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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
Commit Graph

2627 Commits

Author SHA1 Message Date
AlexVinS
080244f30e MAXED_SPELL bonus should only affect spell effects
* fixes 2146
2015-09-15 06:00:24 +03:00
AlexVinS
27f2dfc576 Quick fix for SACRIFICE immunity check 2015-09-15 04:31:43 +03:00
AlexVinS
bd70f672c3 fix 1814 2015-09-15 03:08:45 +03:00
AlexVinS
466ddb37b3 fix 1556 2015-09-14 18:38:41 +03:00
AlexVinS
3ed3f1fa13 Use json configuration for special spell effect duration 2015-09-14 13:22:23 +03:00
AlexVinS
3c053e5dd5 Quick fix for 2245 & 2238 2015-09-14 12:35:58 +03:00
AlexVinS
329c1d6b94 Calculate magic mirror effect at same time as magic resistance. 2015-09-14 11:52:56 +03:00
AlexVinS
caf8ae62cc Allow custom effect animation on any stack during spell cast. 2015-09-14 06:21:49 +03:00
AlexVinS
0f0e67dbe3 Do not include resisted stacks in affected 2015-09-14 05:45:05 +03:00
AlexVinS
843a2a39bd Use general dispell algorithm for CURE 2015-09-13 01:06:07 +03:00
AlexVinS
32337102ac Fix a typo 2015-09-13 00:54:39 +03:00
AlexVinS
3029b1a432 Fix initialization of CSpell::AnimationItem 2015-09-12 23:52:04 +03:00
AlexVinS
f310be5d5f Fix pasring csv cells with multiple quoted parts 2015-09-12 23:03:10 +03:00
AlexVinS
7776d7bbf7 rename BattleSpellCastParameters::caster 2015-09-12 21:09:54 +03:00
AlexVinS
98ea8bf314 Introduce dummy spell animation/ animation pause configuration
* save format changed with backward compatibility, UNTESTED
2015-09-12 21:09:52 +03:00
AlexVinS
832d69ec11 Hide battle log algorithm in spell classes.
* not finished, to be moved to json of splitted between mechanics classes
2015-09-12 21:09:51 +03:00
AlexVinS
786acad70b project update 2015-09-12 21:09:49 +03:00
AlexVinS
fb5903d610 Initial experiments on hero & creature casting unification 2015-09-12 21:09:44 +03:00
AlexVinS
8f2da66a18 fix mantiss 1967 + some refactoring
* remove TModDescr and realted APIs - they were only used in one place
2015-09-04 22:29:20 +03:00
AlexVinS
e82dfb5a85 fixed mantiss 0002254 2015-09-04 18:08:25 +03:00
DjWarmonger
1c14dbf7b2 Cache SectorMaps to evaluate multiple goals -> huge performance boost 2015-08-31 08:25:33 +02:00
DjWarmonger
a3ce1521e5 Cache visible tiles within SectorMap for quicker access. 2015-08-31 07:39:03 +02:00
DjWarmonger
904a66764c Optimization to getPlayerTeam functions, not very successful :/ 2015-08-30 21:42:19 +02:00
DjWarmonger
70801309bd Optimization for CGameInfoCallback:getPlayer function. It also seems to be called more often than needed. 2015-08-30 20:51:22 +02:00
DjWarmonger
cdad9f88b7 Relaxed Mutex of Logger. Attempt to optimize format function. 2015-08-30 19:26:19 +02:00
AlexVinS
40d3bb40c3 Partial fix for mantiss #2237 2015-08-22 16:22:10 +03:00
AlexVinS
03a295f1a0 Added debug mingw64 build, minimum Windows version set to windows 7, SDL suffixes removed from Build Tagerts 2015-08-20 03:28:04 +03:00
AlexVinS
f24f744f4b Fix a few warnings 2015-08-19 23:02:37 +03:00
Sandy Carter
bdee647525 CastleInterface: Exclude previous building upgrade in reqs
Hide CityHall from Capitol prerequisites in Capitol build window
2015-08-19 12:05:43 -04:00
DjWarmonger
237d3f2624 Refactoring: random spells 2015-08-12 16:40:08 +02:00
DjWarmonger
3863756009 Version bump. 2015-08-01 18:37:14 +02:00
DjWarmonger
50b7b8e47b Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-07-18 20:15:17 +02:00
DjWarmonger
e9654ef487 Fixed issue when player starting towns were wiped. 2015-07-18 20:14:45 +02:00
AlexVinS
a8c45df732 Merge branch 'SDL1Wipe' into develop 2015-06-22 14:24:00 +03:00
AlexVinS
53b85d16be Cleanup C::B projects 2015-06-21 01:59:33 +03:00
AlexVinS
56a1805339 Merge branch 'issue/2185' into develop 2015-06-20 19:16:41 +03:00
DjWarmonger
f9781ffb47 Creature abilities won't spawn in random Pandora Boxes. 2015-06-10 14:27:53 +02:00
DjWarmonger
9e7b459882 Partial solution to #2206
TODO: add serialized field that contains custom guard config
2015-06-05 11:28:14 +02:00
DjWarmonger
3f1bc7e21c One more case for Subterranean Gates 2015-06-04 09:42:39 +02:00
DjWarmonger
927dfa5565 Added correct connections for Subterranean Gates 2015-06-04 09:02:56 +02:00
DjWarmonger
63d6cf168f - Solved problems with sealed-off objects for once and all.
- Refactoring
2015-06-03 21:57:22 +02:00
DjWarmonger
923437bf76 Corrected offset check for required objects. 2015-06-03 19:38:53 +02:00
DjWarmonger
55c1a7eade Clear unused tiles to make more space for roads. 2015-06-03 15:16:11 +02:00
DjWarmonger
e21b2d9cbd Attempt to use A* algorithm for required objects. 2015-06-02 20:29:37 +02:00
DjWarmonger
a68b58d969 - Use straight paths for some connections
- More fixes for template schema
2015-06-02 16:40:32 +02:00
DjWarmonger
8b1641d498 Generate main towns for zones with no player present. 2015-06-02 09:30:56 +02:00
DjWarmonger
1389ae0ea3 Fix Travis build 2015-06-02 07:01:38 +02:00
AlexVinS
2cb6cb7baa Remove useless durationType selector
* duration is a mask, equality comparison is not enough
2015-06-02 07:12:02 +03:00
AlexVinS
b1837d0311 Fix removing STACK_GETS_TURN bonuses
* this should fix some crashes with FRENZY spell
2015-06-02 07:12:01 +03:00
AlexVinS
45a3ad94ae fix autoremoving UNTIL_ATTACK & UNITL_BEING_ATTACKED bonuses
* this should fix crashes with paralyze, stonegaze & blind
2015-06-02 07:12:01 +03:00
AlexVinS
a2901cb8f0 Fix RemoveBonus::applyGs
* use CBonusSystemNode::removeBonus instead of direct modification of _cashe_
2015-06-02 07:12:00 +03:00
AlexVinS
3a50afe1a3 invalidate bonus cashe on effect actualization 2015-06-02 07:11:59 +03:00
DjWarmonger
c6f714db9c Fixed generation of CPU teams. 2015-06-01 21:57:43 +02:00
DjWarmonger
34a59a2788 - Fixed issues with number of players selection
- Added new template for testing multiple players
2015-05-27 18:58:14 +02:00
DjWarmonger
6890ae9f02 - Fixed improper use of playersCount. Now RMG can generate maps up to 8 players, with CPU players only as well.
- Fixes for template scheme
2015-05-27 11:30:46 +02:00
DjWarmonger
2e70d8a084 - VCMI will now read templates from mods
- Added partial schema for RMG template
2015-05-26 18:19:41 +02:00
DjWarmonger
4e25d74e74 CRmgTemplateStorage now inherits from IHandlerBase 2015-05-26 15:12:24 +02:00
O01eg
8785e1f53c Fix compilation with CMake. 2015-05-26 02:02:45 +03:00
DjWarmonger
e08a1f32bd Some more fixes, updated changelog. 2015-05-25 20:04:24 +02:00
DjWarmonger
c6291412d7 Fixed one case of missing roads. 2015-05-25 19:44:03 +02:00
DjWarmonger
a0ed8e0d6d An attempt to straighten roads. 2015-05-25 19:25:48 +02:00
DjWarmonger
353f6dc32e Roads are generated between all nodes. 2015-05-25 19:11:44 +02:00
DjWarmonger
3ec91c550e Correct road nodes iteration 2015-05-25 19:00:00 +02:00
DjWarmonger
fe6fa895c3 More or less working RMG roads. 2015-05-25 18:06:17 +02:00
DjWarmonger
2c88ddf5ed Something works it seems 2015-05-25 17:47:32 +02:00
DjWarmonger
bfd4ff8954 Refactoring 2015-05-25 17:04:17 +02:00
DjWarmonger
6d502ef1a1 Implemented A* algorithm to draw shortest roads - but not correct roads yet. 2015-05-25 16:37:57 +02:00
Rohit Nirmal
aa00fdbd0e Fix building with Boost 1.58. 2015-05-06 19:16:51 -05:00
DjWarmonger
b8a6455b39 Post-release version bump. 2015-05-01 21:56:17 +02:00
AlexVinS
b347fe5457 fix mantiss 0002147 2015-04-13 16:48:46 +03:00
AlexVinS
11b3426bea Fix 0001331 2015-04-13 06:12:23 +03:00
AlexVinS
6448bc6a50 [gcc] fix build 2015-04-12 08:25:53 +03:00
DjWarmonger
cb394754c3 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-04-11 17:13:24 +02:00
AlexVinS
0134266fa1 Extract general dispell logic 2015-04-11 16:27:14 +03:00
AlexVinS
b8b9abcc08 Fix 0002169 2015-04-11 15:53:32 +03:00
AlexVinS
736cc14814 Quick fix for mantiss 0001875
* hardcoded permanent effect for animateDead
2015-04-11 15:02:42 +03:00
DjWarmonger
86e2dabdc9 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-04-11 13:46:32 +02:00
DjWarmonger
a0840100df Different fractalization algorithm that enforces cycle generation. 2015-04-11 13:46:17 +02:00
DjWarmonger
69c58c6c25 Experiment: fractalize RMG zones before placing important objects. The downside is that it won't be possible to draw road as straight line anymore. 2015-04-11 12:47:41 +02:00
AlexVinS
41f1d3f21f Quick fix for major spell configuration bug
* clean fix requires save format change
2015-04-11 13:14:26 +03:00
AlexVinS
2d8288d95a Fix mantiss 0002167
* also refactored summon mechanics
2015-04-11 12:09:48 +03:00
AlexVinS
e5b9f76717 Merge branch 'dispellFixes' into develop 2015-04-11 11:02:56 +03:00
AlexVinS
cc8c1aea36 Fix DISPELL effect 2015-04-11 10:19:35 +03:00
AlexVinS
46e7a0f829 Remove no longer needed (and incomplete) explicit target existence check 2015-04-11 10:19:34 +03:00
AlexVinS
6356247108 Add dispell effect to ANTI_MAGIC
* fixes 0002156
2015-04-11 10:19:33 +03:00
AlexVinS
e4220fef82 Formatting 2015-04-11 10:19:33 +03:00
AlexVinS
9d0b29b973 expert DISPELL also removes spell-created obstacles 2015-04-11 10:19:32 +03:00
AlexVinS
2bf63b0ebd log error if DISPELL was resisted 2015-04-11 10:19:31 +03:00
AlexVinS
f30d5612ed Creature is immune to dispell is it has no active effects 2015-04-11 10:19:30 +03:00
AlexVinS
1747b5af9a DISPELL should ignore all immunities 2015-04-11 10:19:29 +03:00
AlexVinS
67f917edbb Partial fix for 0001554 2015-04-11 10:19:28 +03:00
DjWarmonger
f7387becb4 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-04-11 08:53:14 +02:00
AlexVinS
5b29e800f7 Cleanup: use only CBonusSystemNode::treeHasChanged() when changing treeChanged 2015-04-11 08:13:28 +03:00
AlexVinS
6cf82ceab5 Possible fix for #923 2015-04-11 07:18:40 +03:00
DjWarmonger
3e8c395156 - More fixes for wander targets
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
Fay
1cb54689cf Prevents first aid tents from melee attacking;
Moves attack possibility checks to battle callback (for consistency with shooting checks);
2015-04-09 21:49:11 +02:00
DjWarmonger
9577ef4bda Minor tweak. 2015-04-07 13:43:33 +02:00
AlexVinS
84a2623c37 more experiments 2015-04-03 07:06:29 +03:00
AlexVinS
27c46c83d6 describe roads placement in log 2015-04-03 05:50:02 +03:00
AlexVinS
76193c4c5c More experiments WIP. 2015-04-03 05:47:22 +03:00
AlexVinS
eb60d9737f more sensible road placement 2015-04-03 05:47:20 +03:00
AlexVinS
896a2b17c0 fix patterns 2015-04-03 05:47:03 +03:00
AlexVinS
4c4ad480c5 added experimental usage of roads 2015-04-03 05:47:01 +03:00
AlexVinS
6520d2a577 fix 2015-04-03 05:46:17 +03:00
AlexVinS
ae2c72ca52 Implemented road transitions.
* untested
* still unused
2015-04-03 05:46:16 +03:00
AlexVinS
b1d4ce0474 Road|river patterns are trivial compared to terrain patterns - no need to use json, just define them as a constatnt 2015-04-03 05:46:15 +03:00
AlexVinS
877634b3a3 Define public interface of CDrawRoadsOperation 2015-04-03 05:46:14 +03:00
AlexVinS
e42ca15a0d Fix BERSERK effect 2015-04-03 05:20:17 +03:00
AlexVinS
10668974d6 Move SACRIFICE target existence check to mechanics 2015-04-03 00:35:29 +03:00
AlexVinS
0cce1ef2f1 Move ANOTHER_ELEMENTAL_SUMMONED problem check to SummonMechanics class 2015-04-03 00:02:15 +03:00
DjWarmonger
e529ac62c0 Tagging 0.98 release. 2015-04-01 09:34:55 +02:00
AlexVinS
6c334174d9 Use and check movement points in town portal.
* fixes mantiss 0002031
2015-04-01 04:48:50 +03:00
AlexVinS
d564520f04 Allow town portal to ally town.
fixes mantiss 0002064
2015-04-01 04:04:02 +03:00
AlexVinS
fb707a6576 fix mantiss 2142 2015-04-01 00:28:21 +03:00
Ivan Savenko
376b2436f8 Fixed weird bug in serializer which caused corrupted data in Json map (missing guards entry in banks) 2015-03-31 00:56:33 +03:00
Ivan Savenko
eef45b5ae8 Fixed warnings 2015-03-31 00:55:37 +03:00
DjWarmonger
ed33d99ac7 Silenced some more logs. 2015-03-28 22:17:45 +01:00
DjWarmonger
a0f534146c Fixed underground Lava terrain. 2015-03-28 22:03:38 +01:00
DjWarmonger
999c2a92e0 Inverted approach - first generate rock all over, then free accessible tiles. 2015-03-28 21:13:22 +01:00
DjWarmonger
9515d51bd2 Generate underground tunnels first to get a bit more of them. 2015-03-28 20:09:54 +01:00
DjWarmonger
a0d9ae4849 Refactoring - create underground rock for whole level at once. 2015-03-28 18:56:28 +01:00
DjWarmonger
a90021364e Disable logs for better performance. 2015-03-28 17:46:39 +01:00
beegee1
e9b7044c9b Fix mantis #1859, unknown pattern in underground 2015-03-28 16:41:26 +01:00
beegee1
dafaf86eef Add some debug logging, Fix one special case when updating terrain type, Improve visual look of updated terrain types 2015-03-28 16:41:26 +01:00
AlexVinS
733308e8e2 Attack only present wallparts 2015-03-19 10:35:05 +03:00
AlexVinS
e1b9df9d0c formatting 2015-03-19 09:54:53 +03:00
AlexVinS
9600446cf9 +smart target, +hit animation 2015-03-18 17:48:32 +03:00
AlexVinS
a1ea551a85 Block summon of elemtals only by ally summoned elementals 2015-03-18 16:48:21 +03:00
AlexVinS
c81d4203d7 Do not try to cast EARTHQUAKE with no fort 2015-03-18 16:39:07 +03:00
AlexVinS
cff8ecda46 simplify a bit 2015-03-18 14:28:34 +03:00
AlexVinS
729855ff60 Allow hit on any target including already destroyed, allow multiple hit on same target 2015-03-18 14:12:26 +03:00
AlexVinS
69c458e881 initial implementation. 2015-03-18 13:27:07 +03:00
ArseniyShestakov
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
ArseniyShestakov
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
DjWarmonger
d8114fa3fb Post-release version bump. 2015-03-12 14:44:56 +01:00
DjWarmonger
a1da08f802 Disabled Seer Huts for 0.97c. 2015-03-12 10:45:24 +01:00
DjWarmonger
a832b7efee Fixed #2026 2015-03-12 10:08:10 +01:00
DjWarmonger
f894abe494 Unified interface for object template. 2015-03-12 08:31:30 +01:00
DjWarmonger
e0134342c8 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-03-11 22:17:54 +01:00
DjWarmonger
cf74969603 Fixes, logging for Seer Huts 2015-03-11 22:17:35 +01:00
ArseniyShestakov
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
DjWarmonger
61071c46e1 Fixed monster amounts in Pandora Box. 2015-03-11 19:21:58 +01:00
DjWarmonger
3cc9705bfe Minor tweak. 2015-03-11 16:54:42 +01:00
DjWarmonger
01390e0c2c Optimization for random treasures. 2015-03-11 16:19:03 +01:00
ArseniyShestakov
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
AlexVinS
53af95f0a6 Few spell tweaks 2015-03-10 23:45:09 +03:00
AlexVinS
1fd4a6daae Fix merge of SpellsRefactoring5 2015-03-10 23:23:28 +03:00
DjWarmonger
719fcef34e Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-03-10 19:57:35 +01:00
DjWarmonger
b5c270082b Added missing files. 2015-03-10 18:32:05 +01:00
ArseniyShestakov
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
DjWarmonger
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
DjWarmonger
f7b5ecf642 Something that compiles. 2015-03-09 20:07:28 +01:00
DjWarmonger
f32849a73e Attempt to compile refactored spells in MSVS. 2015-03-09 19:24:45 +01:00
ArseniyShestakov
1801b5eaf4 CGTeleport: use vstd::erase_if_present in getAll functions 2015-03-09 15:44:48 +03:00
ArseniyShestakov
5c6633f8ad CPathfinder::addTeleportWhirlpool: check that obj isn't nullptr 2015-03-09 15:32:09 +03:00
ArseniyShestakov
00b0af7306 CGameInfoCallback: now actually drop excludeId argument 2015-03-09 14:20:34 +03:00
ArseniyShestakov
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
ArseniyShestakov
930a8b49da CPathfinder: move complicated check into lambda 2015-03-09 04:24:12 +03:00
ArseniyShestakov
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
ArseniyShestakov
0c1a37e5a7 CGameInfoCallback: more functions to check teleport channel types 2015-03-09 02:01:24 +03:00
ArseniyShestakov
eff4da1d03 ETeleportChannelType: is now strongly typed enumeration 2015-03-09 01:45:39 +03:00
ArseniyShestakov
3b057e0408 CGMonolith: fix switch formatting 2015-03-09 01:27:40 +03:00
ArseniyShestakov
606013c535 CGSubterraneanGate::postInit put const back
Originally I removed it when change this code to actually change object.
Though this sorting can work with constant object just fine.
2015-03-08 21:16:30 +03:00
ArseniyShestakov
826a64b579 Pack of tiny code improvements for @alexvins request 2015-03-08 20:19:00 +03:00
ArseniyShestakov
6d77322d6a CGMonolith: add text dialog when player visit one-way monolith exit 2015-03-08 18:07:06 +03:00
ArseniyShestakov
530b63f7c4 CPathfinder: add all new code for pathfinding via teleporters
Each kind of teleporter have own function that determine if it's should or shouldn't be used.
For now Monolith with bidirectional channels and Subterranean Gate are united.
2015-03-08 17:13:26 +03:00
ArseniyShestakov
21aaad6972 MoveHero: add transit movement option
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it.
Currently it's will be only allowed is object under destination is teleport.
2015-03-08 17:04:09 +03:00
ArseniyShestakov
25656aa586 Add showTeleportDialog everywhere except actual code for AI and player
Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00
ArseniyShestakov
18535db0ef Add TeleportDialog and CTeleportDialogQuery
TeleportDialog is based off BlockingDialog and it's needed for server to ask client what teleport hero should be teleported to.
It's also contain list of possible exits, identifier of currently used channel and also impassable option.
If impassable set to true then client will remember that current teleport channel is lack of exit point.
2015-03-08 16:37:33 +03:00
ArseniyShestakov
8d7b6d119f CGameInfoCallback: add functions that gather information about teleport channels
This code belongs to callback because both player and AI shouldn't directly access information about teleport channels.
For example pathfinder code need to check teleport channel type only based on information about objects player already seen.
2015-03-08 16:21:14 +03:00
ArseniyShestakov
c9eba40fe6 Updated CGTeleport and new CGMonolith / CGSubterraneanGate / CGWhirlpool
Now CGTeleport is not publicly available handler, but generic class for teleport channels usage.
Teleport channels are stored as part of information about the map.
2015-03-08 16:11:23 +03:00
ArseniyShestakov
04a1df29ad Add TeleportChannel / TeleportChannelID / ETeleportChannelType
TeleportChannel is structure that contain two vectors of entrances and exits for certain teleport channel. It's also store passability state independently which almost only useful for Player and AI as they can't know if channel passible or not until enough entrances / exits are visible or server passed them information that certain channel is impassible when they visited entrance.

ETeleportChannelType is determined by checking intersection between entrances and exit vectors or checking their size:
 - IMPASSABLE: one of vectors empty or only one entrance id is same as only one exit id.
 - BIDIRECTIONAL: contents of both vectors is exactly the same.
 - UNIDIRECTIONAL: contents of both vectors do not intersect.
 - MIXED: contents of vectors only partially intersect. Not currently used; added for future modding.
2015-03-08 15:18:53 +03:00
ArseniyShestakov
f145c82031 TerrainTile: implement exclusion for topVisitable functions
For pathfinder we usually want to check what object hero staying on.
Hero is always top object so we need option to exclude it.
2015-03-08 15:05:24 +03:00
DjWarmonger
6ace53d8b9 Functional RMG Seer Huts, still there are some mysterious bugs. 2015-03-01 13:26:54 +01:00
DjWarmonger
9453250e0f Spawn quest arts in nearby zones. 2015-03-01 10:20:49 +01:00
DjWarmonger
67ab90616d Seer Huts with exp / gold rewards. 2015-03-01 09:46:09 +01:00
DjWarmonger
dd887eb929 Fixes for Seer Huts. 2015-03-01 09:07:43 +01:00
DjWarmonger
4f1d96e5e8 Seer Huts part 2. 2015-02-28 22:37:04 +01:00
DjWarmonger
607375a9bc Generate Seer Huts with creature rewards 2015-02-28 21:14:45 +01:00
AlexVinS
5fda2aac9a formatting 2015-02-26 20:59:18 +03:00
AlexVinS
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +03:00
AlexVinS
b6038240ab Implemented DISGUISE spell. Untested 2015-02-26 08:39:59 +03:00
AlexVinS
025a00362b Simplify CBattleInterface::spellCast 2015-02-26 08:39:58 +03:00
AlexVinS
b9bdc95a7e Handle monster agressivness for VISIONS spell 2015-02-26 08:39:57 +03:00
AlexVinS
b846b717a1 implemented VISIONS spell (partially)
(-) todo: agressivnes
2015-02-26 08:39:56 +03:00
AlexVinS
2156204306 Visions spell in case of monsters 2015-02-26 08:39:55 +03:00
AlexVinS
36cdb2968b Refactoring 2015-02-26 08:39:54 +03:00
AlexVinS
666d7a4f45 Start implementing VISIONS and DISGUISE 2015-02-26 08:39:53 +03:00
AlexVinS
f6e83685e7 Initial implementation of VIEW_AIR & VIEW_EARTH 2015-02-26 08:39:52 +03:00
AlexVinS
1333f8e410 Split mechanics implementation 2015-02-26 08:39:51 +03:00
AlexVinS
ce19c76324 Added draft of new file structure 2015-02-26 08:39:50 +03:00
AlexVinS
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
AlexVinS
c7c235c0ca Rename afterCast to applyBattle
* afterXXX will be used in future event-driven mechanics
2015-02-26 08:39:47 +03:00
AlexVinS
a3f2667376 Remove some deprecated fields from CSpell
* now only new SpellScholl API is used
(!) untested
2015-02-26 08:39:43 +03:00
AlexVinS
550df6360e cleanup 2015-02-26 08:39:42 +03:00
AlexVinS
b3d8e2e783 Move calculateHealedHP to mechanics 2015-02-26 08:39:41 +03:00
AlexVinS
77b4774a29 fix 2015-02-26 08:39:40 +03:00
AlexVinS
08d4f7991e Extract adventure spell mechanics 2015-02-26 08:39:39 +03:00
DjWarmonger
c5e772eb78 Fixed issue which created large empty areas on two-level maps. 2015-02-25 19:34:02 +01:00
DjWarmonger
ef4e199f15 Implemented "Quantity does not grow" for monsters (#2094) 2015-02-22 20:54:09 +01:00