported in 2085
2015-02-22 10:05:24 +03:00
a6ce45e867
Cursor: show battle cursor for garrison if there creature behind
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This one fixed issue 1563
2015-02-22 09:34:02 +03:00
2a082e6c21
Merge pull request #84 from Fayth/test/advMapFading
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If no one objects, I will try to merge this.
2015-02-18 09:52:09 +01:00
5d1fbedf85
Merge pull request #91 from Fayth/fix-advmap-restoring
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Short and clear code is always welcome.
2015-02-18 07:59:00 +01:00
116e1d62a1
Makes player interface recreate advmap instead of reusing existing instance;
2015-02-16 21:45:16 +01:00
dae03fdf92
Blick Quest Log button if map have no quests
2015-02-14 00:52:00 +03:00
f30cb0fa5b
Fixes crash when loading game (if path was visible previously);
2015-02-13 11:20:13 +01:00
cbb75d1c7a
Support for fading heroes/boats (+flags);
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Disabled map movement requests during fade;
2015-02-09 16:03:24 +01:00
3c3fb0e21d
Added advmap config options to enable/disable fading;
2015-02-02 19:38:30 +01:00
5a7a208617
Minor fixes (possible surface leak);
2015-02-02 17:42:42 +01:00
4c636c15e9
Merge branch 'develop' of https://github.com/vcmi/vcmi into test/advMapFading
2015-02-01 19:12:03 +01:00
447c4603a2
Fade-in fixes;
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Added more map object fading cases (teleports/(dis)embarking)
2015-01-31 18:36:57 +01:00
e56488d700
Fixed gems redrawing after world view scale change;
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Fixed hotkeys to start world view mode;
2015-01-31 10:57:13 +01:00
5e78a3147a
Abstracted fading into separate class;
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Smoother fade animations;
Added fading when recentering hero after switching levels;
2015-01-30 23:37:28 +01:00
df419e23c0
Fixed recoloring filler background to correct player color after game reload;
2015-01-29 20:34:53 +01:00
794c03792a
Added empty background below world view panel for better compat with higher resolutions;
2015-01-29 18:39:46 +01:00
8adc209366
Fixed setting adventure map underground button state after game load;
2015-01-19 21:48:52 +01:00
beaf1a62c5
Added puzzle view button to world view gui;
2015-01-19 20:46:03 +01:00
97d89d1d6c
World view mode drawing: refactoring, part 1 (merged main drawing method);
2015-01-18 18:53:40 +01:00
e3dc37fece
Fixed hotkeys in world view mode (added missing hotkeys + disabled non-world-view hotkeys);
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Fixed minimap radar calculation for world view mode;
2015-01-17 13:41:59 +01:00
447119e2f5
Changed zoom factors to resemble OH3 as closely as possible;
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Minor refactoring;
2015-01-17 11:56:12 +01:00
3823631a57
Fixed recoloring world view panel info icons after current player change;
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Refactored ui objects handling in CAdvMapInt to slightly reduce clutter;
Minor other improvements;
2015-01-15 00:22:20 +01:00
4b248c2762
World view impl -- initial;
2015-01-13 20:57:41 +01:00
54453aee73
get rid of boost::assign
2014-10-04 00:34:13 +04:00
6c0c03d74b
Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
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- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00