Patrick Parker
b5ef44a229
workaround to prevent crash during attack_end...
...
...if the attacker was removed with WML
2007-03-10 23:13:13 +00:00
Benoît Timbert
489c8527e4
Apply patch #689 (Friendly healer+4 stop poison)
2007-03-07 12:00:15 +00:00
Jérémy Rosen
945c4d54bd
fix bug #8626 (incorrect death sound played)
2007-03-02 20:54:23 +00:00
Mark de Wever
dada2d48e1
merged commit 2006-10-16T01:58:47Z!rusty@rustcorp.com.au from 1.2
2007-02-24 22:27:46 +00:00
Martin Renold
0f90b908ad
invalidate_all for fog when own unit gets killed during enemy turn
2007-02-24 17:32:31 +00:00
Martin Renold
1b4a5792bd
add display updates and invalidate_all in some places
...
fixes bug #7131
2007-02-20 16:40:43 +00:00
Mark de Wever
d5041fbe68
removed empty unused function validate_recruit_unit
2007-02-09 16:22:18 +00:00
Mark de Wever
dc7e63fe76
removed duplicate wrapper function get_village...
...
...by adding a default parameter for the other one
2007-02-09 16:15:10 +00:00
David Philippi
4852283ab3
applied patch from bug #673
2007-02-07 17:34:45 +00:00
Mark de Wever
ca2b181a52
merge trunk 2007-01-18T18:17:14Z!koraq@xs4all.nl..2007-01-20T19:47:57Z!koraq@xs4all.nl
2007-01-20 20:01:01 +00:00
Mark de Wever
e8c63b14ef
merge trunk 2007-01-03T22:00:18Z!koraq@xs4all.nl..2007-01-05T19:19:37Z!koraq@xs4all.nl
...
(with small change due to missing header after the header cleanup in trunk)
2007-01-05 19:53:12 +00:00
Mark de Wever
eacd46d1ba
merge trunk 2006-12-10T11:31:19Z!koraq@xs4all.nl..2006-12-19T18:59:45Z!crazy-ivanovic@gmx.net
2006-12-22 16:07:44 +00:00
Mark de Wever
c347e9790b
Added some typedefs for the terrain_translations and shorted the names a little.
...
Added some extra comment to terrain_translation.hpp.
Applied these changes to all users and did some whitespace enhancement.
Various minor code cleanups while busy.
2006-12-03 11:48:45 +00:00
Mark de Wever
ff1143244f
merge trunk 2006-11-15T18:25:24Z!koraq@xs4all.nl..2006-11-27T17:10:23Z!koraq@xs4all.nl
2006-11-27 17:33:17 +00:00
Mark de Wever
81ec9b41bc
Merged trunk 2006-10-31T10:09:11Z!edb@sigluy.net..2006-11-15T18:25:24Z!koraq@xs4all.nl
2006-11-15 19:32:37 +00:00
Mark de Wever
7feba90996
Merged trunk 2006-10-20T17:19:30Z!crazy-ivanovic@gmx.net..2006-10-31T10:09:11Z!edb@sigluy.net
2006-10-31 18:12:46 +00:00
Mark de Wever
f3fcdf4742
Merged commit 2006-10-10T18:52:47Z!koraq@xs4all.nl to 2006-10-20T17:19:30Z!crazy-ivanovic@gmx.net from the trunk...
...
...and fixed the conficts.
2006-10-20 19:29:08 +00:00
Mark de Wever
7ad017f6f3
A big merge with the local changes so far.
...
Removed most of the terrain char assumptions but not ready yet. Also a
lot of bugs are left.
2006-10-10 18:52:47 +00:00
Josef Redinger
9ae62ff459
fix malfunctioned sighed event during shroud (bug #4398 )
2006-10-10 12:26:07 +00:00
Elias Pschernig
afeb2e3188
Applied patch #614 by Mark de Wever (Mordante/SkeletonCrew):
...
- Python AI
- Added various input validations
- Set Python errors upon error
2006-10-03 21:13:31 +00:00
Serge Martin
bfcf92c21c
replace non_turbo_delay() by delay(10) to decrease cpu load
2006-09-21 22:57:48 +00:00
Jérémy Rosen
55bcd57145
more animation filtering on attack,
...
zookeeper needs to improve the berserker easter egg...
2006-09-14 20:20:38 +00:00
Jérémy Rosen
63122bd250
xxx sighted messages are now blue for friendly units thx to gim
2006-09-09 08:24:34 +00:00
Jérémy Rosen
e476886059
put swing filtering back in, now that 6644 has been fixed
2006-09-03 13:33:55 +00:00
Jérémy Rosen
b4930b665a
fix a leak in attack_prediction
2006-08-26 13:42:22 +00:00
Patrick Parker
1706536918
revert 2006-08-07T20:34:56Z!jeremy.rosen@enst-bretagne.fr until the resolution of bug #6644
...
"unit animations crash in trunk"
2006-08-15 05:57:08 +00:00
Jérémy Rosen
4967e62489
fighting animations can now filter on swing number
2006-08-07 20:34:56 +00:00
Dominic Bolin
fb55e4a520
Fix a bug where a unit that no longer exists could have its weapon referred to.
2006-08-01 16:55:08 +00:00
Dominic Bolin
d7a60f4dc5
Fix a bug where invalid iterators could be used.
2006-07-28 20:38:16 +00:00
Dominic Bolin
ba3e3a8833
fix bug #6450 (trunk only)
2006-07-26 15:09:57 +00:00
Dominic Bolin
f74a62790b
Move attack() into a class, to reduce code duplication. (trunk only)
2006-07-17 12:44:27 +00:00
Jérémy Rosen
23882ee60f
wire in new poison sound,
...
...this is still hard wired, will have to find a long term solution
after 1.2, please port to 1.2
2006-07-13 22:33:42 +00:00
Dominic Bolin
0597a36df7
Fix problems caused by 2006-07-10T20:56:03Z!dominic.bolin@exong.net
2006-07-13 14:42:30 +00:00
Dominic Bolin
4d43c2c85c
Fix bug #6327
2006-07-10 20:56:03 +00:00
Jörg Hinrichs
08e6c8c250
[[Changes to the way healing actions are handled]]
2006-07-05 18:36:24 +00:00
Jörg Hinrichs
a116260752
fixes bug #6006 (observers get "defeat" before game even starts)
...
and removes unnecessary includes for time.h
2006-06-19 21:32:13 +00:00
Patrick Parker
5791580766
view oos details in-game
2006-06-12 16:22:13 +00:00
Rusty Russell
4b4163c8f2
Fix speed on Wesbench_ai:
...
introduce an AI cache which stores previous calculations on what
weapon to use against an opponent.
This operates on the assumption that similar types will usually use
the same weapon, and is about 99% accurate. Worst case, AI
underestimates the damage it could do.
Profiling shows that (after the next checking which fastpaths simple
attack_prediction) we were spending ~30% of time figuring out what the
effects of weapons should be, including 10% of time in timeofday_at.
This could be significantly cut if we eliminate unused generality in
all these calculations.
Time for wesbench before (-O3 -march=pentium-m): ~14 seconds. Time
after: 2.3 seconds.
2006-06-11 10:07:27 +00:00
Rusty Russell
2343c6f983
Fix bug 6107 (I hope): don't bother going for next track unless music is on.
...
Also fix a signed warning I introduced earlier.
2006-06-08 09:53:13 +00:00
Rusty Russell
3d280bbc3d
Fix OOS bug...
...
...where one player (or observer) chooses a different defensive
weapon, as seen by Soliton (IIRC)
Xan pointed out this was a possibility: we calculate defense weapon
now based on attack_prediction code, but this uses floating point
calculations, which means that in the case where results are close,
rounding differences can mean that both ends choose different weapons.
The answer is to store the defense weapon as well as the attack
weapon, and pass it to all the relevent routines.
2006-06-08 07:16:37 +00:00
Dominic Bolin
a985be021d
only give enemy unit sighted message for non-stoned units
2006-06-08 00:31:05 +00:00
Dominic Bolin
c4915d9435
remove 'not_moved' state when attacking,
...
...rather than setting the resting attribute
2006-06-07 12:34:07 +00:00
Gunter Labes
23ca57f01e
ran codeclean over all files and set them all to svn:eol-style 'native'
2006-06-05 20:02:25 +00:00
David Philippi
d87ce84860
applied patch for Xan
2006-06-04 18:35:57 +00:00
Rusty Russell
f1f8d2fd60
Set resting_ flag to false on attacker during attack as well.
...
Altering movement should be enough (unit::end_turn should set resting_
= false), but somehow when AI attacks without moving, it thinks it
deserves healing bonus. This is wrong, and worse, other players in MP
don't give healing bonus, giving OOS.
Thanks to other devs for arduous tracking down...
2006-06-04 15:18:45 +00:00
Rusty Russell
478c06c3a3
More logging for fights, to try to find OOS bug
2006-06-04 08:50:17 +00:00
Jérémy Rosen
f5a8ce7316
healers now look at the healed unit when healing
2006-06-03 08:52:13 +00:00
Jérémy Rosen
fb8522b6cf
probably fix unit staying in defense or attack pose after fight,
...
...please reopen bug #6073 if you see that again
2006-06-03 07:30:24 +00:00
Jérémy Rosen
879a2a36ab
clear all move helpers before firing moveto events
2006-06-02 21:04:14 +00:00
Jérémy Rosen
e0080f9e34
fix status bar blinking during fight, now redraw them only at end of fight
2006-06-02 18:55:31 +00:00