Commit Graph

73 Commits

Author SHA1 Message Date
pavanvo f1e4a1bf83 feat: standart for cammand grid 2022-08-14 13:38:15 +02:00
SoftCoder 865a665bf0 - round 2 of cppcheck code cleanup 2017-10-09 20:21:14 -07:00
titiger cd8530f69e new tag <ai-build-size> 2016-12-10 16:01:26 +01:00
titison 74ed3d73be Uniformselection
Added uniform selection of units.
Uniform means you can select multiple units, but only of the same type.
To make a unit uniform-selectable you need to add
```<uniform-selection value="true"/>```
to the ```<parameters>``` tag of a unit.
2016-08-24 00:53:56 +02:00
SoftCoder 0d8377d6b4 - try to fix mac build 2016-01-18 15:29:16 -08:00
SoftCoder 86a59859b9 - atempt to cleanup use fo auto_ptr 2016-01-18 13:20:49 -08:00
SoftCoder 645778a490 - added new files to vc2012 project 2014-11-28 20:05:33 -08:00
SoftCoder ceca2fc5aa - more fixes from cppcheck 2014-11-28 18:19:40 -08:00
titiger 024338429a special height for fire and hitposition can be set in a units 2014-11-25 22:36:19 +01:00
titison 345c88d320 Work on Healthbars
production bars;
options;
many more...;
2014-11-22 23:15:19 +01:00
titison 08806c5416 *Finised Hp Bars
*Added general settings in faction.xml
2014-10-29 22:23:46 +01:00
titison de5135bfaf *added split(s,d) function for strings
*reading unit xml healthbar node
*adjusted hpbars
2014-10-29 00:50:45 +01:00
titiger feb31e27d9 tags feature
Tags feature ( manually merged ) from Omegas pullrequest 25
https://github.com/MegaGlest/megaglest-source/pull/25/
see forum discussion:
https://forum.megaglest.org/index.php?topic=9543.0
2014-09-29 02:23:36 +02:00
titison 850a9a7dc0 -AI can't command non-commandable units anymore
-Removed non-selectable
2014-08-07 21:00:27 +02:00
titison 72828c39a3 Added to booleans
1. selectable	| if this is false, you cant select the unit.
2. commandable	| if this is false, you cant give the units commands.

I advise to set a non-selectable unit to non-commandable too if you want to make a normal unit morph into it.
2014-07-28 17:03:36 +02:00
titiger 082f3472ee Looting 2014-07-22 23:53:45 +02:00
Mike Hoffert f0801b3c33 Converted floats to ints
As discussed with Titi, this may prevent some issues with multiplayer
getting out of sync due to different floating point calculations.
2014-07-19 19:03:33 -06:00
Mike Hoffert 9883bf7656 Merge branch 'feature-starting-vals' into feature-looting 2014-07-19 19:00:08 -06:00
Mike Hoffert ef0cf706b3 Converted percentages to use int instead of float
May help prevent floating point calculation errors in multiplayer.
2014-07-19 18:59:11 -06:00
Mike Hoffert cedb20646e Fixed compilation error
Failed to override ==
2014-07-19 17:43:27 -06:00
Mike Hoffert 68455a819f Added setting to disable going into negatives
After all, how does one loot what the other faction does not have? Still,
could be useful for some places, by forcing the opponent to go into
"debt".
2014-07-19 16:38:33 -06:00
Mike Hoffert 23deb957a7 First, basic looting implementation
Only absolute values are obtained for now, no loss.
2014-07-19 15:37:59 -06:00
Mike Hoffert 0a68e3a6a4 Implemented starting value for HP
Same syntax as for EP:

    <max-hp value="1000" regeneration="1" start-percentage="1.0" />

Where `start-percentage` can be replaced by `start-value` to use an
absolute number. Note that unlike EP, HP defaults to the max-hp value
*before* upgrades are applied. This behavior is not changed. To make units
spawn with their fully upgraded HP, set their start-percentage to 1.0.
2014-07-19 10:57:34 -06:00
Mike Hoffert a65898571d Implemented start percentage for EP
Note that start-value and start-percentage (both are attributes of the
max-ep tag) are mutually exclusive. If they both exist, then
start-percentage is used.
2014-07-19 09:53:38 -06:00
FreshDumbledore 04d2664b06 optional start-ep tag implemented 2014-06-18 22:00:50 +02:00
titiger 11eeed59a1 new attribute "render-size" in unit-type 2013-12-30 16:19:08 +01:00
Mark Vejvoda 1134ad399d - added a more graceful way to handle more serious errors during data validation commands in order to offer more detailed error analysis 2013-11-04 07:21:04 +00:00
Mark Vejvoda 1d3859ff32 - windows x64 updates to get things compiling on vc2012 x64 2013-11-02 11:04:52 +00:00
Mark Vejvoda dc503d6340 - attempt to see if this makes stability better 2013-10-02 20:22:10 +00:00
Mark Vejvoda 9967df316c - attempt to fix additional oos issues 2013-09-28 05:06:04 +00:00
Mark Vejvoda 0ead6a36dc full support for translated techtrees 2013-06-13 08:55:48 +00:00
Mark Vejvoda 589962868b - added ability for units to return harvested resources in an emergency by clicking a store house when a unit has a load 2013-02-12 08:44:12 +00:00
Mark Vejvoda 51a0b50bc2 - applied changes from Muwuum for full translatable game experience 2013-01-16 21:16:59 +00:00
Mark Vejvoda aea1643ed1 - updated for debian compliance 2012-11-12 04:55:33 +00:00
Mark Vejvoda 3b9f799d26 - it is now possible to explicitly specify which units should count towards victory conditions. In the unit's xml file add:
<?xml version="1.0" standalone="no"?>
<unit>
	<parameters>
               <!-- valid values are true or false for this optional parameter -->
		<count-in-victory-conditions value="false"/>
        </parameters>
</unit>
2012-05-03 20:25:35 +00:00
Mark Vejvoda b84c69a93b - translatable techtrees, currently supported resource names, unit names and upgrade names. For each techtree created a lang folder in the techtree main folder. Now create language specific files <techtree>_language.lng as we do for scenarios. In the file add:
ResourceTypeName_<name>=My new resource name
UnitTypeName_<name>=<name>=my new unit name
UpgradeTypeName_<name>=my new upgrade name
2012-05-02 21:00:57 +00:00
Mark Vejvoda b8fb60b325 - speed up the pathfinder a bit 2012-04-21 03:42:25 +00:00
Mark Vejvoda dbb116f250 - load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010) 2012-04-20 01:04:05 +00:00
Mark Vejvoda aa831dbb61 - inlined a few more functions 2012-04-17 15:25:31 +00:00
Titus Tscharntke 45ff24dbd7 new switch "count-kill-for-unit-upgrade" if a unit has set this switch to false , killing it does not count up the number of kills of the attacking unit. 2012-03-31 10:14:42 +00:00
Titus Tscharntke d8ba2443cf new switches "count-unit-death-in-stats", "count-unit-production-in-stats" and "count-unit-kill-in-stats" for unit.xml ( allows better "resource" production for example ) 2012-03-30 23:38:05 +00:00
Mark Vejvoda 5f95b08c17 - a ton more load game state now working (including commands) 2012-03-13 15:21:25 +00:00
Mark Vejvoda c5331b7e8a - initial work to save game state to XML. Current only saves when out of synch or game end occurs and saves to same folder as log files and file is called: megaglest-saved.xml
(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00
Titus Tscharntke 9f703f2303 faction links, modders can include factions from other techtrees if techtree.xmls are compatible.
( Still problems with CRC-calculation and download in Multiplayer for those linked factions )
2012-01-17 01:34:50 +00:00
Mark Vejvoda 9852325da6 - fixed Martiño Figueroa's name in all copyrights in source code
- added copyrights to files that were missing it
2011-12-14 07:40:48 +00:00
Mark Vejvoda d33e1174a5 - bugfixes related to cppcheck report
- bugfixes found using valgrind (memory leaks)
2011-12-02 16:07:59 +00:00
Mark Vejvoda 82a0f23487 - attempt to add hp regen to upgrades and attack-boost 2011-07-22 07:05:47 +00:00
Mark Vejvoda 850825695e - added support for min / max hp associated with damage particles 2011-07-01 21:47:54 +00:00
Mark Vejvoda e34e70a0c8 - added code to merge duplicate sounds used in a techtree 2011-05-06 07:47:31 +00:00
Mark Vejvoda 6492832c35 - added initial validation code to warn about duplicate data used in factions 2011-05-05 19:21:50 +00:00