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Commit Graph

9319 Commits

Author SHA1 Message Date
cff8ecda46 simplify a bit 2015-03-18 14:28:34 +03:00
729855ff60 Allow hit on any target including already destroyed, allow multiple hit on same target 2015-03-18 14:12:26 +03:00
69c458e881 initial implementation. 2015-03-18 13:27:07 +03:00
323c4e1637 RMG Options: make "Computer only teams" buttons work as expected
Button "0" should be always enabled and if "Computer only players" set to "0" we should also computer only team count to "0" if it's not random.
2015-03-16 16:02:52 +03:00
448fbe44e9 Improve CButton::block and fix CToggleGroup->selectedID
CToggleGroup. Originally when I added initialization for selectedID I didn't find out that -1 is used for "random" buttons. So as result I fixed uninitialized variable usage, but break initial button state change in RMG options because setSelected ignore state change request because it's see -1 button already marked as selected.
2015-03-16 15:55:36 +03:00
120301ecc8 Split army: dont highlight down garrison slots if there no visiting hero
Before UI always highlighted all slots in both town garrisons even if there no visiting here and you can't actually set army on these slots.
Now garrison slots only highlighted if they're owned by us or our ally. If there no visiting hero in town then only suitable upper garrison slots will be highlighted.
2015-03-16 02:04:18 +03:00
078bf6c69c CSelectionScreen: always use isHost and isGuest when suitable 2015-03-15 19:33:58 +03:00
c4000f2ac7 Multiplayer: always display flags in lobby, but block them for guest 2015-03-15 19:24:03 +03:00
783dcfea2e CMapGenOptions: fix crash when computer only limit is used
Currently when there is computer only players set resetPlayersMap may try to change settings for more than 8 players which obviously cause crash.
Now if any of "players and computer limit" or "computer limit" is set to random we automatically set total limit to 8 players.
2015-03-14 22:19:24 +03:00
eeff8f3ea4 Multiplayer: add sync for RMG options in lobby
Sadly I'm not yet find proper way to block all buttons in CToggleGroup without make them invisible so it's still possible to press buttons for guest. Though CRandomMapTab::updateMapInfo is now disabled for guest so even if guest going to press multiple buttons it's not going to cause crash for him.
2015-03-13 23:33:46 +03:00
67aa869a33 Multiplayer: make chat history visible in lobby and improve CTextBox
Now we'll also play sound when new message added.
CTextBox::setText now will automatically change text height for slider.
2015-03-13 18:45:07 +03:00
1f1f61cf15 Custom campaigns list: redraw parent as we use it's background
This one fix issue 2057
2015-03-13 18:06:19 +03:00
f8747a1f16 Multiplayer: don't add newly joined players to CPU-only slots 2015-03-13 15:05:12 +03:00
4f3eb919e5 CHeroWindow: block dismiss button if there no other heroes and no towns
This one resolve mantis issue 530.
2015-03-12 23:47:46 +03:00
32009690eb initTowns: only add Tovern by default to player-owned towns
Neutral towns with default buildings set should never get Tovern automatically.
This one fixes issue 2090.
2015-03-12 18:47:32 +03:00
d8114fa3fb Post-release version bump. 2015-03-12 14:44:56 +01:00
a1da08f802 Disabled Seer Huts for 0.97c. 2015-03-12 10:45:24 +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
e0134342c8 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-03-11 22:17:54 +01:00
cf74969603 Fixes, logging for Seer Huts 2015-03-11 22:17:35 +01:00
f2a237ce6c CPathfinder: move allowed teleport check into lambda
This also fix accidental whirlpool usage as previously I messed up code a bit.
2015-03-11 23:53:35 +03:00
61071c46e1 Fixed monster amounts in Pandora Box. 2015-03-11 19:21:58 +01:00
3cc9705bfe Minor tweak. 2015-03-11 16:54:42 +01:00
01390e0c2c Optimization for random treasures. 2015-03-11 16:19:03 +01:00
17f3f94ca6 CGSubterraneanGate: fix pairing and always assign all gates to channel
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
f3cdadf142 Update ChangeLog 2015-03-11 10:51:19 +01:00
53af95f0a6 Few spell tweaks 2015-03-10 23:45:09 +03:00
1fd4a6daae Fix merge of SpellsRefactoring5 2015-03-10 23:23:28 +03:00
719fcef34e Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-03-10 19:57:35 +01:00
b5c270082b Added missing files. 2015-03-10 18:32:05 +01:00
2145be281a Merge pull request #86 from ArseniyShestakov/fixQuestSaving
Fix saving of player's quests and bump save format version
2015-03-10 18:01:38 +03:00
8820bc05a9 MSVS compiler doesn't allow default arguments for Lambdas. 2015-03-10 10:06:45 +01:00
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
f7f3c2f21a Migrated to SDL2. It also fixes animation speed in combat.
Library package coming soon.
2015-03-10 08:57:45 +01:00
5d716d2a1c Added information teleportation support changes 2015-03-10 03:32:33 +03:00
11d4b4291c VCAI: always clear teleport channel probing list if we lost hero 2015-03-10 03:23:36 +03:00
74e94f9cfb Merge branch 'alexvins-SpellsRefactoring5' into develop 2015-03-09 20:26:03 +01:00
f7b5ecf642 Something that compiles. 2015-03-09 20:07:28 +01:00
f32849a73e Attempt to compile refactored spells in MSVS. 2015-03-09 19:24:45 +01:00
431f3bd857 VCAI: use cannotFulfillGoalException instead of runtime_error 2015-03-09 17:09:34 +03:00
1801b5eaf4 CGTeleport: use vstd::erase_if_present in getAll functions 2015-03-09 15:44:48 +03:00
f7a999f0f3 VCAI: add destinationTeleport to serialization 2015-03-09 15:37:54 +03:00
5c6633f8ad CPathfinder::addTeleportWhirlpool: check that obj isn't nullptr 2015-03-09 15:32:09 +03:00
00b0af7306 CGameInfoCallback: now actually drop excludeId argument 2015-03-09 14:20:34 +03:00
861104f493 CGameInfoCallback: refactoring of getTeleportChannelEntraces / getTeleportChannelExits
Move shared filtering code into getVisibleTeleportObjects.
Also remove excludeId as it's not currently used.
2015-03-09 05:10:31 +03:00
930a8b49da CPathfinder: move complicated check into lambda 2015-03-09 04:24:12 +03:00
8524bdbc25 VCAI: use copy_if instead of erase_if for teleport exit probing list 2015-03-09 03:24:39 +03:00
496338813c VCAI: explicitly check for teleportation between subterranean gates 2015-03-09 02:27:49 +03:00
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00