Commit graph

74 commits

Author SHA1 Message Date
Andrettin
c17cf49fb6 Fixed quotation marks 2015-12-04 18:31:05 +01:00
Andrettin
5c23e796be Fix to previous commit 2015-11-26 13:29:35 +01:00
Andrettin
bf841969a7 Units can now (optionally) have a RangedAttack animation specified 2015-11-26 13:04:35 +01:00
cybermind
8c5ec2dae0 [*] Fire animation for flame shield spell 2014-06-12 13:27:21 +06:00
cybermind
d4924e8c3b [+] Added "position-autocast" field for "autocast" spell section, allowing to set up autocast for position spells 2014-05-31 18:41:18 +06:00
cybermind
d47fdf52bd [*] Correct Death Coil spell casting 2014-05-25 10:40:56 +06:00
joris
f7ef97a7df [AStyle] 2014-01-06 22:49:57 +01:00
cybermind
229f2cbdfa [-] Fixed missile blocking by Wall units 2013-12-24 13:48:05 +06:00
cybermind
4559c0050d [-] Fixed bug when piercing missile is outside of map 2013-12-16 19:22:10 +06:00
cybermind
45441a848a [*] If unit is being attack by MissileClipToTarget and it is removed from the map(transport,...), no damage is inflicted 2013-12-04 21:07:11 +06:00
cybermind
1498d28480 [+] Some enhacements to the small(unit) AI
-use Damage formula to calculate damage when searching for targets
-don't auto attack invulnerable units
-attack wall only if unit is near to it
-units controlled by player now are able to switch targets when attacked
-fixed casting spells on attacking units
-increased priority for targets that are able to retalliate
[+] Ability to return goods to allied depots
[+] Added FiredSound property for MissileType
[-] Fixed possible crash when trying to place units in editor
2013-12-04 20:59:46 +06:00
joris
75f857f60b Fix gcc warnings. 2013-10-11 11:58:17 +02:00
cybermind
2d4b995575 [+] Changed MissileType::Damage to NumberDesc, so you can now define uour own damage formula for missile. 2013-10-06 15:24:33 +06:00
joris
b34f0c86b3 [AStyle] 2013-09-01 17:07:03 +02:00
cybermind
b3313b28ae [-] Missing file in previous commit 2013-09-01 12:00:26 +06:00
cybermind
210369b752 [+] Added new MissileStraightFly, which flies straightly, until it reaches terrain tile field flags mask specified in MissileType::MissileStopFlags. You can use KillFirstUnit property, so missile will explode on first unit.
[*] More correct missile handling in MissileHandleBlocking
[*] Missile with KillFirstUnit can't kill dead or non-solid units
2013-09-01 11:44:48 +06:00
cybermind
d3de1ee103 [+] Added MissileType::KillFirstUnit flag, hich tells missile to kill first unit on it's way, rather than on destination point
[-] Fixed incorrect condition in MissileHandlePierce
2013-08-26 22:05:10 +06:00
cybermind
b48ee5b4a1 [+] Added ability to block missiles with Wall units, if missile was launched from land unit to land unit. Added MissileType::IgnoreWalls flag to ignore walls. 2013-08-25 15:03:30 +06:00
cybermind
2fd9864207 [+] Enhanced CclCreateMissile by addind 7th bool parameter, to make all position calculations relative to map coordinates. 2013-08-24 21:16:44 +06:00
cybermind
9521969aeb [+] Added MissileType::ParabolCoefficient, to control curve coefficient in MissileParabolic
[*] All calculations in MissileParabolic now use doubles instead of ints
2013-08-14 19:23:54 +06:00
joris
7152fd4302 [AStyle] 2013-08-06 15:08:51 +02:00
joris
195cdbea03 Fix typo thanks to codespell. 2013-07-25 14:31:34 +02:00
joris
31543a7c99 Clean up:
- Use std::min/max.
- remove useless test: delete null ptr is safe.
2013-05-27 14:02:36 +02:00
joris
a1c9b4cebf Add helpers in script.cpp to get value inside table directly. 2013-04-25 15:57:02 +02:00
joris
ac760fba42 Fix warning for gcc.
Use a more generic way to choose colorIndex.
Add some comment.
2013-04-16 16:34:32 +02:00
cybermind
ef2755a4e3 [+] Added SmokePrecision in MissileType to make smoke trails much smoother
[+] Added OnImpact lua callback in MissileType to make custom effects on missile impact
2013-04-15 19:36:06 +06:00
cybermind
0ec029274b [-] Fixed crash when no file was used for missile 2013-03-31 12:19:47 +06:00
cybermind
542cb5a5d4 [-] Fixed crash when handlind action for unit killed by TTL
[-] Fixed crash for pience missiles which are gone outside of map
[-] Fixed crash when saving invalid order
[-] Fixed crash when changing owner for dead unit
[-] Don't help to summoned units for AI
2013-03-17 12:02:27 +06:00
cybermind
0f41a9e3b3 [*] Optimize button popup drawing by caching its width and height
[*] More correct grayscale formula
[-] Fixed crash wheh program can't read file in debug mode
[-] Fixed crash with spawn-missile when target unit is dead
[-] Fixed crash then CUnit::TTL killing dead unit
2013-02-24 17:41:49 +06:00
Pali Rohár
82dadec77a Fix compile warning: no newline at end of file src/missile/missile_continuous.cpp 2013-02-08 20:48:45 +01:00
cybermind
14ab1972ec [+] Added fade time in "static-sprite" of DefineDecorations as third argument in table
[+] Added poison damage which will slowly drain health for POISON_INDEX tics.
[+] Aility to change values in animation "set-var" by percent.
[+] Added LuaToUnsignedNumber for correct handling full unsigned ints.
[*] Smoke missiles take their heading angle from main missile.
[*] Correct handling for Warcraft 2 timed spells and health loss for time-to-live ability : the values change every cycle, not every second
2013-02-06 21:20:50 +06:00
Joris
1def6cf12d Log missing MissileType definition. (and ShowLoadProgress when loading succeed). 2012-12-10 16:59:29 +01:00
Joris
7458218ea0 Remove Assert since with Assert(code), code is not executed in release...
Better error handing coming soon.
2012-12-10 16:39:08 +01:00
cybermind
376a848ae8 [+] Ability to use several impact missiles in one
[+] Ability to reset AI force manually in definition instead of adding new units
[*] Fixed the depots rearrangement system
2012-12-10 20:46:07 +06:00
Joris
4e0c710d70 [AStyle] 2012-11-23 17:21:13 +01:00
cybermind
43e3249bb5 [+] Added ReduceFactor in MissileType for reduce damage dealt to the next unit
[*] Fixed pierce handling
[-] Fixed typo in ParsePopupContent
2012-11-19 20:57:08 +06:00
Joris
3b4bab317a Use CclGetPos whenever is possible. 2012-11-13 17:37:42 +01:00
Joris
b79c7732fd CanTarget take refence instead of pointer. 2012-11-09 13:50:58 +01:00
Joris
61c60d580f Move visibility stuff from CMap into CMapFieldPlayerInfo. 2012-09-07 18:16:07 +02:00
Joris
6e64f99ecc [AStyle] 2012-09-05 15:40:45 +02:00
cybermind
57ecef96a2 [+] AI improvement: it can now gather all units close to enemy, after that it attacks
[-] Fixed missing file in previous commit
[-] Fixed bug when player cancels a building.
[-] Fixed bug with speedup variables in CclGetPlayerData and CclSetPlayerData
2012-08-31 22:55:27 +06:00
cybermind
e6281977e4 [+] Added MissileContinious (same as MissileStay, but can show it's animation several times and damage with Sleep period).
[+] Added NoRandomPlacing flag in CUnitType to prevent random sprite rotation.
[+] Added BoxOffsetX and BoxOffsetY in CunitType to move selection box around unit.
[+] Abilty to set missile's damage and TTL directly in MissileType
[+] Allow CAnimation_SetVar to change non-CVariable variables (currently works for DamageType)
[+] Added ButtonCheckUnitVariable which allow to show button only if some variables pass the condition.
[+] More flexibility to particles.
[+] Added ninth button to PieMenu.
[+] Added ability to set text color in butrton popups.
[+] Allow CAnimation_SpawnMissile to fire missile at some position instead of unit.
[*] Clean up in UnitOnScreen
[*] Units first call their auto-cast spells rather than attacking.
[*] Change new unit message minimap ping color to green.
[*] Some changes in ai threat calculation code.
[*] Units won't "follow" after buildings (this caused them to "stop" and do nothing)
[*] Set GLMaxTextureSize to 256
[-] Removed hardcoded upgrade-to frame
[-] Fix incorrect AiBuildingRules check.
[-] Fix incorrect CUnitType impacts parse
[-] Fixed bug which made AI's summoned units to be in group 0 and thus didn't allowed them o attack enemies properly.
[-] Fixed bug which not allowed player to save his replay at the end of mission.
[-] Fixed a bug which caused AI to send his defence forces only once. 
[-] Removed assert warning in AiReduceMadeInBuilt
2012-08-30 14:29:55 +06:00
Joris
217a28e9e4 Use IntColor instead of Uint32 to remove some SDL dependencies. 2012-08-21 16:42:08 +02:00
Joris
5266501f04 [AStyle] 2012-08-20 13:13:11 +02:00
joris
5710008df0 Move CUnitColors into color.h
use std::vector instead of manual array
2012-08-19 20:03:04 +02:00
joris
e85ebff943 Move some code from map.h into unit_find.h 2012-08-12 17:13:19 +02:00
cybermind
aa8686399b [+] Added MissileType::PierceOnce flag, which allows missile to pierce and damage each unit only once.
[*] Better sort for units with equal draw level
[-] Fixed typo in speedup
[-] Fixed compilation foe windows
2012-08-08 23:27:21 +06:00
joris
e6e4336488 [AStyle] 2012-08-08 12:30:18 +02:00
joris
ba8a0fbbec use Vec2i expression. 2012-08-08 12:08:08 +02:00
cybermind
dde984d690 [+] Added new RadialParticle
[+] Make particles more configurable from Lua
[+] Added 'g' flag for ParseAnimInt to get flag for target unit
[+] Added MissileOffsets array which allows more correct placing for missile's starting point (not from unit's center, but from cannon's hole etc.)
[+] Added CclGetUnitBoolFlag to get unit's bool-flags in Lua
[+] Removed speedup variables (SpeedResourcesHarvest, SpeedResourcesReturn, SpeedBuild, SpeedTrain, SpeedUpgrade, SpeedResearch) into player's code, now speedup could be set individually for each player
[+] Added CUpgradeModifier::ModifyPercent for modifying variables by percent, not by const value.
[+] Added MissileType::Pierce to allow missiles damage everything on their way
[+] Added map preview image generation function for editor (not ready for OpenGL yet)
[+] Added flag for CclCreateMissile to control missile's damage
[*] Missiles now fly into unit's center (according to the comment in code, the old behaviour was to be used for bunkers)
[-] Fixed random number generation code in animations
[-] Fixed "Flushing removed unit" message for boarded units
[-] Fixed unit death into container (happens when unit is temporary)
[-] Fixed land-only restriction for transporters
[-] Fixed "spell-cast" mouse action for non-enemy units (now it's possible to use this action for medics)
[-] Fixed compilation for MSVC9
2012-08-08 03:08:27 +06:00