(Fixes: https://gna.org/bugs/index.php?func=detailitem&item_id=5100 )
- [music_list] now just [music] as it is in event.
- file tag is now name, as in event.
- music events supported
- 'play_once=yes' plays once immediately then resumes playlist
- 'append=yes' required not to overwrite previous playlist entries
- 'immediate=yes' to start playing this track (then rest of playlist)
immediately.
Also, more comments, and play_music_file() changed to play_music_repeatedly().
When calculating paths, we need to differentiate between the team the
unit is on, and the team doing the calculation. These are *different*
for Show Enemy Moves and highlighting enemy units' range: we *know*
they can't walk through our ambush.
In general, checking map.count(loc) != 0 is not the right thing to do,
you should use find_visible_unit(). A player can currently find an
invisible unit on your keep by trying to recall on that hex, for
example, but I consider that too minor to worry about, and difficult
to solve.
(see https://gna.org/bugs/index.php?func=detailitem&item_id=4938).
Scenario files can specify:
[music-list]
file="wesnoth-2.ogg"
ms_before=5000
ms_after=1500
[/music-list]
One or more times. ms_before & ms_after specify the milliseconds of
silence before and after, and are optional (ie. 0 if not specified).
The old "music=" style is still supported if no [music-list] sections
are present.
Skirmishers should not ignore ambushes for AIs: they don't for humans!
Why does ai.cpp not share the movement code with actions.cpp?
More mistakes like this seem inevitable.
* revised multiplayer maps: Den of Onis, Silverhead Crossing, Cynsaun
Battlefield, Morituri, Triple Blitz, Lagoon, Smallolof
* removed multiplayer maps: Across the River
* changed some map file names for consistency
* decreased the grassland defense from 50% to 40% for the Sentinel
* added Elder Wose, Saurian Icecaster and Soothsayer as leaders in default era but not as random_leader
* added many level 2 units and the Ancient Wose as leaders in AoH but not as random_leader
* added Stalwart as a leader for the Dwarves in the classic era
* fixed typo
* increased Dwarvish Guardsman HP from 35 to 42
* increased Dwarvish Guardsman ranged attack from 4-1 to 5-1
* increased Dwarvish Stalwart HP from 39 to 48
* increased Dwarvish Sentinel HP from 45 to 56
* increased Dwarvish Sentinel resistances to blade and pierce from 20% to 30%
* decreased the village defense from 60% to 50% for the Stalwart and Sentinel
* increased the forest and sand defense from 30% to 40% for the
Stalwart and Sentinel
Code is not currently built by default, as it's not used anywhere yet.
The tools/ code can be used to check the correctness of the algorithm,
esp for any future modifications. Handles slow, drain, berserk,
firststrike and swarm.