d79e336e4b
Reworked SetStackEffect::applyGs
...
* fixed applying different duration effects from spells (f.e. Blind)
* reduced code duplication
2016-09-29 15:23:28 +03:00
34b8b2c91b
Fixed Berserk spell effect aka Bonus::ATTACKS_NEAREST_CREATURE
...
* issue http://bugs.vcmi.eu/view.php?id=2513
* fix is not retroactive
2016-09-29 14:11:15 +03:00
e91a6d45e8
Probably fixed http://bugs.vcmi.eu/view.php?id=2523
2016-09-29 10:45:22 +03:00
e77d408e92
Merge pull request #222 from dydzio0614/HeroBattleWindow
...
Looks OK to me, thanks! :)
2016-09-28 21:06:59 +02:00
68af6a0c19
Refactoring InfoAboutHero + GetHeroInfo
2016-09-28 13:22:33 +02:00
30aa379a9d
Fixed http://bugs.vcmi.eu/view.php?id=2521
...
* show icons at visitable position
* do not duplicate visible objects icons
2016-09-28 07:58:15 +03:00
f9b5ca3374
Remove max mana info leak + tiny refactor
2016-09-28 00:20:45 +02:00
d831c087d9
Extending hero info callback
...
Allow to check battle enemy hero details + adding max spell points to available data
2016-09-27 22:47:24 +02:00
a03419e7d9
Fixed http://bugs.vcmi.eu/view.php?id=2269
2016-09-24 11:25:29 +03:00
7874dffa7d
fixed http://bugs.vcmi.eu/view.php?id=2282
2016-09-24 10:06:24 +03:00
849e3fc04e
Fixed http://bugs.vcmi.eu/view.php?id=2506
2016-09-24 09:27:58 +03:00
6c63041d1a
Merge pull request #198 from vcmi/SpellsRefactoring8
...
No reason to not merge this now.
2016-09-24 05:29:55 +03:00
7618e294c2
More fixes to not place obstacles on wall parts
2016-09-24 04:55:48 +03:00
cffc4b2ab5
fixed patch obstacle placement inside walls
2016-09-23 20:27:55 +03:00
bac0b026e5
Do not place obstacles on wall parts
2016-09-23 13:14:12 +03:00
44753866ec
Fixed Clone links cleanup.
2016-09-23 12:20:41 +03:00
bb05db90e5
CRewardableObject::onHeroVisit: avoid crash on pickable objects
...
Missed this problem when tested #214
2016-09-23 11:47:07 +03:00
50b271393c
Merge pull request #214 from Chocimier/iss1975
...
Properly check if corpse was visited
2016-09-23 06:26:10 +03:00
ea2e336f54
Merge branch 'develop' into SpellsRefactoring8
2016-09-22 16:40:32 +03:00
97d358b70f
Marking visited for team
...
Also no longer gives reward every player
2016-09-20 22:05:44 +02:00
bd651ec5ef
Improve pandora box secondary skill handling
2016-09-20 12:40:58 +02:00
563a5d53c0
Update secondary skill handling. Fix issue 2307
...
Also making secondary skill icon display behavior same as in H3 during popup message.
2016-09-19 20:05:57 +02:00
8b0c62e10e
Block surrender via escape tunnel. Fix issue 2389
2016-09-18 22:05:05 +02:00
7e85154946
Unify battleCanCastSpell parameters
2016-09-18 18:12:07 +03:00
ef34d21941
Passive cast can be blocked by spell level limit.
2016-09-18 17:21:56 +03:00
374e30c972
Added a few safety checks
2016-09-18 16:30:03 +03:00
73c7b49eb7
Hide effectValue calculation inside BattleSpellCastParameters
2016-09-18 15:27:22 +03:00
1fd87ecc4a
Simplified offensive spell damage calculation
2016-09-18 14:54:17 +03:00
635c48f889
CGHeroInstance::setType: fix to give proper subID to random heroes
...
Hero class id is used to determine hero object appearance, but after than we use subID to store it's unique id.
This change should fix issues 2127 and 2277 since random heroes not going to override others in heroesPool.
2016-09-18 10:01:09 +03:00
f6df107a55
Replace more magic subIDs with readable enums
2016-09-18 00:53:37 +03:00
beae354536
Correcting random amount of gold in gold piles
...
In original H3 allowed amounts of gold in treasure piles are multipliers of 100. Before this fix gold amount can be any value from range 500-1000.
2016-09-17 23:22:13 +02:00
53fbf88316
Spell cast logging refactored.
2016-09-17 23:04:23 +03:00
d993710f8e
Merge branch 'develop' into SpellsRefactoring8
2016-09-17 20:29:44 +03:00
28d859419c
Revert the old code
2016-09-16 22:01:21 +02:00
29d6fb0f04
Properly check if corpse was visited
...
Fixes two issues:
- corpse without loot couldn't be marked as visited
- taking loot from once visitable objects marked them as visited for all players
2016-09-16 20:59:07 +02:00
84137dcaa5
Add DLL_LINKAGE to getStr and fix player id logging in VCAI
2016-09-16 05:45:00 +03:00
c8090c78ec
CGameState::updateRumor: fix infinite loop with only one map rumor
2016-09-15 23:22:25 +03:00
fdca75b4b0
PlayerColor: add getStr and getStrCap functions with optional L10n
2016-09-15 18:22:54 +03:00
b5fa97b697
Merge pull request #211 from Chocimier/iss2321
...
Tested. Everthing looks fine so merging.
2016-09-14 00:37:17 +03:00
c5e4eaf9c1
Check if hero knows spell even without wisdom
2016-09-13 22:28:21 +02:00
1e60ba6516
Only delete CQuest in CMap destructor and not with IQuestObject
...
Quest information must remain accessible even if map object removed. Fix issue 2472
2016-09-13 01:30:47 +03:00
e1a1bc89c0
Extract PossibilityVisitor
2016-09-12 22:28:11 +02:00
505e53c17d
Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring8
...
# Conflicts:
# client/battle/CBattleInterface.cpp
# lib/spells/BattleSpellMechanics.cpp
2016-09-12 10:13:40 +03:00
2543e068ac
Merge pull request #209 from vcmi/fix/saveDesyncs
...
Think I tested it enough to merge it
2016-09-11 21:36:42 +03:00
33d1895d21
Merge branch 'develop' into SpellsRefactoring8
2016-09-11 18:34:18 +03:00
49e2bde3c0
Mostly complete fix for http://bugs.vcmi.eu/view.php?id=2429
2016-09-11 16:02:45 +03:00
3fa62beb6d
Do not allow to cast Cure if there is nothing to cure.
2016-09-11 13:48:14 +03:00
fe6c0cf89b
Use RandomGeneratorUtil::randomShuffle for reproducible gameplay
2016-09-11 00:10:52 +03:00
c8faca8f39
Refactoring: only use RNGs explicitly to avoid bug prone code in future
...
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00
5e0a9d7966
hackfix for commander spells
2016-09-10 22:41:50 +03:00