This moves the after the fall schedule into core to grant that the
debian package wesnoth-editor does not depend on wesnoth-utbs.
Also, the images now life in their own subdirectories.
Wmllint has been updated to take care about the changed paths.
These units are referenced to before they are ever recalled (well, in
Nym's case, Zhul doesn't ever get recalled) and wmllint doesn't like
that. It's the intended behavior, so tell wmllint to take them for
granted.
The generic label should be already translated (it's used in C++), and
also respects the Title Case rule on grounds of it not having a word
count greater than 1.
Now that we have combo box options in Preferences -> Advanced, we can
finally present the saved game compression options in a user-friendly
fashion instead of having two separate options with an unclear
relationship.
However, in order to achieve this I had to move far more code than I am
normally comfortable with:
* Moved the config_writer::compressor enum type to a separate header
file, serialization/compression.hpp, in order to make it available to
more units without pulling a bunch of heavy crap (such as the boost
iostreams headers) that's normally unneeded. The new type is
compression::format.
* Added a compression::format_extension() function to determine a file
extension string according to a compression type. This is needed more
often than one would think, see below.
* Changed all savegame-related classes to use the compression::format
type instead of a single boolean flag and bzip2_savegame_compression
queries. This is a code-heavy task by design.
* Changed all code scattered around deciding whether to use ".gz" or
".bz2" for a save extension to use compression::format_extension()
instead. This affects both saved game implementation and interface
code for some reason (read: poor design).
* Removed the bzip2_savegame_compression preferences option, reusing
the previous compress_saves option for this feature, turning it from
a boolean option to a string option ("none", "gzip", "bzip2",
defaults to "gzip" per advanced_preferences.cfg).
* preferences::compress_saves() became
preferences::save_compression_format().
* Without bzip2_savegame_compression, people who previously enabled
bzip2 compression will revert to gzip compression. This seems to be a
rare enough case to me to bother with providing backwards
compatibility with a feature that only existed for [1.11.0, 1.11.8).
* For preferences files from previous versions where compress_saves was
set to either "yes" or "no", there will be a conspicuous value in the
second column of the advanced preferences list, especially if they
are using a translation; it'll be either "yes" or "no" as an
untranslatable string. A value of "yes" is equivalent to "gzip", and
a value of "no" is equivalent to "none". Any other unrecognized value
is equivalent to "gzip". As soon as the user chooses a compression
format again, one of the three supported values ("none", "gzip", or
"bzip2") will be written to the compressed_saves attribute in the
preferences file.
All in all, a ridiculously messy commit that's not particularly feasible
to break down into separate pieces because all of the involved code is
very closely related to the overarching feature that's being
implemented in it.
Note that the save_index currently only uses gzip regardless of whether
bzip2 is the current compression format choice. This was the case even
before this commit, and I'm not sure it's worth it to change it given
the potential CPU usage and the fact that save_index tends to be broken
most of the time anyway.
The irony of turning off spellcheck and misspelling spellcheck is obvious.
This magic comment is apparently unnecessary, though, since it wasn't
working, yet the file was not failing the spellcheck.
Most of the other signposts elicit a remark when a unit steps on them, but
curiously not this one.
Not only do I give the discovering unit a line, I have Tallin speak as
well. This may give alert first-time NR players a clue that this corridor
is important.
Some may prefer that players continue stumbling about, and object.
Unfortunately, there's no NR maintainer or active lord of prose to resolve
any difference of opinion.
Many UMC projects have a macro for this function, but the name isn't
standardized (RECALLXY and RECALL_POS are also in use). However, regardless
of name, all these macros follow the "id x y" order, so for compatibility
I have kept that order. UMC authors started with a RECALL macro and added
coordinates, while the unit-generating macros have to organize a lot of
extra fields that are irrelevant to [recall].
Although we can now auto-recognize characters in the core NAMED_*UNIT macros,
campaigns may have their own recruit/recall macros. This comment will tell
wmllint which field contains the macro's id.
The basic format is 'wmllint: whofield <macro> <num>'. This commit sets up the
dictionary, the next commit will actually parse the macros. It will explain
more details about how to use this magic comment in wmllint's introduction.
"current_tod" and "current_time" served the same purpose, one at
scenario toplevel, the other inside of [time_area].
For the sake of consistency and for enabling the usage of the same
schedule macros in both cases, they are now both called "current_time".
If attribute is set to "no" and campaign with it is selected, eras menu will be
hidden and text to indicate this will be displayed.
Attribute defaults to "yes" and has been added to LoW.
N.B. since current MP code is tighly coupled with eras, the default era will
still be used by the engine to properly initialize stuff. Later on, code should be
improved by making it more modular and independant of eras.