50278 Commits

Author SHA1 Message Date
Timotei Dolean
d047f4785b Revert "Fix the MSVC9 'wesnoth' project" 2012-07-14 18:57:54 +00:00
Timotei Dolean
a62a3af148 Fix the MSVC9 'wesnoth' project 2012-07-14 18:35:11 +00:00
Simon Forsyth
d47129af6e Improve explanation of dehydration 2012-07-14 18:27:51 +00:00
Simon Forsyth
da55370fbc Rewrite some shroud definitions with ranges 2012-07-14 18:24:16 +00:00
Simon Forsyth
43d7daa5c1 Update Xcode project to include akihara/ 2012-07-14 17:43:34 +00:00
Timotei Dolean
94fba06fa9 Fix the --preprocess-output-macros to work as intended if no output filename is supplied 2012-07-14 17:43:26 +00:00
Timotei Dolean
d81beb3f70 Remove the 'Release DEBG' configuration...
...and do a small cleanup to the .vcproj files
2012-07-14 17:43:13 +00:00
Timotei Dolean
98798757cd Add the 'ReleaseDEBUG' configuration.
It seems MSVC has problems using configurations that have spaces in
their names.  This replaces the previous 'Release DEBUG' configuration
2012-07-14 17:42:54 +00:00
Timotei Dolean
6ffa1df438 Add MSVC9 configuration: Release with DEBUG 2012-07-14 17:42:36 +00:00
Timotei Dolean
65edbc572a Update the man page. Fixes bug #19248 2012-07-14 17:41:48 +00:00
Simon Forsyth
34bf079342 Update changelogs, RELEASE_NOTES,
...for another scenario now could benefit from playtesting.
2012-07-14 17:23:32 +00:00
Simon Forsyth
4a7ca46565 Healers do not remove dehydration effects.
Effectively the same as before, but damage remains reduced.
2012-07-14 17:06:37 +00:00
Anonymissimus
da6b8563a8 vc project update 2012-07-14 15:58:59 +00:00
Anonymissimus
ef70a0923b cb project update 2012-07-14 15:58:38 +00:00
Simon Forsyth
cb080a9ae2 Remove the ghost cap based on number of units recruited.
It could be exploited by not recruiting until dusk.

Given 2 rounds of recruiting based on starting gold, this may make
easy and normal slightly more difficult (depending on number of
recalls) and will not affect hard at all.
2012-07-14 15:44:34 +00:00
Simon Forsyth
6b8611df78 Some simplification of ghost spawning 2012-07-14 14:56:29 +00:00
Simon Forsyth
1ff721b47c Delete clear of variable that is never set 2012-07-14 13:45:13 +00:00
Mark de Wever
9901df4f8b Add -Winit-self to the pedantic flags. 2012-07-14 12:52:39 +00:00
Simon Forsyth
c44d1d01f1 Use hide/unhide rather than store/unstore 2012-07-13 12:18:59 +00:00
Riss Aline
104a28654d Adding new files concerning new AI...
...(ai/akihara/recruitment.?pp) and new scenario for the ai_arena_small.
2012-07-13 08:38:01 +00:00
Simon Forsyth
b40dc28d59 Remove scorpions_found variable 2012-07-13 03:32:29 +00:00
Simon Forsyth
9466eb05b4 Finish getting rid of hunting_ogres_found variable 2012-07-13 03:09:39 +00:00
Simon Forsyth
ddc565c67e Get rid of hunting_ogres_found variable 2012-07-13 03:08:54 +00:00
Nils Kneuper
e9a4c26762 updated Greek translation 2012-07-12 20:34:14 +00:00
Mark de Wever
1901ab0520 Adds ENABLE_PEDANTIC_COMPILATION CMake option.
The option is disabled by default. More flags will be added after
testing with several compilers.
2012-07-12 18:08:17 +00:00
Simon Forsyth
9f25851d36 Update macro comment 2012-07-12 03:15:17 +00:00
Simon Forsyth
ed068b06cc Get rid of ghosts_talk variable 2012-07-12 03:13:54 +00:00
Simon Forsyth
eaaffc12f3 Convert UtBS to new map format. 2012-07-12 02:53:30 +00:00
Simon Forsyth
ab4d7a1008 Fancy new AI does not use goto_x/goto_y 2012-07-12 02:43:06 +00:00
Simon Forsyth
bac3bf251d Move cloaked figure again, to 10,19...
...in accordance with comment. Also remove that comment, since the
location is now clear from the WML
2012-07-12 02:34:49 +00:00
Simon Forsyth
ed595a611a Move cloaked figure to center of cave...
...to make it harder to wall off and walk around

Also get rid of the store location and switch to map_passable
placement to avoid location issues
2012-07-12 02:33:03 +00:00
Simon Forsyth
02d56326b5 Use [harm_unit] instead of an [object] + [store_unit]...
...to damage and poison the unit. As a bonus, the damage now gets
floating text.
2012-07-12 02:23:03 +00:00
Simon Forsyth
25bc20eb03 Refactor some duplicate WML 2012-07-12 02:00:00 +00:00
Simon Forsyth
4171cfbebd Use on difficulty to simplify human scouts appearance...
...and get rid of some useless redraws
2012-07-12 01:40:55 +00:00
Simon Forsyth
81cf7cee40 Remove stop_flooding variable in the same manner 2012-07-12 01:22:00 +00:00
Simon Forsyth
b7545fd975 Remove some more variables through self removing events 2012-07-12 01:15:04 +00:00
Simon Forsyth
c7765bca1c Read unit variables rather than branching to identify name and race of ally 2012-07-12 01:07:32 +00:00
Simon Forsyth
2c4d9e8eb0 Get rid of useless placeholder unit...
...and manually place units to achieve effect desired in comment
2012-07-12 01:00:45 +00:00
Simon Forsyth
340d5822c2 A leaderless side has no need for a flag variant 2012-07-12 00:54:15 +00:00
Mark de Wever
4cbef957f6 Changes the CMake compiler flags.
At the moment the flags are determined on the first run and stored in
CMAKE_CXX_FLAGS, CMAKE_CXX_FLAGS_DEBUG and CMAKE_CXX_FLAGS_RELEASE[*].
This was actuall not a good idea, since CMake combines CMAKE_CXX_FLAGS
with the CMAKE_CXX_FLAGS_<BUILD_TYPE>. The problem with this setup is
when the compiler is changed the flags are reset to their defaults and
the user made changes to the flags are lost. The second issue with the
old implementation is that the ENABLE_STRICT_COMPILATION CMake option
must be directly set; changing its value after the initial generation
had no effect.

The change will only set CMAKE_CXX_FLAGS, based on the environment
variable $CXXFLAGS, this is stored in its own variable, named
CXX_FLAGS_USER, in CMake and can be changed later. This flag is only
initialised on the first run. It is also based on the default flags we
use for Wesnoth and the _current_ state of the ENABLE_STRICT_COMPILATION
option. For the transition from the old to the new system the old
CMAKE_CXX_FLAGS are used as initial value for the CXX_FLAGS_USER. This
means no flags are lost, but some extra flags are added, will CMake to
cause a recompilation. So it's advised to regenerate the project files
or change the CXX_FLAGS_USER after CMake as updated the flags.

[*] Note I removed the CFlags since all C based code has been removed,
with the removal of the poolallocator.
2012-07-10 19:07:04 +00:00
Anonymissimus
ac082f4318 Remove _SECURE_SCL=0 from the preprocessor definitions.
This caused the visual studio release builds to crash instantly
upon startup. Apparently due to it being buggy.

timotei: Please check whether it works for you now.
gabba: Please be careful with such experiments.
2012-07-10 14:15:03 +00:00
Simon Forsyth
bc0b6f28a2 More filter_conditions to replace ifs 2012-07-10 01:28:03 +00:00
Simon Forsyth
df0e0b72c2 Merge four duplicate dialog blocks 2012-07-10 01:14:36 +00:00
Simon Forsyth
90f6b7e53d Remove captured_keep variable 2012-07-10 01:05:07 +00:00
Simon Forsyth
f8687c7b50 Erase now irrelevant comment 2012-07-10 00:53:45 +00:00
Simon Forsyth
91a330eb71 Use {SCATTER_UNITS} instead of custom {CREATE_BATS} 2012-07-10 00:50:08 +00:00
Simon Forsyth
449aaf0da2 Side 5 is only used for cutscenes,
...so give it a null controller to avoid wasting time between turns
2012-07-10 00:20:44 +00:00
Simon Forsyth
f1f5b5a8d9 Side 9 is never used, so kill it 2012-07-10 00:14:23 +00:00
Anonymissimus
b3f2c5e1a3 Do not attempt to copy from the command line if there is no selection.
This caused an out-of-bounds problem. Found by visual studio debugger.
2012-07-09 20:50:53 +00:00
Nils Kneuper
0f43f9178d updated Japanese translation 2012-07-09 20:06:19 +00:00