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[Freeciv-Dev] Re: [patch]full fog of war

[Freeciv-Dev] Re: [patch]full fog of war

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [patch]full fog of war
From: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Date: Tue, 04 Apr 2000 14:24:56 -0500

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

- 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
>> > 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.

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