Rename as "hidden" the "hides" status
drop the backward compatibility with the old "stone" status (which comes from before 1.4.x)
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13 changed files with 22 additions and 20 deletions
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@ -59,7 +59,9 @@ Version 1.5.0+svn:
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* add "default_base" parameter to overlay terrains, which specifies the
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base terrain the editor draws by default.
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* New [heal_unit] action.
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* Make it possible to change base and overlay separately in [terrain] and [terrain_mask] actions.
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* Make it possible to change base and overlay separately in [terrain] and
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[terrain_mask] actions.
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* rename the "hides" status as "hidden"
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* wesnothd
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* added expiration time to bans
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* added restart command to server that does gracefull restart
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@ -250,7 +250,7 @@
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upkeep=loyal
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[status]
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hides=yes
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hidden=yes
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[/status]
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[/unit]
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@ -320,7 +320,7 @@
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[/modifications]
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[status]
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hides=yes
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hidden=yes
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[/status]
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[/unit]
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@ -952,7 +952,7 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
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x={X}
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y={Y}
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[status]
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hides=yes
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hidden=yes
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[/status]
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[object]
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silent=yes
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@ -102,7 +102,7 @@
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#define TURNED_TO_STONE
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[status]
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stone=on
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stoned=on
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[/status]
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#enddef
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@ -302,8 +302,8 @@
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upkeep=loyal
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[status]
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hides=yes
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stone=yes
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hidden=yes
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stoned=yes
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[/status]
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[/unit]
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@ -3063,7 +3063,7 @@
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[/store_unit]
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{VARIABLE Zhul_statue.id "Zhul_statue"}
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{VARIABLE Zhul_statue.status.stone "on"}
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{VARIABLE Zhul_statue.status.stoned "on"}
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[unstore_unit]
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variable=Zhul_statue
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@ -10,7 +10,7 @@
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random_traits=no
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[status]
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stone=on
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stoned=on
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[/status]
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[modifications]
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@ -175,7 +175,7 @@
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{VARIABLE experience $ai_unit[$id].experience}
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{VARIABLE poisoned $ai_unit[$id].status.poisoned}
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{VARIABLE slowed $ai_unit[$id].status.slowed}
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{VARIABLE hides $ai_unit[$id].status.hides}
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{VARIABLE hidden $ai_unit[$id].status.hidden}
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{VARIABLE x $ai_unit[$id].x}
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{VARIABLE y $ai_unit[$id].y}
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[if]
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@ -198,7 +198,7 @@
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name=$name
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random_traits=yes
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[status]
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hides=$hides
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hidden=$hidden
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slowed=$slowed
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poisoned=$poisoned
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[/status]
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@ -228,7 +228,7 @@
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{CLEAR_VARIABLE gender}
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{CLEAR_VARIABLE experience}
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{CLEAR_VARIABLE poisoned}
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{CLEAR_VARIABLE hides}
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{CLEAR_VARIABLE hidden}
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{CLEAR_VARIABLE slowed}
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{CLEAR_VARIABLE hp_add}
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{CLEAR_VARIABLE max_hp}
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@ -12,7 +12,7 @@
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random_traits=no
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[status]
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stone=on
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stoned=on
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[/status]
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[modifications]
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@ -244,7 +244,7 @@ Xu , Xu , Qxu , Qxu , Ql , Ql
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generate_description=yes
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hitpoints=4
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[status]
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stone=on
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stoned=on
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[/status]
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[/unit]
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[unit]
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@ -901,7 +901,7 @@ attack::attack(game_display& gui, const gamemap& map,
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d_->second.set_resting(false);
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// If the attacker was invisible, she isn't anymore!
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a_->second.set_state("hides","");
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a_->second.set_state("hidden","");
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bc_ = new battle_context(map_, teams_, units_, state_, attacker_, defender_, attack_with_, defend_with_);
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a_stats_ = &bc_->get_attacker_stats();
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10
src/unit.cpp
10
src/unit.cpp
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@ -676,7 +676,7 @@ void unit::new_turn()
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end_turn_ = false;
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movement_ = total_movement();
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attacks_left_ = max_attacks_;
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set_state("hides","yes");
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set_state("hidden","yes");
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if (hold_position_) {
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end_turn_ = true;
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@ -1304,9 +1304,9 @@ void unit::read(const config& cfg, bool use_traits, game_state* state)
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const config* status_flags = cfg.child("status");
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if(status_flags) {
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for(string_map::const_iterator st = status_flags->values.begin(); st != status_flags->values.end(); ++st) {
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// backwards compatibility
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if(st->first == "stone") {
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states_["stoned"] = st->second;
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// backwards compatibility (to be dropped after 1.5.2)
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if(st->first == "hides") {
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states_["hidden"] = st->second;
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} else {
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states_[st->first] = st->second;
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}
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@ -2786,7 +2786,7 @@ bool unit::invisible(const gamemap::location& loc,
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// Test hidden status
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static const std::string hides("hides");
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bool is_inv = (utils::string_bool(get_state(hides)) && get_ability_bool(hides,loc));
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bool is_inv = (utils::string_bool(get_state("hidden")) && get_ability_bool(hides,loc));
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if(is_inv){
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for(unit_map::const_iterator u = units.begin(); u != units.end(); ++u) {
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if(teams[side_-1].is_enemy(u->second.side()) && tiles_adjacent(loc,u->first)) {
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