Nobody sends it yet, but the server can receive it, once the server
has been restarted there will be another commit to make the clients
send gzipped data to the server.
There's a config variable to change the server to send gzipped data as
well. On the trunk server this switch can be set once everybody had
some time to update their clients.
Once 1.3.12 is no longer allowed on the server this can also be set on
the 1.3 server. Once it's no longer allowed there the server will be
modified to only send gzipped data and the switch removed.
(The campaign server won't be modified at this moment.)
NOTE *campaign server and server need to be included
serialization/binary_or_text.cpp*
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
* Changed the name and calling method for the checksum function.
* Made it no longer a member function since it doesn't need to know
the internals of unit.
* Add an extra flag so recruit can use this method in a few commits.
* 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".
Rename commands are now sent in order with regular commands. They are
removed when recruits/recalls are undone, and their locations are
repaired when moves are undone.
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.