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Commit Graph

167 Commits

Author SHA1 Message Date
c3ce4b25df Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
f55bfe41d6 Digging: implement digging status on right click. Fix issue 401
This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
a851062891 Merge pull request #133 from vcmi/feature/pathfinderLayers
Pathfinder layers and related changes: fly and water walking implemented
2015-11-24 13:09:06 +03:00
e1a360408d GameConstants: move operators into header and always inline them 2015-11-22 07:24:12 +03:00
d19cb5ce89 EPathfindingLayer: fix obvious layer over-allocation in CPathsInfo 2015-11-19 04:01:56 +03:00
adeefe903a CGPathNode: apply suggested optimizations
Also make EPathfindingLayers ui8 too
2015-11-19 03:08:57 +03:00
5fadb239f2 Merge pull request #134 from edeksumo/Fix-Defence-Ani
Let's try this.
2015-11-11 09:43:51 +01:00
5106738160 Merge branch 'develop' into feature/pathfinderLayers 2015-11-09 19:20:13 +03:00
ba1062ed3c Formating2
Change ani to anim
2015-11-07 23:30:01 +01:00
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
9fe442537b Pass on EPathfindingLayer and small fixes for code around it 2015-11-05 12:46:44 +03:00
dd525da153 Formatting 2015-11-04 23:37:53 +01:00
75a76c0bf0 FixDefenceAni 2015-11-04 00:19:40 +01:00
f6b9015324 Use constant for summoned creature slot 2015-11-03 02:18:34 +03:00
349f16a359 Version bump. 2015-11-02 17:28:54 +01:00
4b64bec711 EPathfindingLayer: copy other code from ETerrainType for debugging 2015-11-02 13:25:01 +03:00
118039a368 Pathfinding: add copy-pasted EPathfindingLayer 2015-11-02 11:05:26 +03:00
226650582d Move base movement cost to GameConstants 2015-10-16 03:03:40 +03:00
2677d4a677 Fixed action cancel on active stack remove 2015-10-08 08:15:29 +03:00
fa06e05487 Merge branch 'develop' into SpellsRefactoring7 2015-10-05 00:45:57 +03:00
2733927527 Version bump. 2015-10-01 17:22:07 +02:00
10318a3da3 Intoduce PASSIVE_CASTING mode for opening battle spells
* now at least one "caster" object is present
2015-09-29 17:26:39 +03:00
971f6d1c1f Removed WoG dependency for random artifacts. WoG version in repository updated. 2015-09-23 21:14:41 +02:00
e82dfb5a85 fixed mantiss 0002254 2015-09-04 18:08:25 +03:00
3863756009 Version bump. 2015-08-01 18:37:14 +02:00
2e70d8a084 - VCMI will now read templates from mods
- Added partial schema for RMG template
2015-05-26 18:19:41 +02:00
6d502ef1a1 Implemented A* algorithm to draw shortest roads - but not correct roads yet. 2015-05-25 16:37:57 +02:00
b8a6455b39 Post-release version bump. 2015-05-01 21:56:17 +02:00
4c4ad480c5 added experimental usage of roads 2015-04-03 05:47:01 +03:00
e529ac62c0 Tagging 0.98 release. 2015-04-01 09:34:55 +02:00
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
d8114fa3fb Post-release version bump. 2015-03-12 14:44:56 +01:00
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
eff4da1d03 ETeleportChannelType: is now strongly typed enumeration 2015-03-09 01:45:39 +03:00
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
a3f2667376 Remove some deprecated fields from CSpell
* now only new SpellScholl API is used
(!) untested
2015-02-26 08:39:43 +03:00
8e99e803c1 Post-release version bump. 2014-12-27 10:34:16 +01:00
84b2510aa4 Merge pull request #62 from vcmi/SpellsRefactoring4
OK
2014-12-26 08:46:29 +01:00
937ef0227b Use ArtifactID instead of int when possible 2014-12-24 18:49:12 +03:00
f7ff61ce4f Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring4 2014-11-24 12:41:17 +03:00
4dd1ca5e78 Fix bonuses of Rampart's Treasury and Fountain of Fortune
Change IDs of two special buildings in Rampart to make them identical with one in config files / game assets.

Original code was introduced in 0ca9f64 with those two IDs likely was typo. As result Fountain of Fortune +2 luck bonus was given to Treasury and Treasury's weekly bonus didn't worked at all.
2014-11-17 03:26:18 +03:00
a06dae1f96 Move getAffectedCreatures to CSpell. + more drafts 2014-11-13 04:53:25 +03:00
22178151aa More general spell school handling 2014-11-12 11:03:55 +03:00
a49da360d2 Use ESpellCastProblem inside SpellHandler 2014-11-12 06:17:03 +03:00
333d740aba Post-release version bump. 2014-11-01 13:57:37 +01:00
41acc944a0 Version 0.97. Updated changelog. 2014-11-01 12:57:17 +01:00
ce83db0f43 - Option to configure monster types spawning in a zone
- 25% chance to get neutral faction in zone with no town
2014-10-30 13:03:53 +01:00
b518fd6ea6 Added graphics for GENERAL_DAMAGE_REDUCTION bonus. Files are now in vcmi mod. 2014-10-28 19:04:34 +01:00
59ab30751c - Version set to 0.96b
- Updated changelog
2014-09-26 07:40:51 +02:00