Follow-up Comment #10, patch #3176 (project wesnoth):
Anonymissimus:
The numbered patches ("0-" through "4-") are the original submission. This is
currently being considered as superceded by the alternative submission; I
would flag them as such, but I do not see a way to mark files as "no longer
applicable".
The alternative patch (keep-fog-clear) is the replacement for the original
submission that was requested by Boucman in comment #1. (I called it
"alternative" instead of "replacement" because it was not clear to me if a
final decision had been made about how to address the situation.)
The wml-fog patch adds the requested new tags.
The shroud-toggle patch probably should have been kept separate and not
included here. Sorry about that. (I do not see an "unattach/delete file"
option, though, so I cannot change that at this point.)
So currently, the two files to look at are keep-fog-clear.diff and
wml-fog.diff.
(Although, perhaps 0-const-reports.diff should still be considered, as that
makes no change to functionality; it just adds const qualifiers, which fits
the coding standard of always using const when something will not be
changed.)
I am unsure about changing the tag names. There is a difference between shroud
and fog, in that fog is more dynamic. Changes to the shroud might be permanent
for the scenario, but changes to the fog tend to last for less than a turn.
(In fact, the CLEAR_FOG macro's documentation states that fog should be
cleared for only the duration of an event.) It might be that [place_shroud]
was created to undo [remove_shroud], but it can also be used to hide a part of
the map that the player had earlier explored. That is, [place_shroud] can have
an effect even if there was never an invocation of [remove_shroud]. On the
other hand, [reset_fog] would only remove effects of earlier invocations of
[remove_fog] (at least as I have envisioned it working); it would have no
effect if [remove_fog] had never been used.
I don't follow that part about "as opposed to a recalculation of fog". Fog is
not being recalculated; the point of the newest approach is to avoid
recalculating fog during a player's turn. Maybe you are reading "reset" in
terms of resetting to what units can currently see? The way I did the
[reset_fog] tag, it would be more accurate to read "reset" in terms of
resetting the fog to what it would have been if WML had not interfered
(possibly restricted by the SLF).
When I looked at get_sides_vector(), I saw in the comments (in the header
file) that it "Promotes consistent behaviour." Consistent behaviour is usually
a good thing, so that comment makes it look like this function should be used.
It would be better for these tags to be the only ones that use explicit
[filter_side] and not accept an inline side=? It would be no problem to
implement that, if that is desired.
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