Commit graph

66063 commits

Author SHA1 Message Date
Gregory A Lundberg
8bdd07cd4d HttT S12 Fix bug: Divide by zero
An off-by-one on the turn calculations. Turns left should include current turn; else divides by zero on the last turn. To reproduce you MUST step through every turn! Simply jumping to the last turn or two will not tickle the bug.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
9f7933defa HttT S11 Fix bug: Does not meet objectives
Even if you do kill Li'sar and Gaga-Breuk, you still have to make it to the far shore, as stated. That means you still have to make it past the Sea Monsters. Hope you were in the water when they appeared, or you're not gonna make it!
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
f16e67434d HttT S11 Fix bugs: No reinforcements
moveto: there is no second unit to filter on
x,y ranges: use dash, not comma
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
73da0aa4a4 HttT S10 Fix bug: Does not meet objectives
The objective is to defeat THE enemy leader, Robryn. As a bonus, if Konrad kills the Mother Gryphon, he gets Gryphon eggs; but that is a bonus objective, not a victory objective.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
b3fed9db89 HttT S08 Fix bug: Objective footnote
The note about Li'sar's hit points is a footnote, not the objective.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
c6542da477 HttT S08 Fix bug: Advisor may be dead 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
a3c9ca1fa3 HttT S07 Fix bug: Overlapped areas
This causes a statistical bump in the overlapped column. Not really a problem because doing it this way is SO 'not-random' but it increases the chance of tickling the bug causing a unit to fail to hide.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
738307b5ce HttT S07 Fix bug: Units not hiding
Placing a duplicated unit causes it to drop into an adjacent hex and being missed by the object.

This only happens rarely, and almost always at the overlaped column. But it can happen anywhere. We'll just skip it and so what if we're a unit shy. Call it a very tiny, quite rare Easter Egg.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
28404e922f HttT S06 Fix bug: Adjust time area
It was missing some unimportant cave area.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
2d75dca42e HttT S06 Fix bug: Thieves' Ford wipes out a pier
No need, movement costs are the same. So let's keep the pier. It's less jarring on the eye.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
cd995390f3 HttT S06 Fix bug: Advisor may be dead
We may not have a unit assigned to the Advisor role, or it may have died since being assigned. This effects the initial recall, and the speaker for turn 4 when the thieves appear.

Select based upon level and how long we've been able to recruit the type.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
0c6aae0b38 HttT S05b Fix bug: No special bonus
The (special bonus) footnote implies you get something simply for killing the leaders: you do not. Moremirmu is not a special bonus for defeating both leaders. He is simply a unit you may, or may not, find along the way.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
9cc6eb7deb HttT S04 Fix bug: Remove ford artifact on HARD 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
372932ffb4 HttT S02 Fix typo: Missing comma 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
be881db879 HttT S02 Fix bux: Simyr inconsistent 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
af1ca672a4 HttT S02 Fix bug: Missing objective
There actually is an alternate objective for EASY and NORMAL.
2016-08-12 14:21:09 -05:00
Gregory A Lundberg
66a68bccde HttT Filters should go first 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
2cf5c075ca HttT [else][if] s/b [elseif]; [if] requires conditional 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
a2811dd620 HttT Remove variable artifacts 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
74786a219b HttT Remove macro artifacts 2016-08-12 14:21:09 -05:00
Gregory A Lundberg
55065088a1 HttT Remove unused macro 2016-08-12 14:21:09 -05:00
Jyrki Vesterinen
265e41dbda Damage calculation dialog: use existing battle prediction
The game already predicts the outcome of all possible battles when the
player opens the unit attack dialog, for the purpose of choosing the best
weapon to attack. Simply use that data in the damage calculation dialog
instead of recalculating it.

The change in mouse_handler::fill_weapon_choices() ensures that the damage
prediction will be present for all weapons. If bc is first copied to the
vector and bc::better_attack() is called only after that, the copy of bc in
the vector will never receive the damage prediction result.
2016-08-12 22:06:10 +03:00
Gregory A Lundberg
5f9a711dab Fix the fix (#746)
I have SO got to check I pressed Save before I press Commit! This time it bit me because it got merged so quickly.
2016-08-12 14:32:55 -04:00
Celtic Minstrel
70131ec7f1 Merge pull request #745 from GregoryLundberg/GL_do_not_select_unit_in_silent_object
Do not select unit in silent object
2016-08-12 14:20:52 -04:00
Gregory A Lundberg
652c5b9b0d Do not select unit in silent object
This causes, for example, units the player does not control to be selected at the start of HttT S08, S11 and S16.
2016-08-12 13:16:07 -05:00
Wedge009
7b7eb81081 Update change log. 2016-08-12 22:52:00 +10:00
Gregory A Lundberg
4b9e60196e DM S08 Fix bug: Units in poor shape (bug #24952)
All side 1 units may be in poor shape. This may be a problem when they re-appear later.

(cherry picked from commit f3025ecd748ae8c6d7f4af0ccf3d46b25a90dcfb) - PR #701
2016-08-12 22:51:50 +10:00
Wedge009
f1be140bb4 Change WML condition equals=true to boolean_equals=true (bug #24951) 2016-08-12 19:14:50 +10:00
ln-zookeeper
4d39da6d2d Commented out the trap event for now
I didn't remove it completely yet, simply for the sake of preserving the string in case I come up with a better version of the trap.
2016-08-12 11:21:34 +03:00
Charles Dang
6441165187 Logging: use radio buttons 2016-08-12 18:33:12 +11:00
Charles Dang
9598d30f5d MP Create: progress and disabled test for now 2016-08-12 18:16:34 +11:00
Ignacio R. Morelle
69332b14ec Fix warnings about uninitialized struct members with GCC 6 2016-08-12 02:41:34 -04:00
Charles Dang
cf4f4883ab ttree_view: added a clear() function 2016-08-12 13:34:17 +11:00
Charles Dang
7cf6df5910 MP Create: fixed some layout issues on smaller resolutions 2016-08-12 13:21:24 +11:00
Charles Dang
62a299d1eb Mp Create: further progress, including adding a page for custom Options 2016-08-12 12:22:24 +11:00
Celtic Minstrel
d83acc004a Merge pull request #742 from GregoryLundberg/GL_cave_seed_to_info
Use info level
2016-08-11 18:11:43 -04:00
Jyrki Vesterinen
8d1cb23f82 MP create: fix UB if filter excludes all campaigns/scenarios/maps 2016-08-11 22:41:54 +03:00
Jyrki Vesterinen
3d8c29bc29 Fix a stray ; character appearing in the command console
The GUI1 textbox widget had a mechanism to reject input until it has
received an SDL_KEYDOWN event, but it didn't do any good. I suspect this
regressed in commit 61ccf2fc, which changed the type of the event handler
container from std::vector to std::list. Apparently, starting from that
commit, an event (say, an SDL_KEYDOWN event) will also be delivered to
any event listeners which are registered by existing event handlers.

In other words:
1. the player presses ;
2. SDL generates an SDL_KEYDOWN event
3. a handler for that event creates the command console
4. the command console registers a handler for SDL events
5. the original keypress event is delivered to the command console
6. the console starts listening for input as a result of that event
7. SDL generates an SDL_TEXTINPUT event, still for the same keypress
8. the console inserts the ; character

I made the textbox loop through all the keys in construction, and store a
set of all pressed keys. The box will ignore all input until all the keys
which were down at the time it was created have been released. The fix
stops the stray ; character from appearing.
2016-08-11 22:17:29 +03:00
ln-zookeeper
087a2822d1 Fixed broken bandits code 2016-08-11 18:21:21 +03:00
Charles Dang
8651dabfe9 MP Create: major progress on layout of GUI2 MP Create dialog 2016-08-11 18:10:52 +11:00
Gregory A Lundberg
db7d3b7646 Use info level
The cave map generator displays the seed on stderr. Move it to the logging system at 'info' level.
2016-08-10 18:33:01 -05:00
Charles Dang
6235e18bbd Replace resources::teams with resources::gameboard->teams() 2016-08-11 07:27:48 +11:00
gfgtdf
65a8c44495 Merge pull request #741 from GregoryLundberg/GL_snub_infinite_loop
Reverse commit 18d7736
2016-08-10 22:15:42 +02:00
Gregory A Lundberg
200b2da538 Reverse commit 18d7736
Commit 18d7736 caused an infinite loop.

In HttT S14 we have a sighted event which includes [teleport] tags. This commit causes the sighted event to run to completion, then re-fire, in an infinite loop. Removing the [teleport] tags stopped the loop. Reversing this commit does, as well.
2016-08-10 15:09:55 -05:00
Celtic Minstrel
9c64028dd2 Update XCode project 2016-08-10 15:36:39 -04:00
Celtic Minstrel
f40925beab Neaten the list of test-excluded dialogs 2016-08-10 14:54:25 -04:00
Celtic Minstrel
1a5ce49bf6 Re-enable unit map and recall list tests 2016-08-10 14:54:25 -04:00
Charles Dang
89246cd473 MP Create: minor progress, mostly bringing the existing content to a semi-proper layout 2016-08-11 05:48:31 +11:00
Charles Dang
e04be90254 Updated CB projectfile 2016-08-11 05:47:16 +11:00
Jyrki Vesterinen
8259e160d0 Update Visual Studio project 2016-08-10 19:25:46 +03:00