1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00
Commit Graph

501 Commits

Author SHA1 Message Date
1609b8fdb9 Made all paths dependent on DATA_DIR, USER_DIR, BIN_DIR or LIB_DIR. Data access can now be separated from saved games and binaries.
Fixed a file handle leak.
Bumped revision to 0.74b (linux).
Reworked the build system to remove uneeded dependencies (linux).
Removed use of PATHSEPARATOR since Windows can use / too.
2009-10-04 02:02:45 +00:00
540e15d4ea * when active stack is killed by spell, game behaves properly 2009-09-28 15:05:35 +00:00
7382314dfd * battle should now end automatically when last stack of one of sides is killed by a spell
* minor changes
2009-09-28 14:21:48 +00:00
55925e0eea 1.Fixes for RazeStructures net packs.
2.Support for Pyramid. Unfortunately untested entirely as combats won't work on my system.
2009-09-24 17:54:02 +00:00
9a1669b926 * animation of catapult
* stacks won't be reversed when attacked by turrets
2009-09-24 13:44:55 +00:00
307c20e7dc * fixed crash on clicking on the map frame
* battle settings will be stored
* fixed calculating battle casualties
* fixed crash when clicking on enemy stack without moving mouse when we receive action
* fixed issue when splitting stack to the hero with only one creatures
2009-09-24 13:23:52 +00:00
e9c991a180 * compilation fixes (I didn't test everything, I hope it works) 2009-09-23 12:05:33 +00:00
91b4212c5f Support for Magic Spring
Optimized Pandora Box
2009-09-22 16:12:33 +00:00
7c2b54844f Update for previous rev. Support for synchronous building demolition. 2009-09-22 14:27:46 +00:00
ee3c318ed9 Version for development release 0.73c
* version set to 0.73c, bumped save format version, updated changelog
* new stack queue for higher resolutions (needs new graphics!)
* improved stack ordering during battle
* many minor fixes
* temporarily disabled AI
2009-09-20 12:47:40 +00:00
1f958bc240 * fixed problem with stack positioning on battlefield when creature bank is attacked 2009-09-19 09:13:28 +00:00
7660e29751 Creature banks are now functional, however there are some glitches listed on our board. 2009-09-17 06:19:27 +00:00
df6a7d680e Creature banks display resonable info about gathered loot. 2009-09-16 16:16:57 +00:00
4f88871f94 * minor fix 2009-09-16 11:07:30 +00:00
80b5126cf5 * support for RETURN_AFTER_STRIKE feature 2009-09-16 10:59:56 +00:00
e77e49783a * improved handling of animations in battles 2009-09-15 12:20:11 +00:00
efb1049860 * fixed crashes with paths when fastly switching heroes
* fixed and improved slider behavior
* fixed possible thread access conflicts
* support for attacking town with visiting hero
* fixed dwellings saving
* minor improvements
2009-09-12 22:17:23 +00:00
c8ac6cf914 * certain improvements for animations in battles
* obstacles won't be placed on battlefield when creature bank is attacked
2009-09-11 12:46:26 +00:00
df87b34662 * fixes for moving War Machines
* automatic merging same creatures stacks if needed when moving hero to town garrison
* minor improvements
2009-09-11 05:45:40 +00:00
3d2ab9c753 * Garrison dialogs for garrisons. Required a bit restructuring of the code to take removable units into account. All showGarrisonDialog methods and the GarrisonDialog struct now takes it as a parameter. Visiting ally towns would benefit from this other than garrisons.
* Garrison right-click information shown, but not taking detailed info into account.
* Town info dialogs centered around cursor.
2009-09-09 17:49:03 +00:00
ea5a836a7e * better positioning of moat/mlip
* minor change
2009-09-07 12:30:10 +00:00
956a87f264 * redone stack queue algorithm
* recalculating paths only after finished movement / switching selection
* moving hero uses "new" pathfinder
* moving hero by arrow keys / numpad
* VCMI window should start centered
* fixed pairing Subterranean Gates
* fixed issues with creatures sounds after loading
* several minor changes and improvements
2009-09-07 02:29:44 +00:00
c5832fb9e8 * further fixes for sieges
* support for ballistics
2009-09-06 09:13:16 +00:00
05b0d82769 * next part of sieges 2009-09-05 14:10:26 +00:00
a4df8e8831 * partial support for arrow turrets 2009-09-04 14:11:42 +00:00
5bfbcfb000 * next part of sieges
* partial implementation of berserk spell (unit does not always attack the nearest creature, wrong handling of situation when nearest stack is too far)
* ballista can shoot (it was considered to be always blocked instead of always free)
2009-09-02 14:10:19 +00:00
749d54f686 I don't have time this week to finish and test Creature Banks, so I submit what have been made so far. 2009-09-01 14:36:48 +00:00
1fd156e79d * minor fix for commit r1178 2009-09-01 14:02:47 +00:00
d25a5a795e * next part of sieges 2009-09-01 13:54:13 +00:00
e60c6785a4 * Necromancy implemented. Not sure if they client/server communication is right, but it works.
* Cloak of the Undead King implemented as well.
2009-08-31 22:04:00 +00:00
c1b112d266 * LEVEL_SPELL_IMMUNITY (e.g. Dragon spell immunity) implemented.
* Modified the positioning of battle effects, they should look about right now.
2009-08-29 22:00:46 +00:00
1f0a1bd771 More fixes. 2009-08-28 19:34:08 +00:00
780de79eba Further fixes. 2009-08-28 10:05:45 +00:00
a40d3fcf63 Fixed setting sides info on battle start (fixes crashes after attacking flagged non-hero objects) 2009-08-28 09:35:35 +00:00
adcfb3c020 * second part of sieges
* minor changes
2009-08-26 14:09:55 +00:00
af0cfe13a4 Fixed desync problem with Creature Banks and some other glitches.
The game is still unstable though. Please let me know if your game tends to crash when starting new map.
2009-08-26 05:08:59 +00:00
a13d7fd595 * Added Blind to CCreatureHandler::getMindSpells()
* Fixed Angelic Alliance to the right factions.
* Added functions to determine good/evil status of a unit/faction. Was going to use it for both Evil Fog/Holy Ground and Angelic Alliance, but turned out the latter was a bit special. Could still be useful in the future with additional towns. CCreatureHandler seemed to be the best place for it.
2009-08-24 17:40:20 +00:00
fe2085fe42 * support for new creature abilities: hate, spell cost decreasing, spell vulnerability
* fixed crash when vcmiistari is applied on hero without spell book
2009-08-23 13:41:57 +00:00
56fe3b0547 * jousting support 2009-08-22 15:29:30 +00:00
66dd31fd8a * attacking and capturing towns
* r-click popups on selected town/hero.bonus and teams in pregame
* disabled music due to bugs in SDL_mixer and smpeg (probably it was the source of reported random crashes / hangups)
* minor fixes
2009-08-22 13:59:15 +00:00
c4b0bd9d7e * new spell: remove obstacle
* minor changes
2009-08-19 10:59:42 +00:00
93f5c83d7c * support for new spell: hypnotize 2009-08-18 11:49:34 +00:00
072c1f8d12 * support for multiple retaliations per turn, unlimited retaliations, counterstrike spell
* stack is not resurrected when it is under a living stack
2009-08-17 11:22:29 +00:00
e892913635 * support for battles in creature banks (hopefully) 2009-08-17 10:47:08 +00:00
fbc117b034 1.Pandora and Event now give experience correctly
2.Better, but not complete handling for big exp values
2009-08-17 10:02:29 +00:00
b4070c6b3e Third part of GUI reorganization:
* Rewritten pregame
* FNT fonts support
* Several additions to GUI system. 

Changes are significant, some things may be broken.
2009-08-17 08:50:31 +00:00
dd91e7e406 1. Support for Pandora Box
2. Improved functions handling experience. Now it works with values over 65K, but still didn't with event giving 99M exp
I have no idea what it has to do with AI though
2009-08-16 15:39:18 +00:00
4fc25c7b98 * corrected per-stack spell immunity handling
* support for new artifacts: * of Legion, shackles of war
2009-08-16 13:44:17 +00:00
2b44cd35b6 Shooters with attack twice no longer attacks twice melee. (This assumes shooters would never be able to attack twice in melee) 2009-08-16 03:52:14 +00:00
1d765e8f29 Second part of GUI reorganization. Some things may not work properly. 2009-08-11 16:05:33 +00:00