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Commit Graph

2370 Commits

Author SHA1 Message Date
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