Commit Graph

18516 Commits

Author SHA1 Message Date
Ali El Gariani
8fd7325c86 Improve rendering of "black stripes": don't hide footsteps and fog
Improve rendering of grid : draw under fog, shroud and "black stripes"
2007-08-03 15:52:10 +00:00
Nils Kneuper
48e01e0d1e pot-update to get rid of two dummy attacks 2007-08-03 14:18:00 +00:00
Nils Kneuper
9549a8cc50 removed translation marker for dummy attacks, they are not needed... 2007-08-03 14:12:10 +00:00
Nils Kneuper
aa6bc2fb1a pot-update
(removed some strings that *should* not be needed, if former tranlated
strings now appear as untranslated, please tell me)
2007-08-03 14:05:50 +00:00
Nils Kneuper
5493cd1539 removed a part that *should* not be needed anymore
if any new untranslated strings appear, please tell me
2007-08-03 14:03:21 +00:00
Nils Kneuper
ba88d9884d updated German translation 2007-08-03 13:43:05 +00:00
Nils Kneuper
878577868e pot-update 2007-08-03 13:41:23 +00:00
Nils Kneuper
3929e168af really fixed the textdomain for liberty 2007-08-03 13:38:44 +00:00
Nils Kneuper
b49929972f fixed some textdomains
ESR: next time when moving units to core, please change the textdomain
to wesnoth-units
2007-08-03 13:32:34 +00:00
Bartek Waresiak
760fd11012 Some terrain changes...
...to make sure that lonely grunt can't be ZoC'ed or attacked by 3 units at once
2007-08-03 12:04:58 +00:00
Nils Kneuper
a86ae50c3b updated Finnish translation 2007-08-03 09:40:41 +00:00
Ali El Gariani
fa747b00a6 move a little "temporary hack" to a place where it will be very rarely used 2007-08-03 04:09:30 +00:00
Ali El Gariani
d78681df95 Draw the grid under the black stripes.
I think it make more sense.  Before, when the grid was on top, it
broke the continuity of the stripes
2007-08-03 04:04:14 +00:00
Ali El Gariani
27f86d2e06 A terrain_type variable of the main function to draw a tile...
...was only used for checking village flag, so move it into the
get_flag function.
2007-08-03 03:46:04 +00:00
Ali El Gariani
f8dbd5d14c don't even draw black stripes and "show enemy moves" numbers under shroud, since we can't see it 2007-08-03 03:27:06 +00:00
Ali El Gariani
d40f9b788f Also move footsteps later in the rendering sequence of a tile
(after grid, overlays and black stripes)

The main good point is that we can now better see the footsteps path
on zone not reachable in one turn.  (it was a bit hard before)
2007-08-03 03:14:40 +00:00
Ali El Gariani
02110aa6ad Starting to move fog/shroud later in the rendering sequence of a tile.
The current change render it on top of grid and unreachable mask ("the
black stripes"). Two good points

- We can now see the fog limit even with the the black stripes (was hard before)

- no grid on the shroud (what's the point?) and it is less ugly when
there is fog.  Previously the fog "blurred" terrains but not grid,
which was too much visible compared to unfogged tiles.

The final aim of this is to draw fog/shroud on top of units
2007-08-03 03:06:20 +00:00
Ali El Gariani
5fccb6b75e simplify and comment a little the big mouse_motion function 2007-08-03 02:54:41 +00:00
Ali El Gariani
5781e6d0f4 Improve "the attack from the last highlighted hex" system:
It now proposes direction using first the last highlighted hex, then
the last highlighted empty hex.  (previously was the last highlighted
empty hex, then the hex of the selected unit)

This make proposed directions more intuitive when hover groups of
units and it's a better fix for bug #9649 which was about annoying
long-term memory of bad last highlighted hex in this case
2007-08-03 02:38:24 +00:00
Nils Kneuper
6eeceb0261 got the check for OGG support in sdl-mixer back into configure 2007-08-02 11:15:51 +00:00
Lari Nieminen
958c522662 Removed the redundant player encampment and keep from Liberty::1. 2007-08-02 11:13:41 +00:00
uso
7ce4277fd3 put the definition of the max. length of a player name in one place 2007-08-02 03:55:38 +00:00
uso
be02fd2e18 limit the input size to the max lenght of the user name
(should be a global constant somewhere ...)
2007-08-02 03:19:41 +00:00
Patrick Parker
bcb81602c2 more precise handling for del_tags 2007-08-02 03:06:22 +00:00
Patrick Parker
15fb62ea94 use_ellipsis_ 2007-08-02 02:44:49 +00:00
uso
74a1c8a822 multiplayer lobby:
fix the update of the player list if the selected game ends,

change the color for highlighting to be better visible and

remove bold as it causes graphical glitches, thanks Soliton

(there are still some graphical glitches, but that's probably
a problem of the menu widget code), mark bug #7471 as fixed
2007-08-02 01:47:50 +00:00
Ali El Gariani
96b6a721c2 For linger mode : end all units moves (with red orbs)
I just found a linger() in  playsingle_controller.cpp, i suppose it also does MP?
2007-08-02 00:32:08 +00:00
Eric S. Raymond
700e3e9189 Don't try to reuse play_human_turn, we get the wrong code in the MP case. 2007-08-01 20:36:26 +00:00
uso
6a8c8029e0 ignore color tags in the menu strings for calculation of the text ellipses,
the ellipses are still not correct if you use tags which change the text size
(like bold)
2007-08-01 20:15:06 +00:00
Eric S. Raymond
cd50c57013 Single-and-multiplayer EOS linger is in.
Tested with SP and MP (2p Blitz.)

The MP behavior is unpleasantly laggy. I don't know if this can be fixed
or even if it's related to this change; somebody who knows the MP code
should look into it.
2007-08-01 18:06:28 +00:00
Gunter Labes
994f0ef1f5 wording tweak 2007-08-01 17:14:23 +00:00
Elias Pschernig
6fcb8eea08 Changed campaigns_client.py...
...so it won't download a campaign with the same version (even if the
uploaded one has no version yet..) as the already present one. To foce
download, manually delete the local info.cfg.
2007-08-01 16:36:45 +00:00
Eric S. Raymond
58694a1df1 All the EOS-linger machinery is now in place except the actual linger() calls.
Tested with SP and MP (2p Blitz).
2007-08-01 16:19:39 +00:00
Eric S. Raymond
38dec67cac Another refactoring step.
Instead of laying dangerous pointer-and-cast games, pull more code
inside playsingle_scenario() and playmp_scenario(), which define
allocation scopes for their controller objects.

Tested, SP and MP (2p Blitz.)
2007-08-01 15:51:38 +00:00
Martin Renold
f4dea69096 forward port of 2007-07-31T03:52:34Z!patrick_x99@hotmail.com
(adding of t_string::base_str to get untranslated string)
2007-08-01 15:07:09 +00:00
Eric S. Raymond
4f4ebe012c Sneak up on EOS-linger by a different refactoring.
Instead of trying to use new/delete, pull the entire text of
playsingle_scenario and playmp_scenario into playcampaign.cpp in
preparation for inlinining them at the point where we'll need the
controller objects to be visible.

Tested, both SP and MP.
2007-08-01 14:28:37 +00:00
Nils Kneuper
5d753a302d updated Greek translation 2007-08-01 12:51:04 +00:00
David Philippi
e15723bac1 swedish translation update 2007-08-01 10:22:06 +00:00
David Philippi
2633b94922 spanish translation update 2007-08-01 10:12:54 +00:00
Eric S. Raymond
9710708b28 Backing out my EOS-linger changes.
They're either wrong in themselves or (more likely) interacting badly
with some recent MP-lobby changes.  I don't want to leave the game in
a broken state just as I go on vacation.
2007-08-01 04:56:07 +00:00
Ali El Gariani
69be2fab3b simplify and optimize the del_tags() function:
- use reference

- remove any < ... >, to protect against bad <rgb> block and allow
  future use of other <tag>

Note: this also means that unclosed "<" will give a empty string
2007-08-01 03:46:04 +00:00
Richard Kettering
0aa0e7a15d New, TC images for bone shooter and banebow. 2007-08-01 03:33:36 +00:00
Eric S. Raymond
0ff889e7bf Fix a reference error in wmlindent. 2007-08-01 03:31:23 +00:00
Richard Kettering
d914ea29de New images for the bone shooter and banebow. 2007-08-01 03:28:14 +00:00
uso
55453925a1 replace the local logic to remove color tags from a user string...
...by font::del_tags() which also does the job if more than one 
color tag character is used (like for "bold red")
2007-08-01 02:04:34 +00:00
uso
45736198b2 multiplayer lobby:
highlight the names of the players which have joined the selected game;
this mechanism still has some small flaws, in particular it highlights
too many players in the (seldom) case that two games have the same name
because we only get the name of the game a player joins and not an id
2007-08-01 01:42:25 +00:00
Eric S. Raymond
31ccad0752 First cut at new end-of-turn logic.
Currently works only for single-player.  Issues: Needs some kind of
visible indication on the display.  Also, saves made during the
post-victory-or-defeat linger could be reloaded and abused for
experience farming.
2007-07-31 22:56:06 +00:00
Ali El Gariani
e635a5a51d Just rename a variable
(last_highlighted_hex_ instead of last_empty_hex_) and remove unneeded
initialization of variables (locations are initialized when
constructed)
2007-07-31 22:48:04 +00:00
Nils Kneuper
3103165c54 added a Spanish translation to about 2007-07-31 22:10:49 +00:00
Ali El Gariani
6bcce9611c Fix bug #9649: about the choice of the attack direction:
Now, use any hex without enemy as a possible attack origin, but if
non-empty propose the nearest one

Previously, non-empty hex was discared and the last empty one was used
to search the nearest.

(This make it work, but i will rename things later to better describe
this behavior)
2007-07-31 21:48:51 +00:00