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Commit Graph

2258 Commits

Author SHA1 Message Date
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
* 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.
- 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
* 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
Fay
1cb54689cf Prevents first aid tents from melee attacking;
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.
* fixes mantiss 0002031
2015-04-01 04:48:50 +03:00
d564520f04 Allow town portal to ally town.
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
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
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
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
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
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
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
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
Okay let's do this!
2015-03-10 09:04:25 +01:00
f7f3c2f21a Migrated to SDL2. It also fixes animation speed in combat.
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
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
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
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)
(-) 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
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
c7c235c0ca Rename afterCast to applyBattle
* 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
(+) more support for custom adventure spells
2015-02-26 08:39:45 +03:00
a3f2667376 Remove some deprecated fields from CSpell
* 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
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
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
Fay
9034a9d873 Fixed crashes due to invalid ptrs during advmap objects fadeout; 2015-02-20 23:19:16 +01:00
6ac00873b9 Compilation fixes - allow SDL1.
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
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
Short and clear code is always welcome.
2015-02-18 07:59:00 +01:00