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
...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.
...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.
...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.
* 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
...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".
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.
...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.
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...
- 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
...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 :/ )