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Commit Graph

133 Commits

Author SHA1 Message Date
10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
f890037008 Fixes 2016-02-29 04:42:15 +03:00
5df8d1cbd0 Update low level battle stacks accessor for ghost selection support. 2016-02-28 05:10:20 +03:00
47b619a543 Centralize GHOST state handling 2016-02-28 01:35:23 +03:00
9036d39241 Do not remove battle stacks, make them ghosts instead.
* exclude ghost stacks from (hopefully all) get* results for now
2016-02-28 01:08:56 +03:00
c550484613 Merge pull request #181 from vcmi/feature/drawbridgeMechanics
Feature/drawbridge mechanics
2016-02-14 16:32:24 +03:00
2cfdfca7e5 Battles: fix more cases where invalid wall hex position present 2016-02-14 14:38:24 +03:00
c5cfc8467f Battles: change naming from drawbridge to gate for everything
This way code is shorter and cleaner while in future we may support towns with gate only.
2016-02-13 17:40:31 +03:00
11dc428b1e Battles: move hexes enum to GameConstants and fix wall position
Before we had hex 62 marked as destructible wall while actually it's must be 78.
2016-02-09 17:38:59 +03:00
eb10433535 Implement psychic elementals vs mind immune units 2016-02-02 14:30:37 +03:00
57328bdc83 Battles: implement basic drawbridge mechanics
Movement to blocking hex 94 not yet properly handled as stack movement code need to be rewritten first.
Also gate destruction not immidiately affect drawbridge state.
2016-01-29 22:43:35 +03:00
9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
f02e553b70 Fixed another uninitialized field possiblity causing issues with StupidAI 2015-12-04 00:11:44 +02:00
c3ce4b25df Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
70d9be8447 Use ISpellCaster in battle callback 2015-09-29 17:26:52 +03:00
a4d4851d80 Fix typo: casted->cast 2015-09-29 17:26:48 +03:00
d9cbe487c7 remove useless function CSpell::getTargetInfo 2015-09-29 17:26:47 +03:00
72587a8299 Removed hardcoded check for ANIMATE_DEAD absolute imminity - there is json configuration for that 2015-09-29 17:26:46 +03:00
6010bbe7ba More correct usage of battleGetFightingHero
* this should fix "FIXME: battleGetFightingHero wrong argument!"
2015-09-29 17:26:38 +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
e42ca15a0d Fix BERSERK effect 2015-04-03 05:20:17 +03:00
10668974d6 Move SACRIFICE target existence check to mechanics 2015-04-03 00:35:29 +03:00
0cce1ef2f1 Move ANOTHER_ELEMENTAL_SUMMONED problem check to SummonMechanics class 2015-04-03 00:02:15 +03:00
9600446cf9 +smart target, +hit animation 2015-03-18 17:48:32 +03:00
a1ea551a85 Block summon of elemtals only by ally summoned elementals 2015-03-18 16:48:21 +03:00
c81d4203d7 Do not try to cast EARTHQUAKE with no fort 2015-03-18 16:39:07 +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
64dccfec80 Rewrite Beneficial spell selection 2014-12-02 00:24:36 +03:00
b0df8172f9 Move battleIsImmune to CSpell 2014-11-29 04:25:51 +03:00
e8aeb0bf8e Merge branch 'develop' into SpellsRefactoring4 2014-11-28 22:44:33 +03:00
499a281dfe Disallow rising spells for genie 2014-11-28 21:08:34 +03:00
e583f4e44d Fix #1928
* disallow geneie to cast teleport
2014-11-28 20:39:23 +03:00
f7ff61ce4f Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring4 2014-11-24 12:41:17 +03:00
e73c60740c corrected text in vcmibuilder, corrected errors and warnings from cppcheck 2014-11-16 20:48:29 +03:00
a06dae1f96 Move getAffectedCreatures to CSpell. + more drafts 2014-11-13 04:53:25 +03:00
d7800b834e get rid of CBattleInfoCallback::calculateSpellDmg 2014-11-12 09:52:11 +03:00
e4b726151d get rid of CBattleInfoCallback::battleStackIsImmune 2014-11-12 09:20:20 +03:00
ddf98a5920 +SpecialRisingSpellMechanics::isImmuneByStack 2014-11-12 08:34:43 +03:00
639b915391 Move calculateSpellBonus to CSpell 2014-11-12 08:02:27 +03:00
059698217c Use CLONE and DISPEL_HELPFUL_SPELLS Mechanics classes in immunity caculation 2014-11-12 07:41:12 +03:00
a49da360d2 Use ESpellCastProblem inside SpellHandler 2014-11-12 06:17:03 +03:00
d918621d66 - fixed casting sacrifice spell (was broken and now fixed partially) 2014-08-05 19:12:56 +02:00
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
6f65d2484b Extract battleStackIsImmune from battleIsImmune
This fix possible problems with rising spells as now immunty is handled on stack level not on hex level
* battleIsImmune in now protected - only used in canCastThisSpellHere
2014-05-19 13:44:38 +04:00
7cf64a0628 Made onlyAlive flag a part of TargetInfo 2014-05-18 17:03:01 +04:00
6bf4140145 Just remove hardcoded targetting for DEATH_RIPPLE & DESTROY_UNDED.
It will now affect all creatures (massive, non smart). Immunities are handled separately.
2014-05-18 17:03:01 +04:00
d9368ca5ba Use new battleGetStacksIf method 2014-05-18 17:02:59 +04:00
0e93ec28c5 Add new general method for battle stack access 2014-05-18 17:02:59 +04:00
5be005ee36 Try to fix #1763 and a small refactoring 2014-05-17 11:24:26 +04:00
1d57b75bc5 - random number generation refactoring
- fixed mantis #1743
2014-04-10 19:22:32 +02:00