The main idea is to be more precise about which rules is possibly
valid on the map (the previous system was a bit short-sighted and
tested most of the rules on all hexes at the first wildcard spotted)
Seemed useless since terrain constraints are not bound to adjacent
relations and it didn't optimize anything.
It seems to also fix some "terrain contamination" in the generated half-hexes.
e.g. the north mountains behind the villages on test-scenario
* 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
...this time using 2 32 bit values instead of 1 64 bit value tested
more than the previous version and also tested the speed
regression. The speed regression is much lower than with the 64 bit
version.
* code cleanups
* src/play_controller.cpp had an terrain user which avoided detection
so far
* no longer initialize things like t_list x = t_list(); since seems
to be a bug on my system
Speed improvements
* get_mask_ is rewritten, looks better and is about twice as fast
* the terrain matching code now has a cache structure defined
this is used in the builder since it does a lot of matching
the speed increase is noticable.
* Commented out the debug code in builder don't want to remove it yet
but hope it speeds things up a tiny bit.
* Added some testing code to measure the overhead of the many resize operations
in vectors, the overhead seems to be low.
* Some updates in the todo lists
...this comes with a big performance loss. So there might be the need
to improve the code a bit. Also a lot of terrain graphics look bad,
have to see whether the wml has problems or the code fails.
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.
...but this leads to some problems with how the rules are stored
internally, so the entire thing needs a re-thought. The rules
seem to work, but need to be extended and tested in the
test-scenario.
The terrains + transitions which are used in the tutorial are
converted to the new system
The code has rudementary support for the new system, the code isn't
cleaned up yet
In effect the branch is still *broken*
* moved map details to terrain_translation, this way the new start
position with custom terrain can be implanted.
* added some infrastructure for the new multiletter system but not
activated yet.
* added more documentation.