Remove the scrolling to the newly-selected unit (when partially
off-screen) because it was very disturbing and it slowed user inputs
(+ had a little bug: hex was empty during scrolling)
(which is possible) was very slow (99 times slower), need ~15sec.
Note also that a unit with a lot of MP but high movement cost have the same
problem. So now use 10 as maximum MP cost for the animation speed.
Still very slow (~1sec/tile), but you can use acceleration if it's frequent.
* Wesnoth is distributed under the terms of the GPL version 2, made
that more explicit
* updated the copyright range to 2007
* updated Dave's email adress
...so the editor can use a version that doesn't link in the entire
universe. Most of the changes just replace inclusions of
"preferences.hpp" with a new "game_preferences.hpp".
display is now the base class and game_display the derived; code that
can use the base class because it doesn't need to grok units or teams
(like preferences.cpp and hotkeys.cpp) does so.
- better fix for the bug "briefly empty hex if we must scroll to a
moving unit" than commit 18093.
- avoid the problem which occur when trying to draw orb of moving
temporary unit (see 2007-06-06T09:16:20Z!alinkmaze@gmail.com)
- now the orb+bars are hidden after the end of the inital scrolling
and the start of the move
- add a check for strange 1-hex path
...breaks an assert when do the first fake move in IE1.
I remove it for the moment, because i don't see the error. There is
still a bug with the lich not caused by this commit but maybe related
to the problem.
- show a temporary unit *before* the scrolling, if not we will scroll
to a (briefly) empty hex
- get the starting time *after* the scrolling, if not the animation
will miss the time elapsed
and the unit jump to the current time
- no need to invalidate adjacent hexes after each step, already done
when redrawing units with offset and walking
- the last "else" had no effect
- use set_route(NULL) to clear the path, so invalidate it only if present
Update the sidebar after a recruit only if it happens under the mouse.
The previous fix caused a quick highlight of the hex, which was needed
by the bad current sidebar code.
Also I'm now less sure that we want to always display info about the
enemy recruiting.
And there is the little question: the acting unit is the recruiter or
the recruited?
(even by ai) You can already do thhis by moving your mouse on it and
it's good useful info since it's *new* units (I don't see any problem
to lose the current highlighted unit, since other actions already do
this)
This is mainly a simple fix to little bugs: (def% was not displayed
while moving and footsteps were deleted 1 hex ahead of the unit) But
there is other solutions to these bugs, the main point is: See the
origin of the move and why erase footsteps just after you quit the hex?
...where it's not clear what these are.
started to change functions which get a map location to use gamemap::location
this commit does fogged() and shrouded(), more will follow
...boucman found the cause of failure; shouldn't have been 64 bit specific.
added halo::NO_HALO as value for no halo.
src/unit_frame.cpp will need some more cleaning up but will be done
another time.
Added some extra comment to terrain_translation.hpp.
Applied these changes to all users and did some whitespace enhancement.
Various minor code cleanups while busy.