As the --timeout option for Wesnoth can stall the process, we replace it
by an encapsulation comparable to the Unix timeout function.
WindowsTimeout isn't limited to Wesnoth, it can in fact set a timeout for
any executable called through it.
An example on the use of these WinAPI functions can be found on
http://msdn.microsoft.com/en-us/library/windows/desktop/ms682512.aspx
- Add the new files introduced by gfgtdf to the VC project.
- Fix the indentation of SConscript.
- Update the README files for Code Blocks and Visual Studio.
A simple std::strftime wrapper was introduced, which takes care of date
translations when needed. I.e. if correct locale is not available, or
locale in use does not support am/pm designations.
The relevant functions from mp::connect were moved to mp::ui to enable
them to use by mp::wait as well. This is not the most elegant solution,
but in the future mp::connect and mp::wait should be merged into one,
and those functions could be moved back to where they were.
leader_list.?pp has been removed since it is no longer used.
While those intructions to build the dependencies are no longer very
accurate, they are the only description of how to build the windows
dependencies given in a wesnoth context, removing them is a bad idea.
Add extra braces.
Substitute for loop with BOOST_FOREACH.
Update CMakeLists.txt and VC9/wesnoth.vcproj.
Split some long lines.
Change pass by value to pass by reference.
Fix formatting of some comments.
Introduced enums for load_game_cfg().
As part of a GSoC proposal I added a new aspect so a scenario editor can control advancements in two ways:
1. Define a aspect with a string-value like "Swordsman, Knight", so the units of interesst will always advance to this
2. Use the LUA-Engine and return a function of the form advance(x, y) which will itself return a string-value
like "Swordsman, Knight". Everytime a ai-unit advances advance(x, y) will be called.
The corresponding wikipage (http://wiki.wesnoth.org/AiWML) is going to be updated soon.