8c236e30bb
SDL1 wipe, part 3. Untested.
2015-06-21 01:59:32 +03:00
b6a2323e01
SDL1 wipe, part 2. Untested.
2015-06-21 01:59:31 +03:00
dca1e28bc1
SDL1 wipe, part 1. Untested.
2015-06-21 01:59:30 +03:00
56a1805339
Merge branch 'issue/2185' into develop
2015-06-20 19:16:41 +03:00
2cb6cb7baa
Remove useless durationType selector
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* duration is a mask, equality comparison is not enough
2015-06-02 07:12:02 +03:00
6890ae9f02
- Fixed improper use of playersCount. Now RMG can generate maps up to 8 players, with CPU players only as well.
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- Fixes for template scheme
2015-05-27 11:30:46 +02:00
3c9e4916b6
Fix printing stack stats in battle
2015-04-11 14:05:00 +03:00
e1deff089d
Actually use ANY_CREATURE possible action
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* this fixes mantiss 0002140
2015-04-11 10:56:35 +03:00
a061e3c2f7
Fix use-after-free in spell window
2015-04-11 10:18:40 +03:00
1cb54689cf
Prevents first aid tents from melee attacking;
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Moves attack possibility checks to battle callback (for consistency with shooting checks);
2015-04-09 21:49:11 +02:00
6c334174d9
Use and check movement points in town portal.
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* fixes mantiss 0002031
2015-04-01 04:48:50 +03:00
d564520f04
Allow town portal to ally town.
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fixes mantiss 0002064
2015-04-01 04:04:02 +03:00
eef45b5ae8
Fixed warnings
2015-03-31 00:55:37 +03:00
67a7cd8350
Allow FREE_LOCATION action over dead stack. This fixes 0001560
2015-03-29 16:24:43 +03:00
9600446cf9
+smart target, +hit animation
2015-03-18 17:48:32 +03:00
69c458e881
initial implementation.
2015-03-18 13:27:07 +03:00
323c4e1637
RMG Options: make "Computer only teams" buttons work as expected
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Button "0" should be always enabled and if "Computer only players" set to "0" we should also computer only team count to "0" if it's not random.
2015-03-16 16:02:52 +03:00
448fbe44e9
Improve CButton::block and fix CToggleGroup->selectedID
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CToggleGroup. Originally when I added initialization for selectedID I didn't find out that -1 is used for "random" buttons. So as result I fixed uninitialized variable usage, but break initial button state change in RMG options because setSelected ignore state change request because it's see -1 button already marked as selected.
2015-03-16 15:55:36 +03:00
120301ecc8
Split army: dont highlight down garrison slots if there no visiting hero
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Before UI always highlighted all slots in both town garrisons even if there no visiting here and you can't actually set army on these slots.
Now garrison slots only highlighted if they're owned by us or our ally. If there no visiting hero in town then only suitable upper garrison slots will be highlighted.
2015-03-16 02:04:18 +03:00
078bf6c69c
CSelectionScreen: always use isHost and isGuest when suitable
2015-03-15 19:33:58 +03:00
c4000f2ac7
Multiplayer: always display flags in lobby, but block them for guest
2015-03-15 19:24:03 +03:00
eeff8f3ea4
Multiplayer: add sync for RMG options in lobby
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Sadly I'm not yet find proper way to block all buttons in CToggleGroup without make them invisible so it's still possible to press buttons for guest. Though CRandomMapTab::updateMapInfo is now disabled for guest so even if guest going to press multiple buttons it's not going to cause crash for him.
2015-03-13 23:33:46 +03:00
67aa869a33
Multiplayer: make chat history visible in lobby and improve CTextBox
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Now we'll also play sound when new message added.
CTextBox::setText now will automatically change text height for slider.
2015-03-13 18:45:07 +03:00
1f1f61cf15
Custom campaigns list: redraw parent as we use it's background
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This one fix issue 2057
2015-03-13 18:06:19 +03:00
f8747a1f16
Multiplayer: don't add newly joined players to CPU-only slots
2015-03-13 15:05:12 +03:00
4f3eb919e5
CHeroWindow: block dismiss button if there no other heroes and no towns
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This one resolve mantis issue 530.
2015-03-12 23:47:46 +03:00
8820bc05a9
MSVS compiler doesn't allow default arguments for Lambdas.
2015-03-10 10:06:45 +01:00
ec879046ca
Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
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Okay let's do this!
2015-03-10 09:04:25 +01:00
f7f3c2f21a
Migrated to SDL2. It also fixes animation speed in combat.
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Library package coming soon.
2015-03-10 08:57:45 +01:00
5233b60243
CPlayerInterface: all new code for automatic teleport usage
2015-03-08 17:17:24 +03:00
21aaad6972
MoveHero: add transit movement option
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Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it.
Currently it's will be only allowed is object under destination is teleport.
2015-03-08 17:04:09 +03:00
25656aa586
Add showTeleportDialog everywhere except actual code for AI and player
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Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00
18535db0ef
Add TeleportDialog and CTeleportDialogQuery
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TeleportDialog is based off BlockingDialog and it's needed for server to ask client what teleport hero should be teleported to.
It's also contain list of possible exits, identifier of currently used channel and also impassable option.
If impassable set to true then client will remember that current teleport channel is lack of exit point.
2015-03-08 16:37:33 +03:00
f4c683cd5e
Move VievXXX logic to server side (except expert ViewEarth)
2015-02-26 17:15:17 +03:00
025a00362b
Simplify CBattleInterface::spellCast
2015-02-26 08:39:58 +03:00
b846b717a1
implemented VISIONS spell (partially)
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(-) todo: agressivnes
2015-02-26 08:39:56 +03:00
36cdb2968b
Refactoring
2015-02-26 08:39:54 +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
c7c235c0ca
Rename afterCast to applyBattle
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* afterXXX will be used in future event-driven mechanics
2015-02-26 08:39:47 +03:00
66ca4bc0c2
TOWN_PORTAL callback is too specific to ba part on spellwindow class
2015-02-26 08:39:46 +03:00
33f22bf2fc
More flixible way of spell cast on client side
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(+) more support for custom adventure spells
2015-02-26 08:39:45 +03:00
a3f2667376
Remove some deprecated fields from CSpell
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* now only new SpellScholl API is used
(!) untested
2015-02-26 08:39:43 +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
c4cbda88ac
Fix "reorder" warnings
2015-02-21 12:39:10 +03:00
9034a9d873
Fixed crashes due to invalid ptrs during advmap objects fadeout;
2015-02-20 23:19:16 +01:00
6ac00873b9
Compilation fixes - allow SDL1.
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Please do not define class-specific constants that are static at same time.
2015-02-18 15:31:55 +01:00
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