* two additional MP timer settings, time reservoir limit and action bonus:
Reservoir prevents the turn timer from exceeding an upper limit.
Action bonus is added after turn for each attack, capture, and recruit.
* share view/map option removed from multiplayer create screen
* slider for each player to adjust their base income
...and then we shall have peace
note that the dfool_ai is in a wierd state because of interuption in
programming by mechanical failure, and not ready for use. This should
not effect the regular ai, however.
* Made serialized data be saved as untranslated. To achieve this, added the
t_string class, which encapsulates a translatable string.
* Completely rewrote the (text) WML parser, making it use a tokenizer / parser
architecture. The parser is now much more strict and validates a WML grammar.
- Change to the WML syntax: pluses are now ignored, spaces are now forbidden
in WML keys
* Rewrote the way the variables are interpolated. There is no more default
interpolation, however, the vconfig class was added, which provides a
variable-interpolating proxy to config objects.
* There is still an important known bug: this is impossible to load textmode
save games now, because the statistics module saves some WML with spaces in
keys, which the parser refuses. I am commiting anyway to respect the string
freeze; the fix for this bug will come tomorrow
Hoping I do not break everything...
* Added the ability for each side to have its own objectives.
* Applied a modified version of patch #3789 from ott which allows objectives to
be set via events.
* Fixed some compile-time warnings
* Added support for per-scenario configurable village flags
* Added sample Black-Eyed banners for SotBE
* Added support for relative {includes} in WML files ( {./utils.cfg}
instead of {scenarios/Son_Of_The_Black_Eye/utils.cfg} for files in
scenarios/Son_Of_The_Black_Eye}
* Added patch #3262 from Cedric
* Add a Gold column to the status table (which accessible from the main menu).
This field is blank for enemies.
* Fixed the logic for determining who should and should not be included in the
status table to work better with shared maps/vision. (this change only
affects CVS)
...(and single-player games, via the scenario cfg file). It causes all
allied players to be able to see the same fog and shroud.
Notable changes by file:
* data/translations/english.cfg = added a "Shared Vision" string
* src/multiplayer.[ch]pp = added a "Shared Vision" checkbox
* src/multiplayer_connect.[ch]pp = added a shared_vision parameter to
load_game
* src/playlevel.cpp = clear shroud for each team once up front, before
the first player's turn
* src/replay.cpp = fixed several commands not clearing fog/shroud
or refreshing the minimap properly
* src/team.[ch]pp = changed shrouded(x,y) and fogged(x,y) methods to
return true only if the square is shrouded/fogged for every allied
player, if and only if shared vision is turned on for this team.
...updating the fog/shroud, so the moves can be undone. The player can
commit the moves, forcing the fog/shroud to update, but then the moves
can no longer be undone. Useful to make fog/shroud maps behave more
like normal maps, with respect to move undoing.