Make the [item] visible_in_fog= attribute default to...

...'yes' instead of 'no'.
This commit is contained in:
Ignacio R. Morelle 2009-01-27 18:29:12 +00:00
parent 02f6d56436
commit f033b71808
3 changed files with 5 additions and 3 deletions

View file

@ -18,9 +18,11 @@ Version 1.5.8+svn:
* Fix clients not agreeing on remaining movepoints (bug #12467)
* Fix summoning of other players recruit list on turn 1 (bug #12783)
* Fix [item] overlays with visible_in_fog=yes magically becoming
visible_in_fog=no (the default for a missing attribute) when loading
visible_in_fog=no (the former default for a missing attribute) when loading
saved games - because the game was looking for a fogged= attribute
instead on loading.
* Made [item] overlays always default to visible_in_fog=yes if not
specified.
Version 1.5.8:
* Campaigns:

View file

@ -1700,7 +1700,7 @@ namespace {
const std::string img = cfg["image"];
const std::string halo = cfg["halo"];
const std::string team_name = cfg["team_name"];
const bool visible_in_fog = utils::string_bool(cfg["visible_in_fog"],false);
const bool visible_in_fog = utils::string_bool(cfg["visible_in_fog"],true);
assert(state_of_game != NULL);
if(!img.empty() || !halo.empty()) {
(screen)->add_overlay(loc, img, halo, team_name, visible_in_fog);

View file

@ -254,7 +254,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(const std::vector<config*>& st
// Find a list of 'items' (i.e. overlays) on the level, and add them
const config::child_list& overlays = level_.get_children("item");
for(config::child_list::const_iterator overlay = overlays.begin(); overlay != overlays.end(); ++overlay) {
gui_->add_overlay(map_location(**overlay, game_events::get_state_of_game()), (**overlay)["image"], (**overlay)["halo"], (**overlay)["team_name"], utils::string_bool((**overlay)["visible_in_fog"], false));
gui_->add_overlay(map_location(**overlay, game_events::get_state_of_game()), (**overlay)["image"], (**overlay)["halo"], (**overlay)["team_name"], utils::string_bool((**overlay)["visible_in_fog"], true));
}
// Read sound sources