Commit Graph

17308 Commits

Author SHA1 Message Date
Ali El Gariani
217f7ab5f9 Fix bug #9314: Search by name shows hidden units
Optimize a little by skipping earlier fogged/shrouded hex
2007-06-12 21:29:04 +00:00
Ali El Gariani
c45516d1a0 Searching or modify worked only for team-only map label. Now works for all labels 2007-06-12 21:14:26 +00:00
John W. C. McNabb
eff542e7e6 empty user_team_name remains empty (bug 9310). 2007-06-12 16:54:21 +00:00
Ali El Gariani
4965604ee9 improvement of a small "bug" in the fix of bug #9119.
If all *your* woses are hidden, tooltips of the enemies weapons didn't
show damage against woses

It can be see as a feature to confirm that all your woses are hidden,
but this info seems easier to get and less usefull than the woses
resistance.  So now continue to hide resistance of hidden enemies
units but show yours
2007-06-12 16:27:28 +00:00
Ali El Gariani
1d2bf59c2b in my last commit about invisibility test,
shrouded implies fogged, so just check fogged
2007-06-12 14:56:49 +00:00
Ali El Gariani
e140c7e9e6 Fix the automatically closing dialog bug 2007-06-12 12:40:25 +00:00
Ali El Gariani
7c2ea9487c Fix bug #9119 (Resistance info popup informs about hidden units) 2007-06-12 11:25:53 +00:00
Ali El Gariani
d8f4ad34cd Fix an other cheat using hidden icon in sidebar:
Woses can detect forest under shroud.
2007-06-12 10:48:21 +00:00
Ali El Gariani
0d9c9d9fbc Use the new parameter see_all of unit::invisible...
...to fix cheats spotted in bug #9288 :

detection of hidden enemies by using the hidden possibility displayed
in sidebar "hidden enemies" here means invisible, shrouded or fogged
2007-06-12 10:35:37 +00:00
Ali El Gariani
a801aff86e Add a bool "see_all" to unit::invisible().
The main use is to help fixing cheats spotted in bug #9288 But there
is some tricky problem here. For checking if we can be invisible at a
location, we check if we see visible enemies in adjacent tiles, so we
check if they are invisible there etc... 

 Also skip the invisible_cache in the new particular case, since
currently caching this will only helps repetitive mouse movements
after selecting a unit with invisible abilities
2007-06-12 10:31:00 +00:00
Patrick Parker
c610b1e013 the skip_messages feature should work again for WML event messages
move the special-case handling of ESCAPE_DIALOG out of the parent class
2007-06-12 01:32:13 +00:00
Eric S. Raymond
4d53bec8d9 Beef up the sanity-check production for campaign data. 2007-06-11 22:21:12 +00:00
Eric S. Raymond
7c34c85c34 Two more popup conversions. 2007-06-11 20:17:34 +00:00
Eric S. Raymond
c9656c5e1a Eric learns that he has to be sure --enable-editor is on when test-building. 2007-06-11 18:43:14 +00:00
Eric S. Raymond
9f8b5d246c Fix a typoed option decscription. 2007-06-11 18:22:42 +00:00
David Philippi
7a75602595 spanish translation update 2007-06-11 08:54:01 +00:00
Eric S. Raymond
3c04fcb577 Convert some more OK_ONLY windows to new-style transient popups. 2007-06-11 08:37:02 +00:00
Patrick Parker
b76a3fe4d6 prevent spurious "0 enemies sighted" message
make the fake bandit move across land instead of water
2007-06-11 03:34:15 +00:00
Patrick Parker
c2c4ceeae4 Prevent the Bandit leader from moving so his sighted event will fire correctly 2007-06-11 03:06:26 +00:00
Patrick Parker
e4e1b2fcaf fix bug #9299: Minor preferences dialog layout request 2007-06-11 00:58:02 +00:00
Patrick Parker
8d89088fa0 fix most of the complaints in bug #9309: 1.3.3 Statistics dialog usability 2007-06-11 00:03:18 +00:00
Benoît Timbert
e1f0fd9c2e Fix the healthy trait comment 2007-06-10 23:27:20 +00:00
J.W. Bjerk
a31f8421cb modified attack direction indicators.
Not necessarily the final word on the subject, but they show up
against snow terrain.
2007-06-10 18:38:22 +00:00
Ali El Gariani
7615ede817 Add a new automatic WML-define "TINY" when using tiny-gui.
The main use will be to help to move/add some hard-coded values to
game_config (where we can't use the c++ #ifdef USE_TINY_GUI).

I also hope that it will allow some finer tuning about images which
looks bad/useless in tiny_gui.

I also boosted the limit of number of WML define from 4 to 5 (which
seems used only for the cache's name)

But the maximum was hit only when using MEDIUM+NORMAL+APPLE+PYTHON+TINY
2007-06-10 15:50:28 +00:00
Ali El Gariani
0943b39b79 The "sunset" command is a movement detector...
...and so can be used to cheat by spying moves of invisible units.

Hopefully, these units seems to causes very rare invalidated hexes,
but hard to verify all the cases.

So now allow to use this command only in debug mode.
2007-06-10 15:28:34 +00:00
Lari Nieminen
83dcb8ffb6 Updated changelog with some new animations. 2007-06-10 13:04:39 +00:00
Nobuhito Okada
509cb60db0 updated Japanese translation 2007-06-10 12:53:44 +00:00
Ali El Gariani
eb9d6c26db Activate the use of game_config::defense_color_scale...
...for coloring the movement hint
2007-06-10 12:15:41 +00:00
Ali El Gariani
5cb4a79986 Add code and data for a new game_config key : "defense_color_scale"
Currently it will be used only for the movement hint, but I choose a
general name, in case of other uses.

There is 11 colors, each one for each 10 intervals and the last one
for the maximum.

I kept my previous colors: pure yellow for 50% and subtract multiple
of 50 in red or green for other values.
2007-06-10 12:14:48 +00:00
Lari Nieminen
7f02e3438a Moved all the rest of the .cfg's in core/ containing only macro definitions...
...to core/macros/.
2007-06-10 11:17:28 +00:00
Lari Nieminen
a7854c58d8 Fixed a too dark shadow in one frame. 2007-06-10 11:09:04 +00:00
Lari Nieminen
a96d3a9619 Improved the sharpshooter animations a bit,
...mostly by adjusting the angle of the bow in a few frames and adding
one new frame.
2007-06-10 11:07:33 +00:00
Dimitar Ilccov
609765bab1 applied the DEFENSE_ANIM macro to the level 3 outlaws in TRoW 2007-06-10 09:40:25 +00:00
Nils Kneuper
6b1876a0f3 updated German translation 2007-06-10 09:28:01 +00:00
Ali El Gariani
7772bb665b reduce memory usage for the default zoom level
the movement hint use multiline, colors and bigger font to display
terrain defense and turns to reach
2007-06-10 09:17:12 +00:00
Patrick Parker
1980ffcbc5 make mutation count more accurate to the unit_map changes
(updated as they occur)
2007-06-10 08:14:36 +00:00
Patrick Parker
352b4e4274 added a way of counting pumped game event mutations to the gamestate
(should be useful to anyone implementing a smarter unit_map::iterator)
2007-06-10 07:48:56 +00:00
Eric S. Raymond
1e287c9ec0 Temporary fix for Turin's gripe about the new replay/autosave management.
Only apply preferences for replays and autosave deletes on victory.  

We need to rethink what this code should be doing.
2007-06-10 04:49:01 +00:00
Patrick Parker
45e00ec5d3 fix an unreported bug with [allow_undo]. it should work in sub-commands now. 2007-06-10 03:17:39 +00:00
Patrick Parker
6335ba57c5 wml_event message dialogs inherit all behavior from gui::message_dialog...
...but they have some unique behavior, such as returning -3 when Esc
is pressed.
2007-06-10 02:21:19 +00:00
Eric S. Raymond
99c3655696 More conversions to the new window style. 2007-06-10 01:32:22 +00:00
Lari Nieminen
e13d5ece89 Removed some get_hit_sound= keys from a few campaign units...
...and/or macroified defense animations.
2007-06-09 21:14:28 +00:00
Lari Nieminen
fd21a69f94 Removed redundant get_hit_sound= keys
(which caused sound bugs) and fixed the ruffian's defense animation.
2007-06-09 21:04:01 +00:00
Mark de Wever
e36c1421ae some typo fixes 2007-06-09 18:36:41 +00:00
Lari Nieminen
fad1b2a634 Added melee/dagger standing frames for the poacher and trapper. 2007-06-09 17:42:22 +00:00
Mark de Wever
91b52388ed fix a small typo 2007-06-09 17:29:40 +00:00
Mark de Wever
436b421af8 made display::invalidate_animations() private since display::draw()
always calls it unconditionally
2007-06-09 17:13:02 +00:00
Ali El Gariani
46142e774a Resume to the previous attack direction behavior:
always propose a direction when you point a blocked one
2007-06-09 17:05:21 +00:00
Eric S. Raymond
cab9c24079 Fixed typo 'manus' for 'menus', let's make it better as 'dialogs', 2007-06-09 15:43:17 +00:00
Ali El Gariani
cfab0162a8 Experiment to show the direction from the attack.
This is for helping click accurancy, specially because of the new
"attack a nearby unit from an other direction" feature.

Please test and comment the usefullness and look of this. Maybe add a
"bad" highlight for blocked directions ?  The code and images are just
a quick hack to see if and how we want this.
2007-06-09 15:18:52 +00:00