(after grid, overlays and black stripes)
The main good point is that we can now better see the footsteps path
on zone not reachable in one turn. (it was a bit hard before)
The current change render it on top of grid and unreachable mask ("the
black stripes"). Two good points
- We can now see the fog limit even with the the black stripes (was hard before)
- no grid on the shroud (what's the point?) and it is less ugly when
there is fog. Previously the fog "blurred" terrains but not grid,
which was too much visible compared to unfogged tiles.
The final aim of this is to draw fog/shroud on top of units
It now proposes direction using first the last highlighted hex, then
the last highlighted empty hex. (previously was the last highlighted
empty hex, then the hex of the selected unit)
This make proposed directions more intuitive when hover groups of
units and it's a better fix for bug #9649 which was about annoying
long-term memory of bad last highlighted hex in this case
fix the update of the player list if the selected game ends,
change the color for highlighting to be better visible and
remove bold as it causes graphical glitches, thanks Soliton
(there are still some graphical glitches, but that's probably
a problem of the menu widget code), mark bug #7471 as fixed
Tested with SP and MP (2p Blitz.)
The MP behavior is unpleasantly laggy. I don't know if this can be fixed
or even if it's related to this change; somebody who knows the MP code
should look into it.
...so it won't download a campaign with the same version (even if the
uploaded one has no version yet..) as the already present one. To foce
download, manually delete the local info.cfg.
Instead of laying dangerous pointer-and-cast games, pull more code
inside playsingle_scenario() and playmp_scenario(), which define
allocation scopes for their controller objects.
Tested, SP and MP (2p Blitz.)
Instead of trying to use new/delete, pull the entire text of
playsingle_scenario and playmp_scenario into playcampaign.cpp in
preparation for inlinining them at the point where we'll need the
controller objects to be visible.
Tested, both SP and MP.
They're either wrong in themselves or (more likely) interacting badly
with some recent MP-lobby changes. I don't want to leave the game in
a broken state just as I go on vacation.
- use reference
- remove any < ... >, to protect against bad <rgb> block and allow
future use of other <tag>
Note: this also means that unclosed "<" will give a empty string
highlight the names of the players which have joined the selected game;
this mechanism still has some small flaws, in particular it highlights
too many players in the (seldom) case that two games have the same name
because we only get the name of the game a player joins and not an id
Currently works only for single-player. Issues: Needs some kind of
visible indication on the display. Also, saves made during the
post-victory-or-defeat linger could be reloaded and abused for
experience farming.
Now, use any hex without enemy as a possible attack origin, but if
non-empty propose the nearest one
Previously, non-empty hex was discared and the last empty one was used
to search the nearest.
(This make it work, but i will rename things later to better describe
this behavior)