10dbbead2d
Fix indentation of logging code and around it
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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.
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* 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
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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
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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
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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
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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
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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.
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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
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* this should fix "FIXME: battleGetFightingHero wrong argument!"
2015-09-29 17:26:38 +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
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
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* 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
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* 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
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since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
6f65d2484b
Extract battleStackIsImmune from battleIsImmune
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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.
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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
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- fixed mantis #1743
2014-04-10 19:22:32 +02:00