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Commit Graph

1415 Commits

Author SHA1 Message Date
f33bcee84c post-merge fixes 2015-12-05 13:56:38 +03:00
947edc0693 Merge branch 'develop' into feature/VCMIMapFormat1 2015-12-05 13:04:04 +03:00
3f79d001c1 Fix subObject identification 2015-12-05 12:38:36 +03:00
b56b7017ba Added stubs for some Map objects serialization 2015-12-05 12:38:35 +03:00
6977fc3a14 Move test filesystem creation to global fixture 2015-12-05 12:37:37 +03:00
e7359c9a36 Serialize tempOwner 2015-12-05 12:37:35 +03:00
8a979d016f ObjectTemplate serialization
(+) generated map displayed correctly in editor
2015-12-05 12:36:44 +03:00
2d777ea676 Small (temp) fix. Prevent nulls from serialization. 2015-12-05 12:36:43 +03:00
2d5a366e6c Implemented (basic) object construction and placement
* contain refactoring of RMG and class handling (will be more)
2015-12-05 12:36:42 +03:00
9cc3dae5fe Started working on objects serialization 2015-12-05 12:36:42 +03:00
0a5e9c0fbe Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
9e7e5b81e4 Merge pull request #143 from vcmi/feature/patrolSupport
Patrol support for AI heroes
2015-12-05 03:11:07 +03:00
01c5bc25e5 Move TTeleportExitsList to CObjectHandler.h
Not a perfect solution, but this is the best location for now.
2015-12-05 01:14:03 +03:00
90dfe3e782 reduced visibility for members of Mine and Dwellings 2015-12-02 22:34:13 +02:00
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
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
bef7048460 minimized visibility of members of teleportation-related classes 2015-12-02 21:01:43 +02:00
b5100bee94 Teleport: rework code to support exit point selection for whirlpools 2015-12-02 17:56:26 +03:00
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
ce5b7c73be CGEvent: avoid permanent event removal after visit. Fix issue 2339 2015-11-28 23:03:26 +03:00
56c6785bd0 Add backward compatability for patrol and bump save format version 2015-11-28 17:58:59 +03:00
f6de3f94ca Teleports: use TTeleportExitsList typedef for exits list
There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
5d2e47faba CGHeroInstance::Patrol: add initialPos 2015-11-27 11:04:01 +03:00
c45cd1f4c2 CGHeroInstance::getOutOffsets: temporary fix for boat summoning
Appropriate fix would require to get rid of convertPosition everywhere. Check issue 515 for more details.
2015-11-26 10:55:02 +03:00
64c6d3c950 CGCreature::takenAction: add neverFlee check. Fix issue 2242 2015-11-25 09:34:49 +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
438a444443 CGHeroInstance: move native terrain check into getNativeTerrain
That make it easier to use that code independently in TurnInfo
2015-11-21 13:32:45 +03:00
a375c86ea2 movementPointsAfterEmbark: get max move points from TurnInfo
Missed that when originally implemented TurnInfo.
Not pretties code, but boost performance a lot.
2015-11-21 12:46:59 +03:00
abc4ea272f TurnInfo: store all bonuses and use TileInfo for everything
Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
4e11d81673 CGWhirlpool: fix random exit chooser 2015-11-12 01:23:27 +03:00
9a63735c24 CPathfinderHelper: implement TurnInfo to avoid bonus re-checking
TurnInfo contain information about what movement-related bonuses and MP hero going to have on certain turn.
This way we can collect this information once for each turn so it's huge performance boost.
2015-11-10 14:26:45 +03:00
d3c8ca7c1c Pathfinding: implement duration checking for fly and water walking
Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.

That work for cost calculations too. Let's say you have two bonuses:
 - FLYING_MOVEMENT with 20% penalty for next 2 turns
 - FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
7eebcb9d60 Artifacts: replace few more ints by ArtifactID 2015-11-07 11:46:58 +03:00
621c62b44e Don't crash when spell school level is higher than 3 (which is another bug) 2015-10-31 21:15:40 +01:00
17071c6ec8 Merge pull request #125 from ArseniyShestakov/newMovementSystem
Okay, time to merge this.
2015-10-31 13:56:22 +01:00
8c9f8f22d9 Merge pull request #123 from ArseniyShestakov/mantis-1230
Okay, now we shouldn't get broken savegames. Merging.
2015-10-17 08:31:44 +02:00
3663b952ea Fix issue 2276. Refugee Camp shouldn't be guarded 2015-10-16 06:45:06 +03:00
226650582d Move base movement cost to GameConstants 2015-10-16 03:03:40 +03:00
3466e0fae7 getTileCost: one more pass over code and formatting fix 2015-10-15 15:17:21 +03:00
52a52dcfd9 Implement NO_TERRAIN_PENALTY bonus
Penalty of specified terrain type is ignored if hero have this bonus
2015-10-15 01:09:02 +03:00
fca4deaad2 Merge pull request #122 from vmarkovtsev/feature/warnings
Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
e4b1ef1405 Add "override" to virtual overriden methods 2015-10-13 21:05:36 +03:00
b94432b4ba Fixed http://bugs.vcmi.eu/view.php?id=2297
* allow banned spells by Tomes (XXX_SPELLS bonus), Spelbinders Hat (SPELLS_OF_LEVEL bonus)
* allow banned spells by cheat-code (now also SPELLS_OF_LEVEL bonus)
2015-10-13 13:16:46 +03:00
41c4323818 CGHeroInstance: add canFly and update canWalkOnSea
canWalkOnSea shouldn't check for FLYING_MOVEMENT because it's two separate mechanics that apply different limitations.
2015-10-12 18:52:23 +03:00
fa06e05487 Merge branch 'develop' into SpellsRefactoring7 2015-10-05 00:45:57 +03:00
abe02247b5 Fixed bank randomization. 2015-10-02 17:28:33 +02:00
660203b436 Tweak BattleSpellCastParameters 2015-09-29 17:26:41 +03:00
2b434111bf More hero|creature casting unification 2015-09-29 17:26:40 +03:00
9e0fd70208 Move isCastableBy logic back to CGHeroInstance - it is Hero-specific
* When and if canCastThisSpell will also be implmented for creatures common part may be moved to CSpell class.
2015-09-16 04:39:44 +03:00
f2605e059c Fix 2042 2015-09-16 02:20:57 +03:00