51700 Commits

Author SHA1 Message Date
Mark de Wever
8ee154241b Replace BOOST_FOREACH with FOREACH. 2013-02-09 16:10:34 +00:00
Mark de Wever
d39275a56c Replace BOOST_FOREACH with FOREACH. 2013-02-09 16:10:31 +00:00
Mark de Wever
97ccef59e0 Replace BOOST_FOREACH with FOREACH. 2013-02-09 16:10:21 +00:00
Steven Panek
591a6e78db Ran wesnoth-optipng on the new Dutch images:
Overall statistics (only for files with a smaller recompressed size):
  Original size: 65 KiB on 1 files
 Optimized size: 63 KiB
   Total saving: 2 KiB = 4% decrease
2013-02-09 16:08:55 +00:00
Mark de Wever
66bff03b27 Adds a FOREACH macro.
The macro emulates C++11 for(... : ...) style loops.
2013-02-09 16:08:15 +00:00
J. Tyne
da6f696163 Change replays to store the type ID of recruits,
...rather than an index into the set of possible recruits.

Negative consequences:

* Changing a type id can break replays (but how often does this happen?).

Positive consequences:

* Different parts of the code no longer need to be kept in sync to use
  the same set of recruits when calculating/using an index
  (c.f. 2013-02-08T21:42:56Z!jt_coding@verizon.net and 2013-02-08T22:06:22Z!jt_coding@verizon.net).

* The code is simpler (other than the legacy support added to
  replay.cpp allowing older replays to still be replayed).
2013-02-09 12:31:51 +00:00
Mark de Wever
9b2c877b52 Fix a Clang 3.2 error. 2013-02-09 10:16:13 +00:00
Steven Panek
85da9e09fd Added 'nl' to l10n-spec's list of languages and updated l10n-track. 2013-02-09 03:53:47 +00:00
J. Tyne
9bf8f41326 Have replays interpret the recruit index...
...the same way menu_events.cpp calculates it.

(Yes, there were three different and incompatible definitions of the
recruit index, if multiple leaders had personal recruit lists.)
2013-02-08 22:06:22 +00:00
J. Tyne
9551e78d61 Have the AI calculate the recruit index (for the recorder)...
...the same way menu_events.cpp does.
2013-02-08 21:42:56 +00:00
Alexander van Gessel
ae10f01500 Dutch l10n for main logo. In both locations. 2013-02-08 22:34:52 +01:00
Alexander van Gessel
927a835a32 Add dutch l10n of trow logo 2013-02-08 22:34:47 +01:00
J. Tyne
ae5c69417f Some modifications to ai::recall_result and ai::recruit_result:
1) Use check_recall/recruit_location() instead of the AI-specific
checks in do_check_before().

2) Get rid of the redundant checks in do_execute().

An advantage of #1 is that the AI better supports sides with multiple
leaders, along with leader-specific recruit lists and recall filters
(not full support, but better support).
2013-02-08 21:31:59 +00:00
J. Tyne
0214c1b22f Use the incoming value of recall/recruited_from as a hint...
...for finding a leader in check/find_recall/recruit_location().
2013-02-08 17:18:49 +00:00
J. Tyne
e2d39ece5b Add volcanos to DRAKE_UNWALKABLE_TERRAINS, fixing bug #20485. 2013-02-08 16:40:58 +00:00
J. Tyne
793d19b3a8 Add a generic contains() function...
...that detects if a container contains a given value.

This will use std::find in most cases, but uses the member find()
function when detecting if an associative container contains a
key_value. So it should be efficient, while allowing more readable
code.

This function is in the util:: namespace to avoid any future naming
conflicts.
2013-02-08 15:34:52 +00:00
Charles Dang
43018403fe Synced palettes between various Red Mage frames 2013-02-08 15:32:24 +00:00
J. Tyne
d9a33eb3ef Refactoring find_recall/recruit_location().
There should be no changes to functionality (yet).
2013-02-08 14:16:14 +00:00
Charles Dang
261573099e Synced palette between male and female variation of...
...Silver Mage sprite and animation frames
2013-02-08 11:55:28 +00:00
J. Tyne
f0d0ee3084 Extending the "actions" namespace. 2013-02-08 05:33:07 +00:00
Alexander van Gessel
c57b546b41 Use the elvish flag in various scenarios. Patch by bumbadadabum 2013-02-07 19:26:40 +01:00
J. Tyne
9ddc8c4459 Add an error message...
...for the case where a recruit does not match any recruit lists.

This should never happen, but if it does, it could be helpful to have
the error message distinguish this case from not having an eligible
leader on a keep.
2013-02-07 18:24:31 +00:00
Boldizsár Lipka
eb1f002e81 Re-add era and modification events for each scenario in mp campaigns. 2013-02-07 18:16:39 +00:00
J. Tyne
f7b2f4a3d8 Update some documentation. 2013-02-07 06:13:39 +00:00
J. Tyne
200341cd95 More thorough validation of the [from] when replaying recruitment.
This also cleans up a TODO; the AI has transmitted [from] information
for recruits since 2013-01-01T20:08:17Z!jt_coding@verizon.net.
2013-02-06 21:55:00 +00:00
J. Tyne
70f5bf8dda Fix some misleading indentation. 2013-02-06 20:52:32 +00:00
Boldizsár Lipka
f720d2dacc New key "description" for setting a tooltip on option widgets. 2013-02-06 13:54:15 +00:00
Boldizsár Lipka
57200ad0ad WML interface revision.
description -> name for all option widgets and min_value, max_value ->
min, max for the slider.
2013-02-06 13:28:14 +00:00
Ignacio R. Morelle
ba68f1dd5c gui2/taddon_connect: Add a Help button to this dialog,
...shows the same page as the Add-ons Manager's own Help button

Thanks to lipkab for help with the buttons layout trick.

The rest is kind of a hack because:

  1) GUI2 doesn't use display objects, so I needed to acquire one from
     the constructor (optionally, to avoid problems with the test suite)

  2) If the button id is "help", it is handled by a hardcoded hack that
     handles the titlescreen dialog in gui2::twindow::get_retval_by_id()
     and closes the dialog prematurely right after our local callback is
     executed; so the id is "show_help" instead

Notice that there is precedent for (1) in gui2::teditor_settings.
2013-02-06 03:44:28 +00:00
Boldizsár Lipka
ecea2da5ad Fix the button layout on the options dialog. 2013-02-06 02:14:41 +00:00
J. Tyne
28eef7cfdd A tweak to the way fog/shroud is cleared during a [teleport] action:
Clear the destination hex before the teleport animation (so it can be
seen), and clear the remaining hexes after the animation (when it
looks like the unit can see them).
2013-02-05 21:22:34 +00:00
Ignacio R. Morelle
206ea8f6fb mp options: Use a pre-existing standards-conforming label...
...for the "Restore defaults button"

Previously that label would have been "Reset Defaults" (hotkey
preferences), but since that's just been changed it will be "Defaults"
instead.

Please use title case for button labels.
2013-02-05 00:24:43 +00:00
Ignacio R. Morelle
5705740cfa preferences: Relabel "Reset Defaults" button in Hotkey preferences to "Defaults"
Another attempt to reduce translator suicide rates.
2013-02-05 00:24:20 +00:00
J. Tyne
e3bceb0dee Make the update of fog/shroud (after enabling delayed shroud updates) gradual.
This is possible as a side-effect of 2013-02-03T19:05:22Z!jt_coding@verizon.net. I think it looks
kind of cool, but if it turns out to be a bad idea, it can be easily
reverted (just a matter of changing a single "false" to "true").
2013-02-03 19:20:26 +00:00
J. Tyne
dc94548255 Give animations a chance (optional) to progress...
...while fog/shroud clearing occurs.

This should help with bug #20324, maybe fix it.

The chance is optional because there are times when we do not want the
delays, such as when starting a scenario.
2013-02-03 19:05:22 +00:00
J. Tyne
a72b9d42f7 Small change to scrolling when showing a unit teleporting from a fogged hex. 2013-02-02 17:07:34 +00:00
J. Tyne
46a295a1ea Reduce the number of checks for a locked/faked display
(already checked by the callers of these functions).
2013-02-02 17:01:33 +00:00
Jérémy Rosen
857e53f001 apply patch #3656 by coffee to simplify terrain WML 2013-02-02 13:02:37 +00:00
J. Tyne
1edf9b8a97 Lost a "first_time_only=no" in 2013-02-02T02:38:46Z!jt_coding@verizon.net. 2013-02-02 03:53:41 +00:00
J. Tyne
bf8e45304a Cut out some of the overhead from 2013-02-02T03:08:07Z!jt_coding@verizon.net. 2013-02-02 03:26:30 +00:00
J. Tyne
928830f69a (Re-)Allow variable substitution in event names.
Fixes the second issue brought up in bug #16692.
2013-02-02 03:08:07 +00:00
J. Tyne
fac47d0f34 Make sure the scenario-ending events actually fire;
there was a chance of them not firing ever since WML division was
changed to floating point.

Also changelog entries for this and 2013-02-01T04:48:38Z!jt_coding@verizon.net.
2013-02-02 03:02:20 +00:00
J. Tyne
c0a085108c Define the victory-defining event within the event that makes victory possible. 2013-02-02 02:57:45 +00:00
J. Tyne
5315735d81 Reduce calculations by subtracting 1...
...before calling the REGULAR_RANDOM_SPAWNS macro.
2013-02-02 02:48:10 +00:00
J. Tyne
08730dd872 Simplify the setting of the final turn limit. 2013-02-02 02:40:49 +00:00
J. Tyne
d6853fa5ad Simplify the event extending the turn limit and firing final spawns...
...with more advanced event handling.
2013-02-02 02:38:46 +00:00
J. Tyne
dcb69362ff Remove an unused variable. 2013-02-02 00:23:05 +00:00
J. Tyne
4582bd0e1c Simplify the victory check by nesting events and using [filter_condition]...
...instead of [if].
2013-02-02 00:19:32 +00:00
J. Tyne
72b7c9d94a Eliminate a string variable...
...by assigning directly to a config::attibute_value.
2013-02-02 00:06:00 +00:00
J. Tyne
5a591dafcd More type changes that should have been part of my previous commit...
...(more robust handling of [set_variable]rand=).
2013-02-01 23:36:08 +00:00