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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-23 00:28:08 +02:00
Commit Graph

1157 Commits

Author SHA1 Message Date
e4c88d5088 - moved ParseBonus to JsonNode.cpp (linkage errors)
- fixes to CMakeLists - vcmi can be compiled and started with cmake
- gcc\clang warnings fixes
2012-07-19 18:52:44 +00:00
b86706d58c Commander can now die in a battle and will be automatically rised when visiting town. 2012-07-17 08:52:27 +00:00
69de38bf1d Tweaks for cmake build system: data dir definitions, flags for clang (not tested), missing CQuestLog.cpp file for the client, naming convention of few binaries same for autotools and cmake 2012-07-15 16:05:41 +00:00
edccbd4809 Rewritten many parts of query handling. Fixed several scenarios leading to a hang (including #1012). Purged boost::function from player interface (handy but impossible to serialize). VCAI will keep description for each unanswered query, so the further debugging will be easier. 2012-07-15 15:34:00 +00:00
e3e4bc4c9c Second part of interactive Commander level-up. Quite messy. 2012-07-04 14:41:53 +00:00
758fb0679e Stub for a CMake build system. 2012-07-01 14:27:41 +00:00
613172fa45 - fixed #582, #1019 and #1022
- linux readme tweaks
2012-06-27 20:44:01 +00:00
47945383da gcc-4.5 compatibility 2012-06-23 17:19:50 +00:00
84630a0984 Fixed #993, tent code cleanups. 2012-06-10 13:07:08 +00:00
e6ebf42308 #994 should not crash anymore. 2012-06-09 19:58:17 +00:00
247fabc3a6 Seems to be actually a missing return and redundant check. 2012-05-29 23:22:28 +00:00
faaf799d95 - fixed some extra warnings. Mostly harmless.
NOTE: Please check changes in BattleState.cpp and GameHandler.cpp for possible bugs
2012-05-28 19:29:32 +00:00
61ccabde53 - vcmi can be compiled with clang-3.1 2012-05-27 19:06:35 +00:00
ee103c7bcd Compile fix. 2012-05-26 03:29:34 +00:00
49495c9caf - possibly fixed #966 and #958
- fixed crash on shutdown 
- fixed compile issue #973
2012-05-25 11:49:56 +00:00
d34cf90bf7 Support for Chain Lightning.
Fixed getClosestTile function.
2012-05-20 11:40:23 +00:00
6419f953cb Some (disabled) work for commander artifacts. Hero artifacts window seems broken.
Minor fixes.
2012-05-19 18:27:23 +00:00
d2756e8c88 Partial fix for #961.
Minor fixes for VS project files.
2012-05-18 22:47:54 +00:00
d168f3eac2 * Implemented Moat functionality during siege (stops movement and deals dmg)
* Mostly implemented battle spells:
 - Fire Wall
 - Force Field
 - Land Mine
 - Quicksands
2012-05-18 20:50:16 +00:00
5435101182 Lots of fixes and improvements for Commander interface. 2012-05-18 19:44:15 +00:00
d491bc1c3a Commanders can level up. It's non-interactive yet.
Printing secondary skills for Commanders.
2012-05-18 14:02:27 +00:00
97aeaa9f28 - moved ColorPutter's to separate SDL_Pixels.h file
- added Channels namespace for accessing subpixels in format-independent way
- fixed several big-endian issues
- re-generated buld system
2012-05-17 10:44:48 +00:00
8de71c2b39 - fixed #711, #862, #321
- moved PutPixel templates into header to allow inlining
2012-05-15 08:47:11 +00:00
05742afd60 Final fix. AI heroes won't loose their turn when visiting adjacent objects. 2012-05-08 09:38:01 +00:00
ee2768ab07 - Some work for commanders
- New creature window - visit forum for package with necessary graphics: http://forum.vcmi.eu/viewtopic.php?p=6908#6908
- More AI optimizations - heroes will be processed starting from the fastest one.
- AI will check is GATHER_ARMY object is reachable
2012-05-07 12:54:22 +00:00
82b60c00a2 - fixed compile issues. Renamed several "battleobstacleSplaced" to "battleobstacleplaced"
- implemented --disable-video command line switch
2012-05-05 08:32:55 +00:00
5449546447 Advanced work on support for Quicksand and Land Mine spells. 2012-05-04 21:16:39 +00:00
bd2a0c2a2b "You have captured enemy artifact" window. All arts from commander & stacks will also be looted. 2012-05-02 08:37:11 +00:00
6f108c41df Fix for previous commit. Now artifacts from defeated hero are passed to winner. 2012-05-01 14:38:53 +00:00
5d311fb3ed - Hopefully fixed possibleActions for every case
- better algorithm for looting artifacts, yet buggy
2012-05-01 13:56:32 +00:00
c4d933c668 Quick fix for previous commit. 2012-05-01 09:02:27 +00:00
2fbc57e140 1. Better way to disable stack / cursor glitches
2. An attempt to handle looting artifacts after battle
2012-05-01 08:52:22 +00:00
d479341a5a - gcc compile and warning fixes 2012-04-30 12:13:36 +00:00
25bdcd3cab - Fixed wrong creature teleported
- Support for Sacrifice
2012-04-28 19:40:27 +00:00
7dc0d6878e Rewritten battle obstacles. New file for lib: CObstacleInstance.cpp.
Now obstacles should be placed exactly like they were in OH3. 
All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel. 
If there are still some discrepancies, please report them.
2012-04-23 19:56:37 +00:00
017013a5a4 Throwing runtime_errors instead of string (or even char*) objects. 2012-04-22 07:32:45 +00:00
cd1a9414ac - Restored Genie random spell
- Fixed crashes in many strange creature-spellcasting scenarios, including stack with multiple cast abilities and Enchanter with non-stadard spell
2012-04-18 15:57:49 +00:00
05311dd30c - Fixed and simplified Teleport casting
- Stack artifacts will now not be wearable by hero (by default)
- Fixed crash involving clone
2012-04-18 13:24:18 +00:00
f720038ca5 - Battle interface fixes. It's possible to move stacks & attack
- Creature window allows to pass stack artifact to hero
- Fixes for Mana Drain, including #916
2012-04-17 14:50:23 +00:00
66f5b5e2d7 - gcc compile fixes 2012-04-14 16:28:36 +00:00
6ec3501909 Fixed #927. 2012-04-14 07:39:32 +00:00
722ec55384 Redid stack artifacts. Broken save compatibility. Added serializer support for boost::variant and sending CStackInstace* over network by implicitly passing IDs. Moved seeds and checksum to StartInfo. Various minor changes. 2012-04-14 02:20:22 +00:00
c61f536d8b * fixed remaining parts of #760
* it's possible to switch active creature during tacts phase by clicking on stack
* a few minor fixes after handleHex rewrite
2012-04-02 23:23:14 +00:00
c80d9b0a51 Possibly "fixed" #915.
Fixed server output (printing ui8 as %d apparently breaks boost.format :/).
2012-03-31 15:10:16 +00:00
a9af0da0ab Rewritten handling mouse movement over hex and l-clicking hex into one procedure. That way the tooltip and cursor are always accurate, because they're set by the same routing that selects action. Having that logic duplicated in two methods was unmaintainable. [though the new one is still monstrous...] By the way fixed numerous issues, including:
* #785 and parts of #760
* first aid tent can heal only creatures that suffered damage
* war machines can't be healed by tent
* creatures casting spells won't try to cast them during tactic phase
* console tooltips for first aid tent
* console tooltips for teleport spell
* cursor is reset to pointer when action is requested
* fixed a few other missing or wrong tooltips/cursors

Implemented opening creature window by l-clicking on stack. Master Genie's spell is picked by server, not client.
Minor changes.
2012-03-30 21:36:07 +00:00
3cf4ebc163 Little more work on #760:
* no tactics in creature banks
* no spellcasting during tactics phase
2012-03-28 21:54:43 +00:00
c698181c4c * simple mechanism for detecting desync after init
* moving stacks in tactics phase won't affect stack queue  (part of #760)
* moved all boost headers in server to PCH
2012-03-27 20:08:54 +00:00
13f26fc3cb * Client is able to await for answers for multiple queries at the same time
* Hackish solution allowing AI undertaking actions from event-handling thread
* Fixed crash when death stare or acid breath activated on stack that was just killed
* minor fixes
2012-03-25 22:46:14 +00:00
c8c4c5b682 AI heroes won't trash for objects when exploring area together.
String logging for goal types. Fixes.
2012-03-13 20:33:00 +00:00
9518474ec7 First attempt to replace rule-of-a-thumb behavior with actual reasoning
- GATHER_ARMY goal replaces wander function
- Heroes will remember their own goals until they are fulfilled
- Goal search handles mutual dependency
- AI will recruit multiple heroes for exploration
- Lots of tweaks
2012-03-13 12:47:47 +00:00