...in Lake Vrug, Evacuation, The Drowned Plains, some others. Updates
to almost all of the maps. Music might have been accidentally
reverted; will fix that in next commit.
This will allow to make scenario-specific macros without interference
with other scenario-specific macros with the same name. This would be
useful for multiplayer scenarios.
...so tar choked on some of them when run in the old-v7 mode:
[[The backslash continuations were not in the original message.]]
tar:
wesnoth-1.1.1/data/campaigns/The_Rise_Of_Wesnoth/images/units/\
neutral-outlaw-princess-attack-sling1.png: file name is too long \
(max 99); not dumped
Added tar-ustar option to have the tar created correctly, this
requires automake 1.9 now
...by reverting some of r2006-01-24T01:17:58Z!rusty@rustcorp.com.au.
I broke this in trying to change the menu width and height to be
unsigned, with 0 meaning "don't care" instead of -1.
In last episode (2006-01-19T09:50:19Z!rusty@rustcorp.com.au fixing bug #4191) our hero had removed the
check in ai.cpp's move_unit_partial which stopped a skirmisher from
triggering an ambush.
Unfortunately, this now meant that the AI move stopped on passing by
*any* enemy unit, in the assumption it was ambushed. Not true: AI
unit could be a skirmisher. This resulted in aborting a move while
over our own unit: this cannot happen by ambush because an invisible
unit cannot be adjacent one of our units.
This introduces the correct fix: ONLY abort the move if the adjacent
enemy unit has a ZOC and is actually invisible, otherwise continue (in
which case the AI unit must be a skirmisher, or the AI should not have
tried such a move).