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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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
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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
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Okay let's do this!
2015-03-10 09:04:25 +01:00
f7f3c2f21a
Migrated to SDL2. It also fixes animation speed in combat.
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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
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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