39fe9472b6
CGameHandler::moveArtifact: check lock status by slot instead of id
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This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
fe4d871fe7
Version bump.
2016-03-01 19:42:40 +01:00
4bf9036c7b
Ensure that ghost stacks are created only by BattleStacksRemoved packet.
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This will allow client to receive notification.
2016-03-01 05:24:35 +03:00
5d5ad99436
Rename DEAD_CLONE -> GHOST, as this will be possible for any stack
2016-02-28 00:13:34 +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
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
16e0d18880
Added special slots for war machines and arrow towers
2016-01-30 00:53:53 +03:00
1e008b9756
SiegeInfo: add foundation for drawbridge mechanics support
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EDrawbridgeState enum represent current state of drawbridge.
BattleDrawbridgeStateChanged netpack to pass bridge state changes to client.
2016-01-29 22:35:11 +03:00
ba017c443d
Start from diff of pull request #124 from vcmi/issue/1372
2016-01-29 21:05:17 +03:00
cdd50b1603
Version bump.
2016-01-01 20:06:38 +01:00
03e9dd3bab
Add hero gold cost to GameConstants
2015-12-07 00:13:58 +03:00
05a34fb417
Use "Favorable" instead of "Favourable" everywhere for consistency
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Original game of course used american english version so we stick to it.
2015-12-06 02:23:41 +03:00
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
f55bfe41d6
Digging: implement digging status on right click. Fix issue 401
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This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
a851062891
Merge pull request #133 from vcmi/feature/pathfinderLayers
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Pathfinder layers and related changes: fly and water walking implemented
2015-11-24 13:09:06 +03:00
e1a360408d
GameConstants: move operators into header and always inline them
2015-11-22 07:24:12 +03:00
d19cb5ce89
EPathfindingLayer: fix obvious layer over-allocation in CPathsInfo
2015-11-19 04:01:56 +03:00
adeefe903a
CGPathNode: apply suggested optimizations
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Also make EPathfindingLayers ui8 too
2015-11-19 03:08:57 +03:00
5fadb239f2
Merge pull request #134 from edeksumo/Fix-Defence-Ani
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Let's try this.
2015-11-11 09:43:51 +01:00
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
ba1062ed3c
Formating2
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Change ani to anim
2015-11-07 23:30:01 +01:00
7eebcb9d60
Artifacts: replace few more ints by ArtifactID
2015-11-07 11:46:58 +03:00
e645b46aed
Revert "Merge pull request #124 from vcmi/issue/1372"
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This reverts commit da01af319b
, reversing
changes made to 8b6b4e2e0b
.
2015-11-07 11:35:02 +03:00
9fe442537b
Pass on EPathfindingLayer and small fixes for code around it
2015-11-05 12:46:44 +03:00
dd525da153
Formatting
2015-11-04 23:37:53 +01:00
75a76c0bf0
FixDefenceAni
2015-11-04 00:19:40 +01:00
f6b9015324
Use constant for summoned creature slot
2015-11-03 02:18:34 +03:00
349f16a359
Version bump.
2015-11-02 17:28:54 +01:00
4b64bec711
EPathfindingLayer: copy other code from ETerrainType for debugging
2015-11-02 13:25:01 +03:00
118039a368
Pathfinding: add copy-pasted EPathfindingLayer
2015-11-02 11:05:26 +03:00
226650582d
Move base movement cost to GameConstants
2015-10-16 03:03:40 +03:00
2677d4a677
Fixed action cancel on active stack remove
2015-10-08 08:15:29 +03:00
fa06e05487
Merge branch 'develop' into SpellsRefactoring7
2015-10-05 00:45:57 +03:00
2733927527
Version bump.
2015-10-01 17:22:07 +02:00
10318a3da3
Intoduce PASSIVE_CASTING mode for opening battle spells
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* now at least one "caster" object is present
2015-09-29 17:26:39 +03:00
971f6d1c1f
Removed WoG dependency for random artifacts. WoG version in repository updated.
2015-09-23 21:14:41 +02:00
e82dfb5a85
fixed mantiss 0002254
2015-09-04 18:08:25 +03:00
3863756009
Version bump.
2015-08-01 18:37:14 +02:00
2e70d8a084
- VCMI will now read templates from mods
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- Added partial schema for RMG template
2015-05-26 18:19:41 +02:00
6d502ef1a1
Implemented A* algorithm to draw shortest roads - but not correct roads yet.
2015-05-25 16:37:57 +02:00
b8a6455b39
Post-release version bump.
2015-05-01 21:56:17 +02:00
4c4ad480c5
added experimental usage of roads
2015-04-03 05:47:01 +03:00
e529ac62c0
Tagging 0.98 release.
2015-04-01 09:34:55 +02:00
dafaf86eef
Add some debug logging, Fix one special case when updating terrain type, Improve visual look of updated terrain types
2015-03-28 16:41:26 +01:00
d8114fa3fb
Post-release version bump.
2015-03-12 14:44:56 +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
eff4da1d03
ETeleportChannelType: is now strongly typed enumeration
2015-03-09 01:45:39 +03:00
04a1df29ad
Add TeleportChannel / TeleportChannelID / ETeleportChannelType
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TeleportChannel is structure that contain two vectors of entrances and exits for certain teleport channel. It's also store passability state independently which almost only useful for Player and AI as they can't know if channel passible or not until enough entrances / exits are visible or server passed them information that certain channel is impassible when they visited entrance.
ETeleportChannelType is determined by checking intersection between entrances and exit vectors or checking their size:
- IMPASSABLE: one of vectors empty or only one entrance id is same as only one exit id.
- BIDIRECTIONAL: contents of both vectors is exactly the same.
- UNIDIRECTIONAL: contents of both vectors do not intersect.
- MIXED: contents of vectors only partially intersect. Not currently used; added for future modding.
2015-03-08 15:18:53 +03:00