66494 Commits

Author SHA1 Message Date
Charles Dang
0ac4c0fcfa Removed some unnecessary minimum size forcing
Using grow factors properly removes the need for these as long as the chatboxes are set to a minimum size
2016-10-12 15:41:38 +11:00
Charles Dang
cea34e70bd MP Lobby: made gamelist expand to max available height
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.
2016-10-12 15:38:13 +11:00
Charles Dang
b55b0e7ebc MP Lobby: replace any newlines that might be in game names
For example, After the Storm episode 1 has a newline in its name
2016-10-12 15:29:59 +11:00
Charles Dang
bbd56391f1 MP Staging: fixed crash involving gold/income sliders
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.
2016-10-12 15:07:05 +11:00
Charles Dang
7ead77a10b Fixup f1d2488529d0 (missing include) 2016-10-12 14:40:49 +11:00
Charles Dang
5c6fe6aadc SoF S9: removed [endlevel] block in victory event (bug #25164) 2016-10-12 14:25:57 +11:00
Ignacio R. Morelle
7531e7ef2e gui2/tslider: Improved color scheme for slider grooves
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.
2016-10-11 23:43:52 -03:00
Charles Dang
860325d3df Supposed to be with f1d2488529d0 2016-10-12 13:42:23 +11:00
Charles Dang
f1d2488529 MP Join Game: colorize side numbers instead of a separate color orb display 2016-10-12 13:40:42 +11:00
Charles Dang
a027f3f6ee Connect Engine: update color id when setting color 2016-10-12 13:39:42 +11:00
Charles Dang
ec9397e30a Connect Engine: pass specified color id to network side config 2016-10-12 13:23:39 +11:00
Charles Dang
262188c82e MP Join Game: converted dialog to team-based tree view like MP Staging 2016-10-12 12:58:10 +11:00
Lari Nieminen
b1fb517614 Merge pull request #799 from GregoryLundberg/GL_THoT
The Hammer of Thursagan (THoT) Corrections
2016-10-11 22:40:42 +03:00
Gregory A Lundberg
c3006b5321 THoT S07 Name the journeymen
Make it more clear who you must have with you to be able to recruit mages.
2016-10-11 14:01:23 -05:00
Gregory A Lundberg
8dd84fb01f THoT S12 Fix bug: Masked Dwarf names
All masked dwarves should be named "Masked Dwarf"
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
31bd5fcb1f THoT S12 Note no turn limit
As always, I miss it if it's not in the objectives.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
28adedf499 THoT S13 Fix bug: Visual artifacts
Remove items which do not fade to black properly.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
29934ea2af THoT S11 Fix bug: Karrag does not change
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.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
5379783c7b THoT S10 Where is the West Gate
The East Gate had a label. Let's do one here, as well.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
23e712ab84 THoT S10 Be more specific
OK, so who is the West Gate commander? Ah. Dulcatulos, I see ...
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
743943c993 THoT S09 Use type_tree
No longer any need to list all the advancements.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
3afb622136 THoT S09 Find the staff
Make a comment about the staff so it does not simply appear.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
65405a6e00 THoT S09 Fix bug: There can be only one
Only the last [avoid] for [ai] has any effect. Roll them all together.

YUCK!
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
2b5e9933c1 THoT S08 Fix bug: No Ollin
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!
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
3a31336292 THoT S08 Fix bug: Villages don't just appear
Place the burned villages before the player has a chance to see them magically appear!
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
d089940f01 THoT Fix bug: Disallow Mage immediately
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.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
ab890425a0 THoT S07 Ratheln leaves earlier
Have him leave immediately, rather than after more comments.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
2c390ac20b THoT S07 Fix bug: Ratheln is a defeat condition
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.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
a373ee334b THoT S07 Mages are loyal
They're given freely, not recruited. They should be loyal.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
f274beced4 THoT S07 Fix bug: Units too late
They should appear when given, not a little while later.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
ce00a48919 THoT S07 Fix bug: Units do not appear
They're given but we don't see them because they went to the recall list. They should appear on the map.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
9db28696db THoT S06 Clean up target shroud
Use Poor Man's Radius to show just the target.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
d4e65aef81 THoT S06 Fix bug: No Ratheln
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.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
dff12f8ae4 THoT S06 Fix bug: Missing objective
Ratheln's death is a defeat condition. Add it to the objectives and display them so the player knows.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
0cf9ba68df THoT S05 Fix bug: Too chatty
No need to comment on every spawn. Only comment on the first time side captures a village which spawns.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
3300dd3a7a THoT S05 Fix bug: Lua error
If there is no place to put the spawn, skip spawning any more units rather than throw a Lua error.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
8c3c557791 THoT S05 Fix bug: No unit for role
The conversation works best if there is a unit for the scout role. Also, added advancements, just in case.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
90b2c79861 THoT S05 Fix bug: Variable artifacts
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.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
58cf481945 THoT S05 Fix bug: Deprecated Lua function
Correct campaign Lua script for:

    warning scripting/lua: wesnoth.put_unit(x, y, unit) is deprecated. Use wesnoth.put_unit(unit, x, y) instead
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
31da3d2aff THoT S04 No pile of gold
So tempting. ME WANT! But it's at the end of the scenario so no way to get it.
2016-10-11 13:42:13 -05:00
Gregory A Lundberg
8fa0ba9bf2 THoT S03 Marth-Tak cannot be dead
His death is a defeat condition. No need to check he's alive.
2016-10-11 13:42:13 -05:00
Gregory A Lundberg
5674af58be THoT S02 Angarthing joins Aiglondur
Move the change to side 1 a bit earlier so we can see he's changed sides. Have him walk over to join Aiglondur to draw the player's eye to the change.
2016-10-11 13:42:13 -05:00
Gregory A Lundberg
397880d80d THoT Remove variable artifacts 2016-10-11 13:42:13 -05:00
mattsc
7834b25b57 Forest Animals Micro AI: move only one unit per execution
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.)
2016-10-11 10:11:01 -07:00
Charles Dang
a1e602003f Revert "Game Config Manager: [side] no_leader should not default to true if absent"
This reverts commit 5aaa9bae4e549d6161b72b8000dc7b6c5d003f4f.
2016-10-12 01:45:14 +11:00
Charles Dang
3cd9d34369 Revert "Connect Engine: include no_leader key in player allowed check"
This reverts commit ecaec3bf07b5bf7c7f2107b803ea79270c2f32a8.
2016-10-12 01:44:39 +11:00
Charles Dang
0d864e07ac MP Staging: updated color handling to match new connect engine functionality 2016-10-12 01:13:45 +11:00
Charles Dang
f37bf48562 Connect Engine: refactored handling of colors
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.
2016-10-12 01:13:05 +11:00
Charles Dang
396267c900 Game Config: added default_color_list= key
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.
2016-10-12 01:04:05 +11:00
Charles Dang
066c34ae5e Connect Engine: fixed pango version of get_colors displaying incorrect values 2016-10-11 22:55:53 +11:00