[Freeciv-Dev] Re: [patch]full fog of war
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I did some clean-up and testing. Attached is a patch which:
- Comments the capstr.
- Wraps some long lines.
- Renames some new things for consistency:
get_sabotage_list --> spy_request_sabotage_list
spy_sabotage_popup --> popup_sabotage_dialog
send_sabotage_list --> spy_get_sabotage_list
DIPLOMAT_GET_SABOTAGE_LIST --> SPY_GET_SABOTAGE_LIST
- Adds popup_sabotage_dialog() to gui-mui and gui-stub. (The MUI
implementation does nothing, though.)
- Adds comments to spy_request_sabotage_list(), popup_sabotage_dialog() and
spy_get_sabotage_list() routines.
I ran a few tests, including an all-AI game. I noticed one problem:
- Sometimes (I haven't figured out exactly when) changing fogofwar from 0
to 1, then pressing Turn Done, results in the minimap not being correctly
updated -- some, but not all, of the units are removed from display.
Happens in both clients. (Also, happens when switching from 1 to 0.)
Also, I just thought... One thing I forgot to test was the Apollo Program.
At 2000/04/01 11:29 , Thue Janus Kristensen wrote:
>I made the savegames not contain the player map if fog of war was on and
>made them compatible with unit fog of war savegames. (And fixed a bug)
>
>I wrote the freeciv-hackers_guide.txt entry
>
>> > - If spy tries industrial sabotage without first doing an investigate
city,
>> > she doesn't see the correct set of city improvements.
>>
>> I added a new package to send the list and rearranged the GTK client calls.
>> I'll see if I can learn XAW and fix that later...
>
>I copied the gtk implementation to xaw. It works, but it really need to be
>checked by someone who actually know what they are doing and are not just
>cut-pasting :P
>
>There are no other issues remaining, IIRC.
>
>-Thue
>
full_fog_of_war-Apr-04.diff.bz2
Description: Binary data
jjm
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