ce5b7c73be
CGEvent: avoid permanent event removal after visit. Fix issue 2339
2015-11-28 23:03:26 +03:00
56c6785bd0
Add backward compatability for patrol and bump save format version
2015-11-28 17:58:59 +03:00
f6de3f94ca
Teleports: use TTeleportExitsList typedef for exits list
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There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
5d2e47faba
CGHeroInstance::Patrol: add initialPos
2015-11-27 11:04:01 +03:00
c45cd1f4c2
CGHeroInstance::getOutOffsets: temporary fix for boat summoning
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Appropriate fix would require to get rid of convertPosition everywhere. Check issue 515 for more details.
2015-11-26 10:55:02 +03:00
64c6d3c950
CGCreature::takenAction: add neverFlee check. Fix issue 2242
2015-11-25 09:34:49 +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
438a444443
CGHeroInstance: move native terrain check into getNativeTerrain
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That make it easier to use that code independently in TurnInfo
2015-11-21 13:32:45 +03:00
a375c86ea2
movementPointsAfterEmbark: get max move points from TurnInfo
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Missed that when originally implemented TurnInfo.
Not pretties code, but boost performance a lot.
2015-11-21 12:46:59 +03:00
abc4ea272f
TurnInfo: store all bonuses and use TileInfo for everything
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Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
4e11d81673
CGWhirlpool: fix random exit chooser
2015-11-12 01:23:27 +03:00
9a63735c24
CPathfinderHelper: implement TurnInfo to avoid bonus re-checking
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TurnInfo contain information about what movement-related bonuses and MP hero going to have on certain turn.
This way we can collect this information once for each turn so it's huge performance boost.
2015-11-10 14:26:45 +03:00
d3c8ca7c1c
Pathfinding: implement duration checking for fly and water walking
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Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.
That work for cost calculations too. Let's say you have two bonuses:
- FLYING_MOVEMENT with 20% penalty for next 2 turns
- FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
7eebcb9d60
Artifacts: replace few more ints by ArtifactID
2015-11-07 11:46:58 +03:00
621c62b44e
Don't crash when spell school level is higher than 3 (which is another bug)
2015-10-31 21:15:40 +01:00
17071c6ec8
Merge pull request #125 from ArseniyShestakov/newMovementSystem
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Okay, time to merge this.
2015-10-31 13:56:22 +01:00
8c9f8f22d9
Merge pull request #123 from ArseniyShestakov/mantis-1230
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Okay, now we shouldn't get broken savegames. Merging.
2015-10-17 08:31:44 +02:00
3663b952ea
Fix issue 2276. Refugee Camp shouldn't be guarded
2015-10-16 06:45:06 +03:00
226650582d
Move base movement cost to GameConstants
2015-10-16 03:03:40 +03:00
3466e0fae7
getTileCost: one more pass over code and formatting fix
2015-10-15 15:17:21 +03:00
52a52dcfd9
Implement NO_TERRAIN_PENALTY bonus
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Penalty of specified terrain type is ignored if hero have this bonus
2015-10-15 01:09:02 +03:00
fca4deaad2
Merge pull request #122 from vmarkovtsev/feature/warnings
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Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
e4b1ef1405
Add "override" to virtual overriden methods
2015-10-13 21:05:36 +03:00
b94432b4ba
Fixed http://bugs.vcmi.eu/view.php?id=2297
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* allow banned spells by Tomes (XXX_SPELLS bonus), Spelbinders Hat (SPELLS_OF_LEVEL bonus)
* allow banned spells by cheat-code (now also SPELLS_OF_LEVEL bonus)
2015-10-13 13:16:46 +03:00
41c4323818
CGHeroInstance: add canFly and update canWalkOnSea
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canWalkOnSea shouldn't check for FLYING_MOVEMENT because it's two separate mechanics that apply different limitations.
2015-10-12 18:52:23 +03:00
fa06e05487
Merge branch 'develop' into SpellsRefactoring7
2015-10-05 00:45:57 +03:00
abe02247b5
Fixed bank randomization.
2015-10-02 17:28:33 +02:00
660203b436
Tweak BattleSpellCastParameters
2015-09-29 17:26:41 +03:00
2b434111bf
More hero|creature casting unification
2015-09-29 17:26:40 +03:00
9e0fd70208
Move isCastableBy logic back to CGHeroInstance - it is Hero-specific
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* When and if canCastThisSpell will also be implmented for creatures common part may be moved to CSpell class.
2015-09-16 04:39:44 +03:00
f2605e059c
Fix 2042
2015-09-16 02:20:57 +03:00
080244f30e
MAXED_SPELL bonus should only affect spell effects
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* fixes 2146
2015-09-15 06:00:24 +03:00
fb5903d610
Initial experiments on hero & creature casting unification
2015-09-12 21:09:44 +03:00
8f2da66a18
fix mantiss 1967 + some refactoring
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* remove TModDescr and realted APIs - they were only used in one place
2015-09-04 22:29:20 +03:00
bdee647525
CastleInterface: Exclude previous building upgrade in reqs
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Hide CityHall from Capitol prerequisites in Capitol build window
2015-08-19 12:05:43 -04:00
9e7b459882
Partial solution to #2206
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TODO: add serialized field that contains custom guard config
2015-06-05 11:28:14 +02:00
fb707a6576
fix mantiss 2142
2015-04-01 00:28:21 +03:00
eef45b5ae8
Fixed warnings
2015-03-31 00:55:37 +03:00
ed33d99ac7
Silenced some more logs.
2015-03-28 22:17:45 +01:00
a832b7efee
Fixed #2026
2015-03-12 10:08:10 +01:00
f894abe494
Unified interface for object template.
2015-03-12 08:31:30 +01:00
17f3f94ca6
CGSubterraneanGate: fix pairing and always assign all gates to channel
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Before gates on underground layer didn't had any channel assigned and of course any function that attempt to check -1 channel caused crash.
Also I find out that at point postInit executed It's possible to get mutable gamestate via gameState() callback so we don't need to pass it there.
2015-03-11 17:17:21 +03:00
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
f32849a73e
Attempt to compile refactored spells in MSVS.
2015-03-09 19:24:45 +01:00
1801b5eaf4
CGTeleport: use vstd::erase_if_present in getAll functions
2015-03-09 15:44:48 +03:00
8f8d237d5d
Use isTeleportChannel callback functions to check teleport channel type
2015-03-09 02:13:40 +03:00
3b057e0408
CGMonolith: fix switch formatting
2015-03-09 01:27:40 +03:00
606013c535
CGSubterraneanGate::postInit put const back
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Originally I removed it when change this code to actually change object.
Though this sorting can work with constant object just fine.
2015-03-08 21:16:30 +03:00
826a64b579
Pack of tiny code improvements for @alexvins request
2015-03-08 20:19:00 +03:00
6d77322d6a
CGMonolith: add text dialog when player visit one-way monolith exit
2015-03-08 18:07:06 +03:00