Rename game_data to unit_type_data and make it a singleton to prevent
passing the same instance throughout the whole code and make
subsequent optimization less painful.
* Wesnoth is distributed under the terms of the GPL version 2, made
that more explicit
* updated the copyright range to 2007
* updated Dave's email adress
display is now the base class and game_display the derived; code that
can use the base class because it doesn't need to grok units or teams
(like preferences.cpp and hotkeys.cpp) does so.
...from the current turn of the selected game on entering it as
observer. If that turn is reached, quick replay is turned off and
normal gameplay continues.
(This means that now, we only need a few UI polishing fixes to have decent
support for multiplayer campaigns)
This is possibly buggy and needs polishing anyway.
...and modified the associated server code.
Added the ability to kick users in the "game creation" screen
Added the ability for users to switch sides in the "game creation" screen
Added the name of the previous user for each position, on the "game creation" screen, when loading saves.
Fixed several bugs.
Certainly introduced several more.
#10829 is "multiplayer setup screen broken in low resolutions" and
#9868 is "resizing in multiplayer lobby creates some glitches."
Added 2 new widgets:
* The scrollpane, which contains other widgets and makes them scroll
* The label, a basic text label
Added a "clip box" parameter to widgets.
Factored the hidden(), dirty() checks, and background restoration in the widget
system. Now, draw() is implemented in widgets.cpp, and widgets implement
draw_contents();
...(and single-player games, via the scenario cfg file). It causes all
allied players to be able to see the same fog and shroud.
Notable changes by file:
* data/translations/english.cfg = added a "Shared Vision" string
* src/multiplayer.[ch]pp = added a "Shared Vision" checkbox
* src/multiplayer_connect.[ch]pp = added a shared_vision parameter to
load_game
* src/playlevel.cpp = clear shroud for each team once up front, before
the first player's turn
* src/replay.cpp = fixed several commands not clearing fog/shroud
or refreshing the minimap properly
* src/team.[ch]pp = changed shrouded(x,y) and fogged(x,y) methods to
return true only if the square is shrouded/fogged for every allied
player, if and only if shared vision is turned on for this team.
- added new status image for illuminated underground
- made Li'sar start at level 2 and be upgradeable to level 3
- made it so users in lobby can see minimap of non-shroud games being played
- made it so the 'observer' setting is respected for multiplayer games
- made it so that the number of available positions in a game is shown
in the lobby
- made it so the current turn of a game underway is shown in the lobby
- made the 'eye of the observer' work, allowing players to see who is
observing their game. (only updates when it's a network player's
turn)