32617 Commits

Author SHA1 Message Date
Nils Kneuper
18b840f312 pot-update...
...(yes, trunk, translators should not work on it, but at least the
latest DM stuff should be in...)

regenerated doc files
2009-04-17 11:05:08 +00:00
Iurii Chernyi
373d73e576 AI refactoring: moved event objects location to ai_manager...
...(no reason to keep one copy per ai, since only
playsingle_controller is an observer). Interface for raising those
events from the ai unchanged (no reason to change it)
2009-04-16 21:56:30 +00:00
Iurii Chernyi
8fb7a029db AI Refactoring: next version of recruit action (not yet used, but works ok) 2009-04-16 21:23:10 +00:00
Fabian Müller
bcc943abb8 DM: Removed the digits from the terrain for scenario 7 generators. 2009-04-16 21:15:57 +00:00
Lari Nieminen
403cad5d10 Enforce a 7-hex starting castle, should fix bug #13377. 2009-04-16 20:50:43 +00:00
Fabian Müller
22a5440c86 HttT::14: Changed shroud=yes to shroud=no.
This disables shroud for that scenario since the second code segment
that tries to place shroud isn't working.

This was done to remove duplicate code and to create a testcase for
bug #13382.
2009-04-16 19:55:23 +00:00
Gunter Labes
3a7df7ec09 fixed bug #13380: Starting LOW in trunk fails 2009-04-16 18:42:59 +00:00
Jörg Hinrichs
3af17d6ae5 Savegame reorganization Step 1: a simpler interface to saving and loading.
Move save_index stuff to savegame.cpp and do some dependency cleanup.
2009-04-16 18:24:01 +00:00
Pauli Nieminen
0cf1def5ac Changed delayed shroud updates and scenarion objectives...
...to change and show settings for viewing team. (help in bug #13313)

I don't know if this should be backported to stable also. Current
behavior could be considered as bug so maybe yes.
2009-04-16 14:23:58 +00:00
Eric S. Raymond
746646e802 wmllint cleanup. 2009-04-16 11:48:31 +00:00
Pauli Nieminen
66a2a7e2f1 Fixed control transfer after player leaves MP game (bug #13238) 2009-04-16 10:16:09 +00:00
Eric S. Raymond
a1133a11d2 [place_shroud] is broken; fendrin will file an engine bug report.
For now, this onditions out the dialog that depends on it.
2009-04-16 09:03:24 +00:00
Fabian Müller
b7b8953b90 If killed by an (unit != Delfador) Iliah-Malal is leveled one up. 2009-04-16 08:49:33 +00:00
Nils Kneuper
88d95a7cd1 updated German translation (included patch #1163 ) 2009-04-16 08:47:46 +00:00
Eric S. Raymond
6e570d5bac Amp up the undead in DM::20, and require Delfador to kill the bad guy himself. 2009-04-16 02:00:54 +00:00
Eric S. Raymond
5070058473 Fix some recall machinery and tune up a map. 2009-04-16 00:29:34 +00:00
Iurii Chernyi
278d80eb95 Fixed segfault in ai grouping in the case that path length was <2 2009-04-15 23:52:37 +00:00
Jörg Hinrichs
c221e1b5d0 Savegame reorganization Step 1: a simpler interface to saving and loading.
Move save_game_exists, open_save_game, delete_game, and get_saves_list
from gamestatus.cpp to savegame.cpp. Setup a savegame_manager class to
collect all those homeless functions. Fix bug #13364.
2009-04-15 22:18:15 +00:00
Mark de Wever
ba07627fb6 Remove an unused variable. 2009-04-15 21:57:48 +00:00
Phil Barber
270b21f227 Add and wire Kitty's Huntsman portrait, update changelogs, portrait credits. 2009-04-15 20:47:19 +00:00
Ali El Gariani
5868da231c remove dead member (supposed to be done for 1.3.6, I think it's time now) 2009-04-15 20:18:04 +00:00
Nils Kneuper
89042769a1 updated Chinese (Traditional) translation 2009-04-15 20:12:00 +00:00
Ali El Gariani
c260e58bae make advance_to() return a reference. 2009-04-15 19:58:07 +00:00
Iurii Chernyi
441949239e AI Refactoring: new AI base recruit command,
...with more strict error checking and ability to take subjective AI
knowledge about the game state into account. (not yet used, just
added)
2009-04-15 19:00:17 +00:00
Ali El Gariani
b42d20ce14 Add a 'all' key to [hide_help], use 'all=yes' to hide all units
Allow to use the 'race' key in [not]

syntax: [hide_help] all=yes [not] race=human,elf... show only these 2 races
2009-04-15 18:56:55 +00:00
Eric S. Raymond
c7f09b5105 DNM text fixes, and some dialog for Iliah-Malal. 2009-04-15 18:28:04 +00:00
Ali El Gariani
ed568d14fb Add a [not] tag into the recent [hide_help]
This allow to hide a whole mainline race except the types used in the
campaign.

syntax: [hide_help] race=human [not] type=Thief [/not][/hide_help]

Also rename keys races->race and types->type (as used in unit filter).
2009-04-15 17:36:56 +00:00
Mark de Wever
43d351b256 Fix a compiler warning.
Also make the variable const, since it's not modified later.
2009-04-15 17:14:35 +00:00
Gunter Labes
7e2d260c0a send the game ended server message at the same times we log it 2009-04-15 16:06:05 +00:00
Ali El Gariani
642e699c3d Add a 'races' key to the recent [hide_help]
This will allow a campaign to easily hides races not used.

syntax: [hide_help]races=elf,human... hides these boring races
2009-04-15 15:07:50 +00:00
Ali El Gariani
561012d94a Add new WML feature allowing to hide mainline units in help.
This will help to prevent double entries when campaign use similar
names.  It could also be used to simplify the help of campaign not
using some types.  Syntax is [+units] [hide_help] types=Thief,Rogue..
2009-04-15 12:47:09 +00:00
Eric S. Raymond
a97f36dd05 DM::19 is brutal, too much so for Intermediate level.
Rebalance by letting players recruit L2 dwarves. Most will be killed
by Iliah-Malal's shock troops during the retreat, so this has little
effect on campaign balance.
2009-04-15 12:34:08 +00:00
Nils Kneuper
f7e325389e updated Chinese (Simplified) translation 2009-04-15 11:22:08 +00:00
Eric S. Raymond
89bd5dff5a Terrain types can now have description attributes.
If present, these override the name attribute for the "outside"
portion of the human-readable terrain description, e.g.  the part not
in parentheses.

The main use for this is editor palette tooltips; they now say, for
example, "Summer Deciduous Forest (Forest)".  I've also wired things
so that the normal in-game terrain report uses description rather than
name when it's available, as a demonstration (that's the diff to
generate.report.cpp) but it might be that level of detail is not
actually desirable in the game itself.
2009-04-15 07:55:31 +00:00
Gunter Labes
bc01f2b041 typo fix 2009-04-15 07:44:44 +00:00
Iurii Chernyi
9a3c022fd8 made preload events in AI arena 'first_time_only=no' 2009-04-14 23:18:58 +00:00
Eric S. Raymond
03dfbfb9a2 Remove some no-longer-relevant to-do items. 2009-04-14 22:48:16 +00:00
Nils Kneuper
09457dbb43 updated Indonesian and Slovak translation 2009-04-14 21:50:26 +00:00
Eric S. Raymond
0c1423f2ff Un-break terrain filtering. 2009-04-14 21:09:15 +00:00
Jörg Hinrichs
9fb9d5e935 Savegame reorganization Step 1: a simpler interface to saving and loading.
Move gamestatus.cpp::load_game_summary to savegame.cpp and get rid of
gamestatus.cpp::read_save_file.
2009-04-14 21:05:57 +00:00
Gunter Labes
8d4b01ed68 first rotate the pid file then write the new PID to it 2009-04-14 20:36:39 +00:00
Iurii Chernyi
f71ef9f4fd AI Refactoring: removed some code duplication during AI construction.
Now ai_manager is the sole interface to AI module from the point of
view of Wesnoth.
2009-04-14 20:32:42 +00:00
Guillaume Melquiond
f34fddaa7f Converted loadscreen to use the generic image loading system.
(Patch #1154 from Chusslove.)
2009-04-14 20:32:22 +00:00
Guillaume Melquiond
6b538acfbc Added transparent handling of localized pictures. (Patch #1154 from Chusslove.) 2009-04-14 20:32:17 +00:00
Guillaume Melquiond
b7569fb450 Moved loadscreen handler after language initialization. 2009-04-14 20:32:09 +00:00
Eric S. Raymond
25e9e53cb6 Change the terrain definition tag from [terrain] to [terrain_type].
This is paraallel to the change from [unit] to [unit_type], and for
similar reasons - reduces ambiguity, enables better WML sanity
checking.
2009-04-14 20:17:41 +00:00
Mark de Wever
8f0fe91612 Fix a compiler warning. 2009-04-14 19:47:32 +00:00
Mark de Wever
226533c704 Fix a compiler warning. 2009-04-14 19:47:20 +00:00
Gunter Labes
139b0a33ad fixed a memory leak on advancing a game...
...and clear the history early when saving a replay
2009-04-14 19:17:46 +00:00
Gunter Labes
3e6c9ba2d4 only don't display the ended game message when the user is an observer...
...and we're destructing the game; fixes odd games that are ended by
observers (all sides empty so there is no player in the game on start)
2009-04-14 19:17:40 +00:00