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Commit Graph

3793 Commits

Author SHA1 Message Date
AlexVinS
c40c79fa94 Make gcc happy 2014-05-25 13:02:15 +04:00
DjWarmonger
69457dbd75 - Implemented some really nice gravity-based algorithm
- Fixed zones placed outside the map (causing various bugs)
2014-05-25 06:20:02 +02:00
DjWarmonger
b9de3875d9 - Attempt to move zones away from map boundaries
- Tweaking algorithm parameters
- Refactorings
2014-05-24 18:39:58 +02:00
DjWarmonger
462514965c Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG 2014-05-24 14:45:34 +02:00
DjWarmonger
021c6b9af3 All zones will be painted with terrain. Removed unused code. 2014-05-24 14:33:22 +02:00
DjWarmonger
d2fd71d087 Zone shapes & terrains work nicely. 2014-05-24 14:06:08 +02:00
DjWarmonger
27dcf70b1a Randomized center positions of zones. 2014-05-24 12:42:06 +02:00
DjWarmonger
3a6f748fb5 Paint native terrain in zones. 2014-05-23 21:43:33 +02:00
DjWarmonger
75cea9206d - Fixed uninitialized guarding creature positions
- Fix for guard placement
2014-05-23 19:45:17 +02:00
DjWarmonger
b63e00c1bc Merge pull request #14 from vcmi/RMG
Patch integration is now complete. Some simple map objects are placed around and in general it works without crashes.
2014-05-23 19:15:50 +02:00
DjWarmonger
35d6215b7b jfhs patch integration is now complete:
Lots of fixes for object placement.
Fixed blocked paths on generated maps.
2014-05-23 19:14:33 +02:00
DjWarmonger
4ea9810831 First version that works:
- Covered RMG with exceptions
- Fixes for object randomization & placement
2014-05-23 17:12:31 +02:00
DjWarmonger
342aec0700 More rollback. 2014-05-23 13:23:03 +02:00
DjWarmonger
5b0b152aa3 Trying to restore recent type of mapGenOptions. 2014-05-23 11:56:51 +02:00
DjWarmonger
eae7e5c51f Rolled back some incorrect values. 2014-05-23 09:22:22 +02:00
DjWarmonger
67793a2db4 Some more. 2014-05-22 21:40:34 +02:00
DjWarmonger
2d8cd1c5b5 Some more. 2014-05-22 21:06:26 +02:00
DjWarmonger
aead8da54f Fixed some obvious bugs with random map options. 2014-05-22 20:50:24 +02:00
DjWarmonger
1e1dce20a8 Something that compiles, but crashes when launching RMG map. 2014-05-22 19:25:17 +02:00
DjWarmonger
88f962d6d5 Taken jfhs code as it is.
http://forum.vcmi.eu/viewtopic.php?p=10040#10040
2014-05-22 16:27:13 +02:00
AlexVinS
8a3b997fa5 fix a few comments. No code changes. 2014-05-21 13:02:20 +04:00
AlexVinS
6f65d2484b Extract battleStackIsImmune from battleIsImmune
This fix possible problems with rising spells as now immunty is handled on stack level not on hex level
* battleIsImmune in now protected - only used in canCastThisSpellHere
2014-05-19 13:44:38 +04:00
AlexVinS
c22908651c Tweak Earth, Air elemantals immunities. Also fixes #1553 2014-05-19 12:04:49 +04:00
AlexVinS
eff801f39a Extract "inherit node" function 2014-05-19 02:28:44 +04:00
AlexVinS
e90fae9638 More simplification to spell configuration using inheritance semantic. 2014-05-18 21:16:10 +04:00
AlexVinS
2fc16b231f Implemented inheritance semantic for spell level configuration.
This allows more simplification.
2014-05-18 21:16:10 +04:00
AlexVinS
b4e702a1d2 Simpify timed.json
* also move Titan bolt to offensive spells
2014-05-18 20:05:29 +04:00
AlexVinS
dca047cb52 Simplify other.json
* also fix CURE: expert cure is massive spell
2014-05-18 19:19:54 +04:00
AlexVinS
3f32218dd8 Simplify offensive.json 2014-05-18 19:09:34 +04:00
AlexVinS
aef5471f3a Simplify adventure.json 2014-05-18 19:05:44 +04:00
AlexVinS
93a440d201 simplify ability.json 2014-05-18 19:03:41 +04:00
AlexVinS
f2b61f7e69 Spell configuration: introduce simplifaction mechanism for level conficuration
* also aviable for other handlers
2014-05-18 18:47:18 +04:00
AlexVinS
950ca1156a Use absoluteLimit
* all "old" limits are now absolute
2014-05-18 17:55:26 +04:00
AlexVinS
3209114393 Spell configuration. Introduce absoluteLimit.
* limit will be made negatable.
* now limit and immunity will look more solid.
* unused ATM
2014-05-18 17:22:02 +04:00
Alexander Shishkin
708958c1e9 Merge pull request #11 from alexvins/SpellsRefactoring
Spells refactoring&tweaks
2014-05-18 06:07:19 -07:00
AlexVinS
ababd0d995 there can`t be resistance to rising spell (immunities are handled seperately) 2014-05-18 17:03:02 +04:00
AlexVinS
afd74ff649 Remove more hardcoded immunity handling.
* ANIMATE_DEAD already limited to UNDED
* make DEATH_STARE immunties absolute
2014-05-18 17:03:02 +04:00
AlexVinS
b6b12ad8f6 Merge and simplify resistance calculation 2014-05-18 17:03:01 +04:00
AlexVinS
7cf64a0628 Made onlyAlive flag a part of TargetInfo 2014-05-18 17:03:01 +04:00
AlexVinS
6bf4140145 Just remove hardcoded targetting for DEATH_RIPPLE & DESTROY_UNDED.
It will now affect all creatures (massive, non smart). Immunities are handled separately.
2014-05-18 17:03:01 +04:00
AlexVinS
1431fcedf7 handleSpellCasting: Handle immunity before RESISTANCE. Now immune creatures shouldnt show resisted animation 2014-05-18 17:03:00 +04:00
AlexVinS
c5ba8b9b4b Tweak death ripple immunity. 2014-05-18 17:03:00 +04:00
AlexVinS
d9368ca5ba Use new battleGetStacksIf method 2014-05-18 17:02:59 +04:00
AlexVinS
0e93ec28c5 Add new general method for battle stack access 2014-05-18 17:02:59 +04:00
AlexVinS
0e3f59294c fix for #1779
"val" of SPELLCASTER bonus = spell level. Set it to expert for archangel.
2014-05-18 16:52:54 +04:00
DjWarmonger
6658e173f1 - Possible fix for #1769
- Fixed all possible (even unexpected) crashes when AI looses active hero
2014-05-18 13:13:31 +02:00
AlexVinS
0412fe29b0 Tweak absolute immunities for spells accordint to FizMiG 2014-05-18 11:25:09 +04:00
DjWarmonger
e074c9b310 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2014-05-18 09:00:32 +02:00
DjWarmonger
e2d44f6ac6 Fixed #868 - wrong battlefield in ship-to-ship combat 2014-05-18 08:52:03 +02:00
DjWarmonger
9f28e4e4ca Merge pull request #10 from Macron1Robot/works
Bug 0001789 correction (incorrect battle field detection)
2014-05-18 08:26:36 +02:00