When the cursor is on off-map tiles, in the status bar:

don't show (X,Y) coordinates and "None" terrain type.

So it looks exactly like the real off-map parts (outside of the map rectangle)
This commit is contained in:
Ali El Gariani 2007-08-24 01:37:28 +00:00
parent 642d3345e3
commit 3737a9a0a1

View file

@ -399,6 +399,9 @@ Units cannot be killed by poison alone. The poison will not reduce it below 1 HP
break;
const t_translation::t_letter terrain = map.get_terrain(mouseover);
if (terrain == t_translation::OFF_MAP_USER)
break;
const t_translation::t_list& underlying = map.underlying_union_terrain(terrain);
if(map.is_village(mouseover)) {
@ -437,13 +440,16 @@ Units cannot be killed by poison alone. The poison will not reduce it below 1 HP
break;
}
const t_translation::t_letter terrain = map[mouseover.x][mouseover.y];
if (terrain == t_translation::OFF_MAP_USER)
break;
str << mouseover;
if(u == units.end() || current_team.shrouded(mouseover.x,mouseover.y))
break;
const t_translation::t_letter terrain = map[mouseover.x][mouseover.y];
const int move_cost = u->second.movement_cost(terrain);
const int defense = 100 - u->second.defense_modifier(terrain);