For some reason, I swapped these grow factors in the past since the chatbox was growing... not sure why.
It works fine like this, and plus, the chatbox is now equal in height those in Staging and Join.
For some reason, changing the slider and canceling the dialog caused a crash. Changing the value
while in a networked game also caused a crash. If I remember correctly, this did not occur when the
code used a refence to the side_engine directly, so I'm not sure why this crashed.
This makes it so the "selected" segment of the groove (towards the
slider origin) is drawn with a brighter color than the "empty" segment
(opposite from the origin). Since this obviously wouldn't work with
RGB #FFFFFF, and the color is too distracting anyway (it was pretty much
the only widget using the general *text* color), we now use the standard
UI border colors to match buttons, checkboxes and so on. This should
hopefully help with harmonizing Wesnoth's UI color scheme across the
board.
For this purpose we also introduce a macro for a darker/shaded disabled
text color, used for the unselected segment of disabled sliders.
The standing animation prevented the new unit type from appearing on the map. Once it showed, scrolling made it less noticable; so pre-scroll to Karrag and hold there for a while. Also, switching back failed to show immediately due to a missing redraw.
The scene makes no sense at all if you don't capture a village. So, if you sight the Masked Dwarves before you find Ollin, have him appear and run the conversation!
When you lose the last Mage from Master Perrin’s academy, you lose the ability to recruit Mages immediately instead of at the start of the next scenario.
Also, the check was omitted from S11.
Ratheln must remain a Hero thoughout this scenario since, if he dies, the end sequence suffers terribly. On EASY, for later scenario, he is no longer a Hero; simply Loyal.
It was possible to bypass Ratheln. Use enter_hex to stop the triggering unit, and extend the tripwire to the full height of the map. No need to check Ratheln is not there since this is a one-shot which creates him.
Separate commit because this is a logic change. Use the previous owner (owner_side) to determine if the village should spawn indigenous units. This removes a large number of variable artifacts.
There is essentially no time saving involved with doing it all in one
execution as all tables need to be reevaluated for each unit anyway in
order to adapt to potential changes due to ambushes or WML events. (The
latter is not all done yet, will be added in a follow-up commit.)
Previously, if any [side] color= were specified at all, a new entry would be added at the beginning of the color
options list, regardless of whether it previously existed as an option or not, and the side_engine::color()
variable was set to 0. This was fine for displaying a color as a value in a comobox, but it looked awful
if one actually looked at the list. Additionally, color() could not be used to apply team coloring (either
via ~RC or ~TC) to anything, since it would always be pointing at 0!
This refactors handling to use more dynamic and sensible methods. A copy of the game_config's default color
list initially populates the color options.
* If any value of color= is already found within that selection, color() will be set to that index value.
* If a numerical value is provided instead, that will be used directly.
* If any non-default color is specified, it will be appended to the end of the color options.
This also removes the getters for pango markup for color options. This is outside the scope of this class and
should be handled by any callers.
This key contains the color range ids of the standard colors in the default order.
Previously, classes such as the connect_engine would have to cast ints to strings and browse for the numerically id-ed
color ranges. Consequently, since there are only 9 ranges identified by that method, 9 became a hardcoded number of
colors in certain places. This key allows for greater control over order and content of the default colors.