1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-07-03 00:46:55 +02:00
Commit Graph

4220 Commits

Author SHA1 Message Date
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