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Commit Graph

5736 Commits

Author SHA1 Message Date
82048cbf2d Pathfinder: implement new feature - node action
No action going to simplify isMovementAfterDestPossible and should be as well useful for cost calculations.
It's can be also used by client interface to show appropriate cursors and path.
2015-11-08 00:26:41 +03:00
bd8eec7fb8 CGPathNode: move resetting code into separate function 2015-11-07 22:16:45 +03:00
d8a612f5d6 CPathsInfo: use boost::multi_array for storing graph of nodes 2015-11-07 22:02:57 +03:00
3f2cdf3137 CPathfinder: implement priority queue and node locking 2015-11-07 21:11:07 +03:00
3aa5360ac6 Merge pull request #135 from josch/develop
Replace deprecated FFmpeg API for compatibility with ffmpeg 2.9
2015-11-07 11:23:30 +02:00
7eebcb9d60 Artifacts: replace few more ints by ArtifactID 2015-11-07 11:46:58 +03:00
e645b46aed Revert "Merge pull request #124 from vcmi/issue/1372"
This reverts commit da01af319b, reversing
changes made to 8b6b4e2e0b.
2015-11-07 11:35:02 +03:00
bd12989ad6 Artifacts: use ArtifactID instead of ints 2015-11-06 21:54:51 +03:00
148355908d CPathfinder: get rid of FoW variable and bunch of small fixes 2015-11-05 15:04:56 +03:00
f80c1410b3 Replace deprecated FFmpeg API for compatibility with ffmpeg 2.9 2015-11-05 12:38:04 +01:00
9fe442537b Pass on EPathfindingLayer and small fixes for code around it 2015-11-05 12:46:44 +03:00
5f3e9deda7 CPathfinder: deny transit over whirlpools when hero not protected 2015-11-05 11:34:01 +03:00
a1290f548b CPathfinder: only allow water walking over accessible tiles 2015-11-05 11:25:41 +03:00
62dc070c0a moveHero: add transit validation and avoid embarking on transit
Hero shouldn't embark into boat when attempt to transit over air layer.
2015-11-05 10:50:47 +03:00
c188ff0a92 doMoveHero: dont stop movement on guarded tiles when transit used 2015-11-05 10:37:22 +03:00
3de94a8b99 CPathfinder: don't allow future movement after guarded tile
There is two exceptions:
 - Hero start movement from guarded tile.
 - Hero that embarking into boat that standing on guarded tile.
In other cases future movement is impossible.
2015-11-05 10:22:38 +03:00
ac12a0735e Plumbing on client and server to make flying actually work 2015-11-05 10:02:13 +03:00
dd525da153 Formatting 2015-11-04 23:37:53 +01:00
f4dea88e3b CPathfinder: get rid of hero object usage when it's not needed 2015-11-04 15:38:15 +03:00
1bc335323d CPathfinder: add lightweightFlyingMode option suggested by @alexvins 2015-11-04 15:05:22 +03:00
330c1666fc CPathfinder: move isLayerTransitionPossible and remove outdated comment 2015-11-04 12:29:51 +03:00
934c682733 CPathfinder: always add air and water layer nodes to queue
It's should be possible to go into air layer from visitable object (but opposite isn't allowed).
And when walking on water player can't really interact with any object at all so future movement always possible.
2015-11-04 11:53:52 +03:00
595deda270 CPathfinder: rename functions to better represent what they doing 2015-11-04 11:47:43 +03:00
da01af319b Merge pull request #124 from vcmi/issue/1372
Issue/1372
2015-11-04 10:39:40 +03:00
75a76c0bf0 FixDefenceAni 2015-11-04 00:19:40 +01:00
8b6b4e2e0b Fix header case for Linux to Windows cross compilation using MingGW 2015-11-03 14:40:36 +03:00
dfd70849e9 CPathfinder: restore selective tile initialization to initializeGraph
This way we can avoid layer checks when calculating paths by ignoring unitialized tiles entirely.
Also at this point pathfinder and movement actually works for everything except flying.
2015-11-03 03:25:12 +03:00
4b5cb3599a Do not try to rise demons from war machines 2015-11-03 02:20:26 +03:00
6a9dc78dcd [WiP]Added some checks for RISE_DEMONS action. 2015-11-03 02:18:36 +03:00
fbebbf39f3 Fix zero size stack summoned in case of basic resurrection. 2015-11-03 02:18:35 +03:00
f6b9015324 Use constant for summoned creature slot 2015-11-03 02:18:34 +03:00
c94bea51e3 Update army in case of summoned creatures 2015-11-03 02:18:33 +03:00
b024237e8a Remove stack instancies of removed stacks 2015-11-03 02:18:32 +03:00
c85c7f4b61 CPathfinder: always initialize all nodes within initializeGraph 2015-11-03 01:29:43 +03:00
349f16a359 Version bump. 2015-11-02 17:28:54 +01:00
d7b70da27e Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-11-02 16:40:39 +01:00
c047fea44c Updated changelog. To be released as VCMI 0.98e. 2015-11-02 16:39:57 +01:00
400152caee CPathfinder: draft implementation of layers logic; not yet works 2015-11-02 16:03:03 +03:00
460227ec23 GitIgnore 2015-11-02 12:08:42 +01:00
9c1c7d0caf Pathfinding: move getNode into CPathsInfo 2015-11-02 14:04:26 +03:00
4b64bec711 EPathfindingLayer: copy other code from ETerrainType for debugging 2015-11-02 13:25:01 +03:00
2b6e1498d2 Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
b8253206c7 Pathfinding: make related code aware that layers exist 2015-11-02 11:06:06 +03:00
118039a368 Pathfinding: add copy-pasted EPathfindingLayer 2015-11-02 11:05:26 +03:00
1bcfa986e4 Apply fixes to pathfinder 2015-11-01 01:52:43 +03:00
d46364c4c3 Merge branch 'develop' into issue/2306
Need to reapply changes to pathfiner

Conflicts:
	AI/VCAI/VCAI.cpp
	lib/CGameState.cpp
	lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
4df16d525a Merge pull request #130 from vmarkovtsev/issue/2306
Issue/2306
2015-11-01 01:10:27 +03:00
34cc9c78f7 [c::b] update projects 2015-11-01 00:01:41 +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
5c623868bf Fix invalid dynamic_cast replacement 2015-10-31 23:01:22 +03:00