Make the update of fog/shroud (after enabling delayed shroud updates) gradual.

This is possible as a side-effect of 2013-02-03T19:05:22Z!jt_coding@verizon.net. I think it looks
kind of cool, but if it turns out to be a bad idea, it can be easily
reverted (just a matter of changing a single "false" to "true").
This commit is contained in:
J. Tyne 2013-02-03 19:20:26 +00:00
parent dc94548255
commit e3bceb0dee
3 changed files with 6 additions and 2 deletions

View file

@ -56,6 +56,8 @@ Version 1.11.1+svn:
Ctrl+C/Command+C (bug #5877)
* Color coded the resistance table in the hp display's tooltip.
* Tooltip for the movement points display shows the movement costs.
* Updating the shroud after delaying shroud updates is done gradually instead
of instantly.
* WML engine:
* [unit_overlay] and [remove_unit_overlay] now return a more meaningful
error message if the image= key is missing

View file

@ -42,6 +42,8 @@ Version 1.11.1+svn:
Ctrl+C/Command+C.
* Color coded the resistance table in the hp display's tooltip.
* Tooltip for the movement points display shows the movement costs.
* Updating the shroud after delaying shroud updates is done gradually instead
of instantly.
* Miscellaneous and bug fixes:
* The undo stack is preserved across a save-reload.

View file

@ -643,8 +643,8 @@ size_t undo_list::apply_shroud_changes() const
std::vector<map_location>::const_iterator step;
for (step = action.route.begin(); step != action.route.end(); ++step) {
// Clear the shroud, collecting new sighted events.
// (This can be made gradual by changing "true" tp "false".)
if ( clearer.clear_unit(*step, *action.affected_unit, tm, true) ) {
// (If the gradual clearing is too slow, change "false" to "true".)
if ( clearer.clear_unit(*step, *action.affected_unit, tm, false) ) {
cleared_shroud = true;
erase_to = i + 1;
}