441 Commits

Author SHA1 Message Date
Nils Kneuper
c588445335 commit map border change for mordante
now only wmllint --maplift has to be run on data/, could you do this esr?
2007-10-26 16:02:04 +00:00
Ali El Gariani
447656d09a Other fog optimization: on a map with shroud but without fog,
remove a redundant evaluation of units sight for refreshing an inexistent fog

(This change doesn't affect shroud and sighted event)
2007-09-02 05:50:04 +00:00
Ali El Gariani
843719feef fix a small glitch with slow or static flags animation:
after WML-capture of a village, the flag was updated only after a frame change

Note: I choose to invalidate directly in the flag-capture function,
because asking to invalidate after calling it, is a source of glitches
2007-08-31 20:46:01 +00:00
Gunter Labes
ae9e10f260 codeclean run
set svn:eol-style to native where missing
2007-08-31 19:09:40 +00:00
Eric S. Raymond
417a01a805 Refactoring step:
Move where game completion is set so we can get rid of a bunch of
passed-in object references,
2007-08-28 01:07:13 +00:00
Mark de Wever
8adc63b2eb C-style cast cleanup. 2007-08-26 18:07:56 +00:00
Hans Joachim Gurt
9b4ee443e6 doxygen, comments 2007-08-20 00:22:38 +00:00
Bruno Wolff III
f7b2786e97 This fixes a problem with old save games causing crashes
...by using the random function before things have been set
up. However, there are still some issues with recalled units that
previously didn't have traits getting them. I don't want this to
happen. But old save games should be playable now.
2007-08-18 20:35:58 +00:00
Bruno Wolff III
5636ddb228 This fixes a problem with the change to allow advancing...
...from Dark Sorcerer to Lich to add the undead trait. The prevous
change resulted in the recruit menu showing traits for potential
recruits (that wouldn't even match what you would get). This fixes
that.
2007-08-18 06:42:06 +00:00
Mark de Wever
6635ebef69 Fix one more compiler warning, Wesnoth compiles warning free for me now :) 2007-08-15 18:02:17 +00:00
Mark de Wever
080eb69f60 Updated the headers to state GPL 2+ and a few changelog cleanups. 2007-08-15 13:41:56 +00:00
Mark de Wever
7629457cb0 Added some comment which will cause an error when enabling the exception. 2007-08-11 18:45:35 +00:00
Mark de Wever
4bac696917 rename map.x() to map.w() and map.y() to map.h().
remove the duplicates named map.xsize() and map.ysize().
2007-08-09 16:37:08 +00:00
Mark de Wever
dd56d310d0 Removed checksum.[c|h]pp since the only user no longer uses them.
Also updated all references, but can't test the .dev, .dsp and po files.
2007-07-22 13:06:13 +00:00
Mark de Wever
fefcc7d001 unit descriptions are no longer evaluated for the recruitment checksum
...and thus avoiding an OOS error when different languages are used. 

The change is incompatible with older trunk versions fixes (bug #9472).
Updated the players_changelog wasn't updated with the 1.3.6 release.
2007-07-22 12:47:38 +00:00
Mark de Wever
bb01934b85 A rather large update which updates the copyright info
* Wesnoth is distributed under the terms of the GPL version 2, made
  that more explicit

* updated the copyright range to 2007

* updated Dave's email adress
2007-07-21 07:28:04 +00:00
Patrick Parker
eb3cd360c7 fix bug #9517:
The game crashes while playing the campaign "The rise of wesnoth",
mission "temple of the deep"
2007-07-19 01:53:48 +00:00
Eric S. Raymond
0f4f6c2d0f Preferences module partitioned...
...so the editor can use a version that doesn't link in the entire
universe.  Most of the changes just replace inclusions of
"preferences.hpp" with a new "game_preferences.hpp".
2007-07-05 19:13:39 +00:00
Patrick Parker
32e97d0b33 this probably fixes the glitch with color names not updating...
...when changing languages

also a few minor formatting fixes
2007-07-05 03:13:03 +00:00
Eric S. Raymond
43e5de9fee Huge patch pretty much all name changes.
display is now the base class and game_display the derived; code that
can use the base class because it doesn't need to grok units or teams
(like preferences.cpp and hotkeys.cpp) does so.
2007-06-28 05:32:36 +00:00
Eric S. Raymond
6e25c94423 Add a new field to the game state structure: completion,
...which may have the values 'running', 'victory', or 'defeat'.  It is
set by play_game() and check_victory().  It is loaded and saved.

Presently this is not yet used (though I have tested that it is set properly).
So there are no behavioral changes in the game yet.

What it does is give us a way of setting victory/defeat status that isn't 
tied to throwing an end-of-scenario exception.  This is a first step to 
allowing observer-like game browsing after victory/defeat notification,
with the user choosing to throw end-of-scenario after that.

Doing this required passing a game-state reference into two classes 
that didn't have it before, ai_interface and mouse_handler.
2007-06-14 12:29:03 +00:00
Benoît Timbert
ffc8a8e220 Changed the logic for the healthy trait to make the trait more useful.
Now "Healthy" no longer bring a double resting bonus, but instead
means that the unit can still rest after a movement.
2007-06-14 00:34:53 +00:00
Eric S. Raymond
946203ac8f Small refactoring step; hide the guts of what the display code uses...
...for announcements.
2007-06-13 08:46:18 +00:00
Patrick Parker
b76a3fe4d6 prevent spurious "0 enemies sighted" message
make the fake bandit move across land instead of water
2007-06-11 03:34:15 +00:00
Patrick Parker
01e4e71695 fix bug #9162: Killing second_unit interrupts die event 2007-06-08 03:35:41 +00:00
Patrick Parker
7b2c3a2699 fix some bugs in [die] and [kill] events 2007-06-06 04:25:43 +00:00
Patrick Parker
cd893fb7e0 reduced verbage for the lexigraphically impaired 2007-06-06 00:35:20 +00:00
Eric S. Raymond
7bd42d7232 Another change based on Fade's report. 2007-06-05 22:23:14 +00:00
Patrick Parker
b810c0680b fix bug #9604 2007-06-05 06:24:03 +00:00
Benoît Timbert
a3f9b965b8 Made defense_weight work again for values > 0
Here how it works when we choose a defensive weapon :

- find the maximum defense weight for this range

- find the minimum simple rating = weight * cth * number of blows *
damage per blow (takes in account the bonuses and resistances)
Eligible weapons for defense have simple rating >= this minimum.

This can be optimized...
2007-06-02 22:18:47 +00:00
Jérémy Rosen
47985ac7a9 fix compilation error 2007-05-13 14:28:22 +00:00
Jérémy Rosen
cec7aa1159 incorrect handling of displayed messages 2007-05-13 11:39:17 +00:00
Jérémy Rosen
e111e5d439 unit drawing logic cleanup,
should fix various acceleration bugs and restore status bars during fight
2007-05-12 10:33:21 +00:00
Ali El Gariani
3cc32e4044 fix bug #7712 (Help system problem with plague).
New "plagued" unit is now added to the encountered set.
2007-04-27 15:24:38 +00:00
Mark de Wever
fd13367a33 fixed a comment typo 2007-04-24 17:41:06 +00:00
Jérémy Rosen
e97d041fd8 fix filtering on most fighting animations 2007-04-18 19:07:46 +00:00
Mark de Wever
74a1402cc8 disable the some output, will look at it after 1.3.2 2007-04-18 15:30:44 +00:00
Mark de Wever
db62c3604b made the error message a little bit more sensible 2007-04-14 20:30:34 +00:00
Mark de Wever
25039598a9 Found the solution for the -1 hitpoint crash,
thanks to some ideas provided by Yogin
2007-04-14 14:23:43 +00:00
Ali El Gariani
a5ea952fdd Fix a nasty healing bug,
if current HP > max HP, healing removed HP (see mage of test scenario)
2007-04-11 04:32:20 +00:00
David Philippi
f231fb12e0 merged patch #714 by silene
- removal of dead stuff and static linkage marking for internal functions
2007-04-06 12:26:02 +00:00
Patrick Parker
cff5b1dcb2 some corrections to 2007-04-03T00:34:54Z!patrick_x99@hotmail.com;
now it should do as it was originally intended, and no more.
2007-04-03 01:27:14 +00:00
Patrick Parker
f98eac0b02 fix bug #8408: Allied healer+4 does not stop poison 2007-04-03 00:34:54 +00:00
Patrick Parker
c69908d739 accidentally committed a debug line in actions.cpp :( 2007-04-02 23:56:00 +00:00
Patrick Parker
8a1407c977 revert 2007-03-07T12:00:15Z!benoit.timbert@free.fr
- fix the bug with healing additional times during the side turn of
  allies with healing

- note: this means patch #689 was incorrect and bug #8408 is still open
2007-04-02 23:48:47 +00:00
Mark de Wever
8d043e8710 WML can be evil...
...killing a unit in a die event during an attack invalidates
iterators which are never checked again after the die event was
triggered. This caused crashes in Temple in the Deep which does that
to have some kind of plague effect.  fixes bug #8814 (for some reason
it seems to work in 1.2 :/ )
2007-03-31 21:10:45 +00:00
Jérémy Rosen
9260a9c2e0 fix skirmisher not working properly when filtered by terrain
note that there is a similar bug with teleport, but I don't have time
to fix it right now, if someone could look into it, that would be
great
2007-03-31 14:51:17 +00:00
Patrick Parker
2b72b674c7 patch#707 (partial)
- prevent accessing an invalidated iterator when removing enemy
  healers from potential healers (thanks silene)
2007-03-30 03:50:48 +00:00
Elias Pschernig
d3eece659f minor change to display the winning AI for --nogui games 2007-03-27 15:15:43 +00:00
Benoît Timbert
9487942be9 Fixes attack filters and special_filters that were using name()
(ie translated value of the weapon's description=) instead of id() (ie
the weapon's name=).  This should fix #8212
2007-03-26 19:37:49 +00:00