40d3bb40c3
Partial fix for mantiss #2237
2015-08-22 16:22:10 +03:00
782c8ec40b
Changed windows minimum version back to winxp due to mingw bug
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* will be changed back after newer mingw tests
2015-08-20 04:22:54 +03:00
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
c5691cbeb1
Compile fix - srsly?
2015-07-18 20:47:09 +02:00
a8c45df732
Merge branch 'SDL1Wipe' into develop
2015-06-22 14:24:00 +03:00
e27516a0b5
fix mantiss #2210
2015-06-21 21:27:58 +03:00
53b85d16be
Cleanup C::B projects
2015-06-21 01:59:33 +03:00
f5c2e6d5e1
Style tweaks
2015-06-02 07:12:45 +03:00
9eaa136c58
fix releasing obstacle pointer
2015-06-02 07:12:44 +03:00
5226081f33
rewrite stack movement processing
2015-06-02 07:12:43 +03:00
e45b6cfdda
fix mantiss 0001581
2015-04-13 17:27:47 +03:00
20acdbbf3b
Fix wrong side for opening battle spells
2015-03-30 19:16:08 +03:00
6dea40aa95
Do not damage immune creature by spell-created obstacle. This should fix 0001846
2015-03-29 16:50:23 +03:00
8820bc05a9
MSVS compiler doesn't allow default arguments for Lambdas.
2015-03-10 10:06:45 +01:00
ec879046ca
Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
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Okay let's do this!
2015-03-10 09:04:25 +01:00
3773859e9d
CGameHandler::moveHero allow transit, but for teleports only
2015-03-08 17:08:57 +03:00
21aaad6972
MoveHero: add transit movement option
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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
25656aa586
Add showTeleportDialog everywhere except actual code for AI and player
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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
18535db0ef
Add TeleportDialog and CTeleportDialogQuery
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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
685deddac1
Start spell-relatet files reorganisation
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* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
08d4f7991e
Extract adventure spell mechanics
2015-02-26 08:39:39 +03:00
a736a863da
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2015-02-22 18:36:23 +01:00
6797c374ed
Additional check
2015-02-22 18:36:13 +01:00
445ded71a7
Movement: now hero will always ignore guards if visiting object that he staying on
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This one is replicating original game behaviour and fixes issue 1990 and related to issue 2084.
Currently this is mainly caused problem with teleporters which lead to crash in AI due to unexcepted hero loss.
2015-02-22 20:12:49 +03:00
aa5e9fc959
get rid of global debug macros.
2015-02-14 22:43:16 +03:00
a8ff08a562
Fixed #2012
2015-02-14 19:44:04 +01:00
84b2510aa4
Merge pull request #62 from vcmi/SpellsRefactoring4
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OK
2014-12-26 08:46:29 +01:00
8c471f6359
Merge pull request #69 from ArseniyShestakov/artifactsImprovements
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Thanks, looks great now.
2014-12-25 20:24:08 +01:00
5b8180e327
Cleaning logs.
2014-12-25 12:58:15 +01:00
4cb98e7e8d
Use isTradable and fix issue 1392
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This change make it possible to sell spell scrolls in Artifacts Merchant.
2014-12-24 20:48:37 +03:00
937ef0227b
Use ArtifactID instead of int when possible
2014-12-24 18:49:12 +03:00
eebf65e88f
Merge branch 'develop' into SpellsRefactoring4
2014-12-24 00:15:27 +03:00
c538370c5d
Players will be always able to see their owned heroes and other objects. Fixes #1959 .
2014-12-21 13:56:32 +01:00
d94f15bdf4
Added configurable animation for SPELL_LIKE_ATTACK
2014-11-28 00:36:14 +03:00
f4cf12d3f8
Fix a crash
2014-11-27 00:53:08 +03:00
b31ed0e4ea
Use SetMana packet in battle
2014-11-26 13:30:55 +03:00
ca5391cde6
Get rid of handleSpellCasting
2014-11-25 22:00:04 +03:00
c67887ae58
Use spell mechanics clases in GameHandler
2014-11-25 18:16:14 +03:00
f2bf3d7f7b
Added a way to obtain ID of newly added Stack
2014-11-25 12:26:32 +03:00
f7ff61ce4f
Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring4
2014-11-24 12:41:17 +03:00
e73c60740c
corrected text in vcmibuilder, corrected errors and warnings from cppcheck
2014-11-16 20:48:29 +03:00
a06dae1f96
Move getAffectedCreatures to CSpell. + more drafts
2014-11-13 04:53:25 +03:00
d7800b834e
get rid of CBattleInfoCallback::calculateSpellDmg
2014-11-12 09:52:11 +03:00
e4b726151d
get rid of CBattleInfoCallback::battleStackIsImmune
2014-11-12 09:20:20 +03:00
ddf98a5920
+SpecialRisingSpellMechanics::isImmuneByStack
2014-11-12 08:34:43 +03:00
41da0ad2e6
multiplayerload changes (committing so I can revert...)
2014-10-25 19:05:49 -04:00
3685e96042
Revert "multiplayer load changes"
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This reverts commit 368d2c8836cc6e3b5af9cf71e892bf4515f26bda.
2014-10-25 19:05:49 -04:00
99a63c4bbd
multiplayer load changes
2014-10-25 19:05:49 -04:00
cfa6f46d62
VERY buggy, unusable, but progress is being made...
2014-10-25 19:05:49 -04:00
b8f5a57c64
Include ZLib headers for launcher and server
2014-10-12 16:33:38 +03:00