Sergey Nizovtsev
c7f76e8e0f
lib: fix CPathfinder build error on GCC 10.2
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CPathfinder constructs boost::fibbonacci_heap handle manually using
private primitives. This stopped working with newer GCC and boost.
Replace this with proper handle_type from container's public typedef.
2020-09-30 00:28:07 +03:00
Alexander Shishkin
1161967e34
Merge pull request #650 from ShubusCorporation/shc_fix_mana_vortex
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Minor fix: Apply Monday bonuses to heroes who have slept overnight
2020-09-28 17:51:36 +03:00
Dmitry Orlov
ae3b8e4916
Travis errors & warnings fix
2020-09-28 16:39:55 +03:00
Dmitry Orlov
38fd05f655
Minor fix: apply Monday bonuses to heroes who have slept overnight
2020-09-28 01:32:33 +03:00
Alexander Shishkin
fbb272bb27
Merge pull request #649 from ShubusCorporation/shc_mapgen_issue
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Fix: Random map generator crashes when nativeTerrain is not specified in the town mod
2020-09-24 12:18:12 +03:00
Dmitry Orlov
30426b6a44
Fix: Random map generator crashes when nativeTerrain is not specified in the mod
2020-09-24 10:10:32 +03:00
Alexander Shishkin
15d9c4438c
Merge pull request #647 from ShubusCorporation/shc_fix_pathfinder
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Fix exception while calculating paths
2020-09-22 13:23:00 +03:00
Dmitry Orlov
5e0023704b
Fix PQ issues while calculating paths
2020-09-22 00:19:40 +03:00
Alexander Shishkin
08ce838e04
Merge pull request #645 from Adriankhl/develop-khl
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Fix mingw build and Random Map Generator Option
2020-09-21 21:15:49 +03:00
Alexander Shishkin
d13834fed2
Merge pull request #648 from LibertyPaul/develop
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Fixed tmp resources destination
2020-09-21 21:09:35 +03:00
Pavel Yazev
8b71abfac8
Fixed tmp resources destination
2020-09-12 15:34:18 +03:00
laikh
edc1d06f4e
Random Map Generator Option: Allow having more computer only players than human/computer players
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Remove unused variable humanPlayersCount and function getHumanOnlyPlayerCount()
2020-07-07 19:45:53 +08:00
laikh
90e2ab58a8
Include header SDL_Compat.h in AdventureMapClasses.cpp
2020-07-05 21:10:29 +08:00
laikh
92e3eb38e7
Fix bcrypt dependency for MINGW build
2020-07-05 21:10:29 +08:00
Alexander Shishkin
8c77f0488c
Merge pull request #644 from nullkiller/optimize-a-few-bonus-requests
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hacks to optimize a few bonus requests
2020-07-05 05:39:40 +03:00
Andrii Danylchenko
d782ee39df
hacks to optimize a few bonus requests
2020-07-04 17:52:22 +03:00
Alexander Shishkin
cc75b859d4
Merge pull request #609 from viciious/improve_battleai
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Improve battle AI
2020-05-25 05:50:40 +03:00
Victor Luchits
2727958a63
Tweak Battle AI damage prioritization score logic
2020-05-23 13:38:24 +03:00
Victor Luchits
f68b449e5e
More formatting
2020-05-17 11:21:49 +03:00
Victor Luchits
b4025fa1d6
More formatting
2020-05-16 16:14:58 +03:00
Alexander Shishkin
710b7c5f5b
Merge pull request #633 from hwiorn/develop
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Add Korean encoding(CP949)
2020-05-11 21:20:12 +03:00
Alexander Shishkin
f05d2b6586
Merge pull request #643 from viciious/fix_cmp_stack
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Fix CMP_stack to follow strict weak ordering of elements
2020-05-11 20:04:54 +03:00
Victor Luchits
618d521407
Fix CMP_stack to follow strict weak ordering of elements
2020-05-11 18:14:36 +03:00
Victor Luchits
d4cc005882
Address various issues pointed out by reviewers
2020-05-09 14:09:32 +03:00
Victor Luchits
59c39527c5
Formatting
2020-05-09 13:51:00 +03:00
Alexander Shishkin
8871368c5b
Merge pull request #642 from vcmi/issue3112
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Fixed Gargoyles immunity, issue 3112.
2020-05-09 07:04:46 +03:00
Andruids
728ee73612
Fixed Gargoyles immunity, issue 3112.
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Gargoyles should be resistant to the same effects that NON_LIVING creature are, minus mind spells. It also shouldn't be affected by Resurrection and Sacrifice spells, and Elixir of Life.
2020-05-07 21:20:36 +03:00
Victor Luchits
be10694b73
Some changes to make the battle AI smarter
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- the AI will now consider attacking multiple units
- the preferred strategy now is to minimize collateral damage rather than to maximize damage to enemy units alone
- attacks that block enemy shooters will be prioritized over other attacks in cases when shooters have weaker melee attacks
2020-05-05 17:53:03 +03:00
Victor Luchits
604246bc7a
VS 2019/Windows 10 Kit fix
2020-05-05 15:25:07 +03:00
Victor Luchits
febbeaeeed
Close the global log targets on exit, flushing log files to disk
2020-05-05 15:25:07 +03:00
Victor Luchits
d6e6182e65
Close the target file in CLogFileTarget's destructor
2020-05-05 15:25:02 +03:00
Alexander Shishkin
b6ee5d09bc
Merge pull request #641 from runlevel5/patch-1
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Update RPM spec
2020-05-05 14:31:29 +03:00
Trung Lê
3338e4b855
Update RPM spec
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* Update instructions to fetch 0.99 tarball
* Remove missing README.linux file
* Add postinstall to create symlink to libvcmi.so
2020-05-05 18:44:42 +10:00
Victor Luchits
0fe71b7c44
Add CBasicLogConfigurator::deconfigure method to clear the global log targets
2020-05-04 18:56:15 +03:00
Arseniy Lartsev
fca9bcdd7f
Fixed possible freezes while dragging visible area on minimap ( #638 )
2020-05-03 01:26:30 +03:00
Jacob Lundgren
cfe33e6b6e
3117: Fix crash after AI revisits teleporter
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** Behavioral change: Fix AI heroes sometimes attempting to probe
teleport exits using data from a previously processed hero, causing
nullptr dereferences.
VCAI::moveHeroToTile has special case logic for revisiting tiles. This
logic could cause teleport exits to be stored in
teleportChannelProbingList, without the list subsequently being
cleared. If the processing of that hero ended immediately after that,
the next hero would believe that the list is accurate for them and
attempt to teleport while not standing on a teleporter.
2020-05-01 06:33:06 +03:00
hwiorn
0c3be77e78
Add Korean encoding(CP949)
2020-03-19 16:11:55 +09:00
AlexVinS
55b54024a8
Cherry-picked essential fix from #631 . This fixes https://bugs.vcmi.eu/view.php?id=3074 .
2020-03-18 00:06:07 +03:00
Toney Sui
dca5d86e7a
Fix bug: LandMine is not exploding to enemies. ( #630 )
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* The reason is,
the mine has attribute hidden=true;
when enemy unit moves, the code in BattleInfo.cpp MoveUnit() (line 817) will update the revealed to true;
then in the CGameHandler.cpp handleDamageFromObstacle() (line 4846) is checking , and the condition battleIsObstacleVisibleForSide() will return true, so the effect will not be triggerred.
Resolution:
1. Remove the "revealed=true" in moveUnit(), and in handleDamageFromObstacle, remove the "const" restrict for obstacle, and then update revealed to true;
2. After the takeDamage function, add a pack "BattleObstaclesChanged" to update the obstacle to be "revealed=true".
2020-02-12 20:12:12 +03:00
Alexander Shishkin
0f7de511be
Merge pull request #626 from nullkiller/fix-quest
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Fix quest handling
2020-01-31 10:24:04 +03:00
Andrii Danylchenko
42cab00c38
Fix quest handling
2020-01-31 00:48:01 +02:00
Alexander Shishkin
00de1fd734
Merge pull request #625 from Toneyisnow/toneyisnow/Battle_Clone_Effect
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Implement the Clone Effect in battle.
2020-01-27 13:42:58 +03:00
toneyisnow
1319175bdc
Removed the create functions in the ColorShifter classes.
2020-01-27 00:34:59 -08:00
toneyisnow
a03e696ec0
Updated const.
2020-01-26 16:18:07 -08:00
toneyisnow
8db638c054
Fix tiny space issue and remove reference of SDL.h
2020-01-26 00:05:38 -08:00
toneyisnow
468584d469
Update the originalPalette, and use SDL_Palette methods to improve memory management.
2020-01-26 00:01:48 -08:00
toneyisnow
0f4a9e5106
Updated resolved some issues.
2020-01-25 18:49:53 -08:00
toneyisnow
0f3dabab9a
Initialize the change:
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1. Make color shifter for CAnimation, and use that in the clone effect.
2. Update the original position of the cloned object.
2020-01-25 01:21:26 -08:00
Alexander Shishkin
304b6e2fb2
Merge pull request #624 from Toneyisnow/toneyisnow/Fixbug_LobbyScreen_LoadGame
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Fix bug: LobbyScreen UI has a bug on the Difficulty toggle group.
2020-01-23 16:13:51 +03:00
toneyisnow
8341ba3c27
Update according to comments.
2020-01-22 23:07:20 -08:00