56411 Commits

Author SHA1 Message Date
Kevin_Xi
09b0aad1f8 Add missed files to and remove obsolete file from CodeBlocks-SCons and CodeBlocks project file 2014-04-17 01:43:28 +08:00
Alexander van Gessel
681e667a47 Merge pull request #149 from aquileia/clean_up
Minor fixes to the VC project & the tutorial
2014-04-16 12:37:28 +02:00
aquileia
066ae06083 Reapply a5cb1492c4 on 1_Tutorial.cfg
The tutorial produced a row of warnings because the WML container
next_turn and its members weren't initialized.
2014-04-16 04:39:42 +02:00
aquileia
4146d428b8 Update VC project for 847067dac7 2014-04-16 04:39:00 +02:00
gfgtdf
6845d5d9fe removed invalid comment.
when i wrote that code, i forgot that the user can press continue in the assertion error dialog.
2014-04-16 03:49:56 +02:00
mattsc
a4ca7c164f Micro AIs: prevent potential conflicts of stored data
It’s theoretically possible that different Micro AIs’ evaluation
functions store information in the same variable within self.data.
This would only happen if the CAs have the same score and while this
should generally be avoided when setting up a scenario, it is better to
ensure that it cannot cause conflicts (not in the stored data at least,
the MAIs might still interfere with each other in other respects).
2014-04-15 08:15:37 -07:00
mattsc
51251d48e1 Hunter Micro AI: code cleanup 2014-04-15 08:15:37 -07:00
mattsc
85b36fd32f Random Recruiting Micro AI: code cleanup 2014-04-15 08:15:37 -07:00
mattsc
6532fdbb4b Hang-out Micro AI: code cleanup 2014-04-15 08:15:37 -07:00
mattsc
3a85688c60 Multi-pack Wolves MAI: code cleanup 2014-04-15 08:15:36 -07:00
Chris Beck
51d31196bc Merge branch 'master' of https://github.com/wesnoth/wesnoth 2014-04-14 16:31:38 -04:00
Chris Beck
96bc079c89 update changelog 2014-04-14 16:26:04 -04:00
Chris Beck
5626d89305 fixup blindfold to work with PR 121
fixes issue where using blindfold would cause OOS.
now we only check blindfold flag now when redrawing the unit,
not for other purposes
2014-04-14 16:21:07 -04:00
gfgtdf
0115edda9e Update gamestate_inspector.cpp
forgotten in c17d84b
2014-04-14 22:03:29 +02:00
gfgtdf
7e7cef96fe Update variable.cpp 2014-04-14 22:01:34 +02:00
gfgtdf
c24af6ef11 Update controller.cpp
since state_of_game isn't used in this class but gamedata is, i assume, that most likely this was forgotten in c17d84b.
2014-04-14 21:55:45 +02:00
gfgtdf
fae1adfa85 Update gamestate_inspector.cpp
most likely this was forgotten in c17d84b12f4b45555fa5ec2b3f51c4fe5a1d67e3 by aynekay
2014-04-14 21:52:01 +02:00
mattsc
326d998728 Animals Micro AIs: code cleanup 2014-04-14 12:45:20 -07:00
mattsc
e13f60e86e Big Animals MAI: check that attack target is enemy of AI side
… not only that it is on a different side.
2014-04-14 12:45:20 -07:00
mattsc
62e9eab4fa Micro AIs: make loop variables more descriptive 2014-04-14 12:45:19 -07:00
mattsc
074df432d7 Herding Micro AI: code cleanup 2014-04-14 12:45:19 -07:00
mattsc
54babada05 Recruit Rushers Micro AI: remove unused library 2014-04-14 12:45:19 -07:00
mattsc
6140b52234 Wolves Micro AI: code cleanup 2014-04-14 12:45:19 -07:00
Andrius Silinskas
4784530759 Fixes for factions, leaders and genders in networked games.
There was some oversight when changes to factions, leaders and genders set
up were made and as a result, in some cases, things were seriously broken.
This is an attempt to fix existing major problems. Some minor problems still
need to be addressed.

Specifically, this commit should fix problems with showing different factions,
leaders and genders lists for non-host and host players for the same sides. And
it should also avoid a situation where non-host player sees a "Custom" faction
even if it should not appear.
2014-04-14 19:40:05 +01:00
Chris Beck
9db21dbeee update changelogs 2014-04-14 14:37:07 -04:00
Chris Beck
63f4945d9b apply disable_notifications preference in all platforms 2014-04-14 14:32:52 -04:00
Chris Beck
46850f271a update changelogs 2014-04-14 13:53:34 -04:00
Chris Beck
d8ae9fc970 add game start notification
this is similar to previous commit which adds a "party full"
notification

note: we don't check the notification preference as this should be done
in the notification function and not by the caller. however, it seems
this is only done with DBUS notifications currently? see previous commit
message...
2014-04-14 13:37:25 -04:00
Chris Beck
68d92864f9 provide a desktop notification when game is ready to start
this is played at the same time as the turn bell, it is effectively
the same as a chat message which will cause a desktop popup on
systems that we support this for.

note: we don't check notification preference, because this should
be done in the show_notification function, not the caller.
however, it seems that is only done with DBUS notifications? why
not others?
2014-04-14 13:36:15 -04:00
Chris Beck
a7095b4588 fixup party full bell
the party full bell code is moved back to the engine, and is
based on checking whether processing the most recent message
has made it now possible to start the game. this seems to be
the simplest logic that will do the right thing, it will now
make the bell play whenever the "I'm ready" button is active

this also addresses bug #21910.

note: the reason we don't check the "silent" flag is that it
causes the sound not to be played in some circumstances where
it should. multiplayer_connect_engine currently returns
value "true" for silent (the second part of result) in all
cases except when a player has been successfully assigned to
a side, in which case it is false. depending on the status of
allow_changes, that might be a time that we want to play the
"ready to start" bell.
2014-04-14 12:46:45 -04:00
Chris Beck
0f6c7acb08 revise lobby strings 2014-04-14 12:07:41 -04:00
gfgtdf
aa071dd252 Merge pull request #147 from gfgtdf/sync_fix_2
fix host reassignes side during choice
2014-04-14 05:03:23 +02:00
gfgtdf
cf865499b9 fix host reassignes side during choice
Assume the following situation:
2 Players in the game (A (side 1), B (side 2)), and one Observer (C).
it's A's turn.
A has to do a decision (for example unit advanement), A leaves the game
and B decides to assign side 1 to C.
On Client B: When returning from process_network_data side 1 is now controlled by B,
and then gets then reassigned with the next call of
process_network_data, but that's too late becasue handle_generaic_event
already returned and B does the advancement decision for side 1.
Players C gets the the first [change_controller] (A -> B) and then gets
the second change cntroller (B -> C) before getting B's answer to the
user choice. So when C gets the second [change_controller] he does the
decision himself becasue its C's decision an it has not been received
yet. -> the same decision has been made twice -> OOS.
this fixes this problem, by making the host wait for the servers change
controller in this case
2014-04-14 03:25:24 +02:00
gfgtdf
6e32189599 remove the 'only_attacks' random mode
i came to the conclusion, that the lag for asking the server for a new
seed is neglectable. So we don't need this mode.
2014-04-13 21:25:03 +02:00
gfgtdf
fad4f6fa43 a check for deterministic mode in mp.
we now check during the start event whether the game is a mp game which
runs in deteministic mode and give an error in this case. This case
shouldn't cause OOS but it allows players  to cheat. I don't do it
earlier because i cannot use the screen during prestart events, and i
don't know about the code earlier (mp_connect).
2014-04-13 21:22:57 +02:00
gfgtdf
37cd42238e remove outdated comments. 2014-04-13 20:02:09 +02:00
gfgtdf
6dae3e85a3 revmoved unused code
this typedef was a leftover from my original plan to pass functions to
run_in_synced_context. I decided to pass strings to
run_in_synced_context at some time.
2014-04-13 20:02:08 +02:00
gfgtdf
f7c3d1f7c5 disallow undo when action was sended
we now disallow undoing actions that we already sended over the network.
We also disallow undoing moves when the rng was invoked like it's done
for recruits/recalls already.
2014-04-13 20:02:07 +02:00
Mark de Wever
8d875498b8 Properly memset a variable.
Issue found by cppcheck.
2014-04-13 17:44:20 +02:00
loonycyborg
cf8f786546 scons: link statically against libstdc++ and libgcc for mingw32 cross-compile 2014-04-13 17:35:39 +04:00
ln-zookeeper
59e9dd1c43 Don't bother with stolen gold if there wasn't any 2014-04-13 14:28:13 +03:00
ln-zookeeper
416ede246d Tweaks to two event triggers
Allows units other than Gweddry to find the gold, and triggers the
academy-finding dialogue when moving close to it, but not if Dacyn
already got there first.
2014-04-13 13:39:38 +03:00
mattsc
41687b5569 Guardian Micro AIs: code cleanup 2014-04-12 21:57:16 -07:00
mattsc
20eb5b27dc Patrol Micro AI: code cleanup 2014-04-12 21:57:16 -07:00
mattsc
65bc85d030 Lurkers Micro AI: code cleanup 2014-04-12 21:57:15 -07:00
mattsc
8902e649d4 Swarm Micro AI: code cleanup 2014-04-12 21:57:15 -07:00
mattsc
ec9017584b Simple Attack Micro AI: code cleanup 2014-04-12 21:57:15 -07:00
Mark de Wever
6ec8d80260 Test whether there is a prefix for a markov name.
When the prefix is empty, there is no name so directly return.

This with commit f941c700810199a585f446272d184fbabf0ed879 makes it
possible to undo recruitment of undead units.

This breaks compatibility so is not intended for backporting.
2014-04-12 21:59:25 +02:00
Mark de Wever
734f1be224 Merge branch 'cppcheck'
Fixes several issues found by cppcheck, or issues found while reviewing
the issues found by cppcheck.
2014-04-12 21:16:09 +02:00
Mark de Wever
2b943e2967 Limit variable scope.
Issue found by cppcheck.
2014-04-12 21:03:58 +02:00