Commit graph

15405 commits

Author SHA1 Message Date
joris
590805e3bf [+]New missile class, "missile-class-tracer", this missile will seek towards the target.
[+]New missile class, "missile-class-clip-to-target", this missile will remains clipped to target unit and will play it's animation once, then target will take the damage.
[+]Added CorrectSphashDamage flag in missiles for splash damages, you can use it to prevent damaging other units, which terrain type didn't match the missile's target's unit's terrain type (e.g. don't damage flyers if missile is targeted to land unit)

Patch from Cybermind
2012-02-18 13:41:14 +01:00
Pali Rohár
8d6293949d Fix compilation with gcc 4.2 - Remove ref in function for_each 2012-02-18 10:16:57 +01:00
Pali Rohár
65d29fdd8e CMake: gcc - make sure that char is signed 2012-02-18 10:16:04 +01:00
joris
55d2e864ee New unit-type flag "Wall", which will treat unit as wall.
This will use the unit's Direction field to show different wall connections.
The unit should be a building and have NumDirections = 16 and Flip = false.
The wall unit didn't count in GetNumOpponents. When it attacked, AI didn't fight back and no warnings are shown.

NOTE: need to modify triggers, so they won't count the wall units when calculating player's remaining units. Not needed for those games which don't use this feature. 

Wall mapping:
 Frame 0 - wall without connections.
 Frame 1 - wall with north connection.
 Frame 2 - wall with west connection.
 Frame 3 - wall with north and west connections.
 Frame 4 - wall with south connection.
 Frame 5 - wall with south and north connections.
 Frame 6 - wall with south and west connections.
 Frame 7 - wall with south, north and west connections.
 Frame 8 - wall with east connection.
 Frame 9 - wall with east and north connections.
 Frame 10 - wall with east and west connections.
 Frame 11 - wall with east, north and west connections.
 Frame 12 - wall with east and south connections.
 Frame 13 - wall with east, south and north connections.
 Frame 14 - wall with east, south and west connections.
 Frame 15 - wall with all connections.

patch from Cybermind.
2012-02-18 09:59:57 +01:00
joris
d1ad94a052 Change action_ressource to search an other mine instead of returning to depot
Patch from Cybermind.
2012-02-18 09:51:58 +01:00
joris
3831e149fc missing file for "Storing" 2012-02-18 09:41:01 +01:00
joris
485c46c4ec Fix pkg to be coherent with src.
Fix typo in AStarDebug code.

Patch from cybermind.
2012-02-17 16:07:07 +01:00
joris
dc044a9c70 Add DefineDefaultResourceMaxAmounts() to define max value per resource.(default value is 0, so change it in lua).
Add "Storing" to UnitType to increase MaxResourceAmount

Patch from cybermind.
2012-02-17 15:57:11 +01:00
joris
5d4ddd2508 Create specific "construtor" for each order. 2012-02-17 09:05:42 +01:00
joris
0e54eae28e Rev.8022 fixed a warning, but broke the behavior of some method.
Here is the fix for these methods.
2012-02-16 14:59:44 +01:00
joris
96dc321b38 fix Assert with AssignWorkerToMine when mine is destroyed. 2012-02-15 12:38:39 +01:00
joris
137e4e58fd Move some code into COrder 2012-02-14 12:08:22 +01:00
joris
a34a1b8828 Fix compilation with MSVC 2012-02-14 12:01:26 +01:00
joris
0b6296d96f NewResetPath is now a method in COrder instead of a Macro 2012-02-13 15:44:20 +01:00
joris
6341a4cafd Clean up :
- use reference,
- remove dead code (class AiTransportRequest)
2012-02-13 15:24:12 +01:00
joris
7b2f40f2f1 Fix warning with gcc 2012-02-13 15:21:29 +01:00
joris
2308356ddb Use delete with new instead of free. 2012-02-13 12:41:37 +01:00
joris
79d5c7c344 move inner class CUnit::Corder to actions.h 2012-02-13 12:28:38 +01:00
joris
a8892060d1 CUnit::SavedOrder is now a pointer. 2012-02-12 11:28:35 +01:00
joris
ec080631d9 Use less memory in AiCollectResources.
use std::sort instead of qsort.
2012-02-11 16:06:33 +01:00
joris
12e8eb6846 Replace some COrder in CUnit by pointer.
Begin to have order and action more linked.
2012-02-07 14:15:16 +01:00
joris
0bd9d6ad4c Move order data from CUnit to COrder. 2012-02-06 14:49:52 +01:00
joris
e4e9e51c22 Fix bug in AStarMarkGoal with maxRange > 2 2012-02-03 14:53:48 +01:00
joris
a3c5e8f5c8 Fix bug in AiAttack which set unit.GroupId to 0.
(Force[force].Reset() should be placed before the loop)
Remove the behavior of changing of force index (since it doesn't work befor and it is strange)
Some clean up.
2012-02-03 14:52:55 +01:00
joris
7eb7972e5b Merge.
seem that my previous change have been overwrited :-/
2012-01-26 13:53:36 +01:00
Pali Rohár
29078444ef Merge network submodule from boswars-engine to stratagus 2012-01-24 18:41:56 +01:00
joris
09f642805e Fix ActionRessource and DeassignWorkerFromMine 2012-01-23 11:59:13 +01:00
joris
04c20eb84d Fix warning. 2012-01-23 11:42:20 +01:00
joris
e61a271d9c Fix warning in guichan : variable set not used. 2012-01-23 11:22:11 +01:00
joris
350b038d3b clean up : remove unused function UnitFindMiningArea
replace some x,y by pos
add const, and replace pointer by ref
2012-01-21 14:03:16 +01:00
joris
19bb9fbd75 Fix pathfinding to tree 2012-01-20 13:39:49 +01:00
joris
48fb47ce8f Fix autoattack for still action : Now tower attacks correctly in wargus.
some clean up
2012-01-20 10:58:56 +01:00
joris
673885a12d Remove most warnings for variable set but never used. 2012-01-19 11:19:45 +01:00
Pali Rohár
a1e9861094 cmake: Add sections for tolua pkg files and doxygen depends files
Also remove file names with '*' and then cmake with ninja works too
2012-01-17 01:25:05 +01:00
feb
e45bb6b2bf Do not show waypoints for enemy units when SHIFT key is pressed down.
Fix by Pali Rohár in the stratagus engine 
(http://bazaar.launchpad.net/~stratagus/stratagus/trunk/revision/7857).

Reported by cybermind (https://bugs.launchpad.net/stratagus/+bug/633863).
2012-01-08 12:11:40 +00:00
Pali Rohár
b9af3a9754 Fixed segfault, patch by Neil Tan 2012-01-07 16:50:59 +01:00
Pali Rohár
780a035f95 Fixed problem: unit unable to find path to goal if unit is next to goal
Patch by Neil Tan
2012-01-07 16:49:03 +01:00
Pali Rohár
84d1fe7fcd Fixed problem: worker unable to do anything after building structure
Patch by: Neil Tan
2012-01-07 16:47:40 +01:00
Pali Rohár
8d4e9572f5 Fixed compilation on Maemo with Touchscreen 2012-01-02 23:13:23 +01:00
Pali Rohár
281029f150 Fixed maemo-extract header 2012-01-02 11:37:51 +01:00
Pali Rohár
edf5f9dda3 maemo-extract: fix message string 2012-01-02 10:49:25 +01:00
Pali Rohár
8d61a78d5a Fixed compile errors in stratagus-maemo-extract.h 2011-12-31 20:34:31 +01:00
Pali Rohár
b160633444 Fixed compile errors on Maemo 2011-12-30 13:24:23 +01:00
Pali Rohár
c2cb48c3b9 Fixed compile errors on OpenBSD 2011-12-30 11:44:30 +01:00
Pali Rohár
630fc2c65c Release version 2.2.6 2011-12-24 16:16:33 +01:00
Pali Rohár
98803131db Fix stack overflow on MinGW32 2011-12-24 16:16:18 +01:00
Pali Rohár
125132b62a CMake: add option ENABLE_STRIP for stripping all symbols from executables 2011-12-19 18:16:02 +01:00
Pali Rohár
c748bca93d Fixed debian/control 2011-12-19 14:10:57 +01:00
Pali Rohár
21b9b9935c Fixed help string 2011-12-19 12:18:59 +01:00
kon
d366d92838 Don't recognize tilde syntaxes in text input fields
If the user types something like "foo~!bar" in a TextField widget,
then display the tilde as is; the "~!" there does not mean that the
next character is a hot key.  The user is not supposed to know about
any such syntax.

Implemented by having a parallel plain-text CFont that Lua code then
assigns to each TextField it creates.  The plain-text CFont shares
textures with the markup CFont, so the memory cost is minimal.

(Originally, I was instead going to implement this by adding a syntax
parameter to gcn::Font::drawString and all related functions.  That
however was the wrong choice because e.g. gcn::ImageFont::drawString
then had to take the parameter but had no idea what to do with it.)

Plain-text fonts can be used in all other widgets too, such as list
boxes or labels.  This commit does not make any such widgets use them
though, and the choice of font does not currently affect how the
engine checks whether the widget has a hot key defined.
2011-12-07 00:20:25 +00:00