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Commit Graph

1415 Commits

Author SHA1 Message Date
080244f30e MAXED_SPELL bonus should only affect spell effects
* fixes 2146
2015-09-15 06:00:24 +03:00
fb5903d610 Initial experiments on hero & creature casting unification 2015-09-12 21:09:44 +03:00
8f2da66a18 fix mantiss 1967 + some refactoring
* remove TModDescr and realted APIs - they were only used in one place
2015-09-04 22:29:20 +03:00
bdee647525 CastleInterface: Exclude previous building upgrade in reqs
Hide CityHall from Capitol prerequisites in Capitol build window
2015-08-19 12:05:43 -04:00
9e7b459882 Partial solution to #2206
TODO: add serialized field that contains custom guard config
2015-06-05 11:28:14 +02:00
fb707a6576 fix mantiss 2142 2015-04-01 00:28:21 +03:00
eef45b5ae8 Fixed warnings 2015-03-31 00:55:37 +03:00
ed33d99ac7 Silenced some more logs. 2015-03-28 22:17:45 +01:00
a832b7efee Fixed #2026 2015-03-12 10:08:10 +01:00
f894abe494 Unified interface for object template. 2015-03-12 08:31:30 +01:00
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
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
f32849a73e Attempt to compile refactored spells in MSVS. 2015-03-09 19:24:45 +01:00
1801b5eaf4 CGTeleport: use vstd::erase_if_present in getAll functions 2015-03-09 15:44:48 +03:00
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
3b057e0408 CGMonolith: fix switch formatting 2015-03-09 01:27:40 +03:00
606013c535 CGSubterraneanGate::postInit put const back
Originally I removed it when change this code to actually change object.
Though this sorting can work with constant object just fine.
2015-03-08 21:16:30 +03:00
826a64b579 Pack of tiny code improvements for @alexvins request 2015-03-08 20:19:00 +03:00
6d77322d6a CGMonolith: add text dialog when player visit one-way monolith exit 2015-03-08 18:07:06 +03:00
c9eba40fe6 Updated CGTeleport and new CGMonolith / CGSubterraneanGate / CGWhirlpool
Now CGTeleport is not publicly available handler, but generic class for teleport channels usage.
Teleport channels are stored as part of information about the map.
2015-03-08 16:11:23 +03:00
04a1df29ad Add TeleportChannel / TeleportChannelID / ETeleportChannelType
TeleportChannel is structure that contain two vectors of entrances and exits for certain teleport channel. It's also store passability state independently which almost only useful for Player and AI as they can't know if channel passible or not until enough entrances / exits are visible or server passed them information that certain channel is impassible when they visited entrance.

ETeleportChannelType is determined by checking intersection between entrances and exit vectors or checking their size:
 - IMPASSABLE: one of vectors empty or only one entrance id is same as only one exit id.
 - BIDIRECTIONAL: contents of both vectors is exactly the same.
 - UNIDIRECTIONAL: contents of both vectors do not intersect.
 - MIXED: contents of vectors only partially intersect. Not currently used; added for future modding.
2015-03-08 15:18:53 +03:00
67ab90616d Seer Huts with exp / gold rewards. 2015-03-01 09:46:09 +01:00
dd887eb929 Fixes for Seer Huts. 2015-03-01 09:07:43 +01:00
b9bdc95a7e Handle monster agressivness for VISIONS spell 2015-02-26 08:39:57 +03:00
b846b717a1 implemented VISIONS spell (partially)
(-) todo: agressivnes
2015-02-26 08:39:56 +03:00
2156204306 Visions spell in case of monsters 2015-02-26 08:39:55 +03:00
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
ef4e199f15 Implemented "Quantity does not grow" for monsters (#2094) 2015-02-22 20:54:09 +01:00
200bcd7da6 Merge pull request #88 from ArseniyShestakov/improvedQuestLog
Awesome, thanks!
2015-02-17 06:44:38 +01:00
43f1e37546 Quest Log: fix text for quests with minimal level requirement
This is needed because m13478val is ui32 while translation expect %s string.
2015-02-16 00:53:44 +03:00
789da96a81 Stables: give 400 movement points bonus instead of 600
Tested it and now VCMI work exactly as original game.
This one fix issues 2077 / 2082
2015-02-15 07:55:59 +03:00
746914d219 Added missionType check to CQuest::getRolloverText
This function shouldn't be called if quest type is MISSION_NONE as this type used for quest that don't have text yet.
For example Keymaster`s border guards in H3 didn't add any entries to Quest Log so there is no text for them or at least it's not defined how to use it in VCMI.
2015-02-14 00:57:33 +03:00
9f05f53e65 Corrected monster agressiveness #2034 2015-01-10 10:23:58 +01:00
84b2510aa4 Merge pull request #62 from vcmi/SpellsRefactoring4
OK
2014-12-26 08:46:29 +01:00
5271ca156b Merge pull request #70 from vcmi/StackSplitting
Stack splitting
2014-12-25 19:59:02 +01:00
e46f03fabe Upgrades, stack splitting. Results now are identical to OH3. 2014-12-25 10:21:39 +01:00
3c39ef477f Implemented original stack splitting algorithms proposed by AlexSpl. Save format changed. 2014-12-24 23:53:56 +01:00
eebf65e88f Merge branch 'develop' into SpellsRefactoring4 2014-12-24 00:15:27 +03:00
5d59bbc0d4 Fix CGBonusingObject serialization
Now state of adventure map objects that use this handler will be saved properly and they'll work as indended after save loaded. Affect following objects: Buoy, Swan Pond, Faerie Ring, etc.
2014-12-22 11:56:53 +03:00
a3a42ae144 Merge branch 'develop' of https://github.com/vcmi/vcmi into fuzzyFix 2014-12-19 14:21:44 +01:00
a1e42caddd Banks won't use fuzzy engine at all, only center of mass. 2014-12-10 12:29:51 +01:00
6391f0f85a Fix crash on Cartographer if there is no underground level
Show "already visited" text for stalagmite cartographer if map don't have underground level.
This one fixes bug #1985
2014-12-09 14:01:32 +03:00
aa31625774 More flexible way of spell school access 2014-11-24 19:14:10 +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
7af4f44237 rewrite CGHeroInstance::canCastThisSpell 2014-11-13 17:57:35 +03:00
3fcb1254f7 Rewrite CGHeroInstance::getSpellSchoolLevel using SPELL_SCHOOL_CONFIG 2014-11-13 17:24:30 +03:00
436272f00c Fix pathfinding bug. 2014-10-25 21:15:40 -04:00
54453aee73 get rid of boost::assign 2014-10-04 00:34:13 +04:00
8e1e8abe90 Default constructors for Scholar, Pandora and Event. 2014-09-23 09:46:31 +02:00