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Merging Goblin_Camp_NG from Mercurial #30
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Also, test bitbucket/ssh.
Only had the useful though of having version control when it started to seem the whole endeavour is possible. So far: * removed in-tree libtcod and boost from /vendor; only system ones can be used now; * wrote 3 very dirty CMakeLists.txt files for /, /src and /vendor/python-modules - these have no checks and will probably break on first update to boost or python, if nothing else; * moved sources from /Goblin Camp subdir to /; * made changes to sevaral source files to allow compiling - these are not fixes, but filthy FIXMEs, grep them; * something else, forgotten. The last three get compounded into one commit, since see first sencence. For which I am very sorry. There are still linking errors (at least 2), but discernable.
Should have been with the previous commit. Considering the save of previously bundled libraries, this will probably have to be copied over to a fresh new repo, like goblincamp-ng or something. Losing all commit history sounds like major trouble. P.S. Who had the bright idea to have a space in the source tree anyway?..
There are more like these, get back to them later.
No compile/link errors! Running quits immediately.
Shows the Loading window! Dumps with asserion failed on boost pthread mutex. Log in ~/.goblincamp shows that it (probably libtcod) can't parse the .dat file - expected, since the previous implemetation mentioned in vendor/libtcod/VERSION that it used a different scheme.
Another one of those dynamic files.
Using bundled stdlib causes bugs?
…olor' keyword in parser_c.c Previously goblincamp bundled vendor/libtcod, and changed the keywords to 'color_t' there. Now, rename _our_ property to 'col' to avoid said collision. Noticed during this stage that there is either trouble with threads (worst case), or just one function call hangs (best case). Added a fixme to that effect.
Either the previous libtcod didn't have an event system, or there were some modifications to the bundled libtcod to make it work without what's currently available. In either case, add evented stuff (with two FIXME notices for future rework) to the main menu. This allows saving the game, and using the mouse to select stuff (in the main menu only). Other menus are in the works.
Looks like no one used the keyboard to do their bidding in those days.
No mouse support. Also use four-space whitespace.
…space Added events updating so settings menu could be usable. Noticed there's some buggyness with checking mouse events, code doesn't get executed with TCOD_EVENT_MOUSE. Experimented with that on Load Menu, left as is (except for them darned whitespace changes - which will have to be decided upon before moving to a new repo). For now, menus don't check if mouse had events, and proceed to executing mouse code straight away.
Why of course! Some places still have workarounds as legacy, added FIXMEs and TODOs, gotta get back to it... later.
Not sure what this does exactly - stock manager is still unusable, buildings can't be built, etc. But al least the quit menu has usable Yes/No buttons.
It works now, more or less. Pressing Escape sometimes requires to move the mouse for it to hav effect. Segfaulted once on military/squads menu.
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fixes #29
Related #7 #20
This merges the current repository with goblin_camp_ng repository in Bitbucket.
No additional changes are made aside from preserving the Github conversion.
For now, please focus on checking for merge mistakes (i.e. was there any unresolved merges left?)
We will fix other bugs in separate individual issues.