2c1001f8e0
Making sure that treasure piles and other objects will always be accessible from the center of zone.
2014-06-12 21:51:16 +02:00
236b3ec807
Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.
2014-06-12 21:10:43 +02:00
1a34297c33
Rearranged treasure pile info.
2014-06-08 14:35:41 +02:00
c82bfd0f3e
- Fixed guard generation
...
- Added Jebus template for comparison
2014-06-08 08:42:29 +02:00
fed2821a94
Fixed behaviour with extreme treasure values.
2014-06-07 22:27:36 +02:00
81a64a8e67
Templates can now use multiple configurations of treasure piles.
2014-06-07 15:51:03 +02:00
b3a39f4920
Misc improvements & tests.
2014-06-07 14:02:57 +02:00
dd5c94fa1e
Fixed overlaping of treasure piles.
2014-06-07 10:47:38 +02:00
b68f16e89e
Make sure that non-removable objects have their visitable tile accessible.
2014-06-07 10:13:59 +02:00
743d8dcf9f
Treasure piles won't be placed at free tiles.
2014-06-07 09:09:50 +02:00
44742814cd
More cleanup:
...
- moved SoundBase.h to lib since it contains shared data
- added RMG info to object format. Note that data is not yet imported in
configs
- slightly updated API of object handlers
2014-06-05 23:51:24 +03:00
e4ea6727b7
Treasure piles should always be accessible.
...
Boosted treasure value for better overview.
2014-06-05 21:37:39 +02:00
1746ab8c12
Added spell scrolls to the mix.
2014-06-05 20:19:42 +02:00
b2e8c92383
Cleanup:
...
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
76bf5351c6
Line endings are now unix-style
2014-06-05 19:57:43 +03:00
652ceb2bde
Finally shattered CObjectHandler.cpp into tiny bits
...
- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00
e54c816c92
Treasure piles can now cover several tiles.
2014-06-05 17:19:11 +02:00
0afdfa529c
Moved all object-related files to lib/mapObjects directory.
...
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
1d5d4e3248
Fixed broken in some cases behavior of "base" entries.
...
Maps with new objects seems to be working correctly now, objects are
correctly initialized with base values even with null input
2014-06-04 22:59:28 +03:00
c470b9606b
Obstacles won't be generated around unguarded objects.
2014-06-04 20:59:01 +02:00
971a93b4f1
Fixed missing serialization of new types
2014-06-04 20:43:54 +03:00
464ffc4afa
Implemented (hopefully) original treasure randomization algorithm.
2014-06-04 19:08:04 +02:00
fe05de9aff
Fixed copying zone settings.
2014-06-04 15:41:32 +02:00
fdb81f4d5c
Reading treasure values from config.
2014-06-04 15:16:23 +02:00
e9b41cd3c6
Minor fixes, no more missing objects & templates
2014-06-04 14:15:58 +03:00
7e057b6df8
Bugfixing, game can finally load to main menu without crash
2014-06-04 11:25:13 +03:00
62e9f13b08
- Implemented guard generation formula following this post http://forum.vcmi.eu/viewtopic.php?p=12426&sid=09f5fac8992dc880eb6a720615787ca0#12426
...
- Some primitive way to randomize treasures
2014-06-04 10:16:08 +02:00
32b6568b65
Merged changes from upstream and fixed compilation caused by API changes
2014-06-03 22:45:18 +03:00
dc7f820161
Implemented object schema. Commiting current progress before sync with
...
upstream.
2014-06-03 21:43:33 +03:00
6221f4ac2c
- Corrected guard types
...
- Corrected town positions
2014-06-03 08:57:20 +02:00
2aa53e9568
Corrected guard calculation to match OH3.
2014-06-02 15:38:42 +02:00
7db06e6bd0
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-06-01 21:53:00 +02:00
37463a3e45
Zone position will be moved to its center of mass.
2014-06-01 21:01:18 +02:00
7f31b7dddb
- Zone guards will now match template settings.
...
- Added guards for monoliths.
2014-06-01 16:31:49 +02:00
3c5a65af3d
- Random monsters will have proper strength.
...
- Fixed blocking of tiles under objects
2014-06-01 14:10:44 +02:00
aee748d8d6
- Added monoliths between remote zones
...
- Fixed land connections between zones, now they're generated correctly.
2014-06-01 12:02:43 +02:00
e97933035c
Randomized connections placement (?)
2014-06-01 10:15:03 +02:00
f212c8221d
[RMG]Fix gcc build, remove some unused variables
2014-05-31 16:11:20 +04:00
3c6a1fb715
Large objects will not spawn at blocked tiles.
2014-05-31 12:26:59 +02:00
8e8b27087a
Ground connections between adjacent zones.
2014-05-31 10:56:14 +02:00
8ab2a8df86
Zone borders.
2014-05-30 21:23:41 +02:00
8c24ea0bfb
Introduced 3-value logic for free, blocked and possibly occupied tiles. Refactoring.
2014-05-30 16:50:06 +02:00
8ea175ce95
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-05-30 07:33:32 +02:00
72b2e1b8fe
- fixed bug when generating random map and adding player info data
2014-05-29 17:34:46 +02:00
40ab89e179
- copy of campaign heroes can be done later (at the point where it's clear if they will be replaced)
2014-05-29 17:07:21 +02:00
1d17d60449
gcc update:
...
- removed support for 4.6
- compilation fixes for 4.7
2014-05-29 13:42:05 +03:00
690f4a650a
Even better zone shapes.
2014-05-28 21:11:10 +02:00
c627aa608a
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-05-28 19:34:12 +02:00
6a65802f22
Removed hardcoded value
2014-05-26 11:52:27 +02:00
5907735676
All inline functions are now part of definition.
2014-05-26 10:37:04 +02:00