82048cbf2d
Pathfinder: implement new feature - node action
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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
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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"
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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
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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
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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
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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
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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
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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
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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
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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
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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