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see-always much improved
- To: xconq7 at sources dot redhat dot com
- Subject: see-always much improved
- From: Jim Kingdon <kingdon at panix dot com>
- Date: Tue, 28 Aug 2001 03:28:53 -0400 (EDT)
I've checked in changes to help handling of see-always units.
Before, if you saved and restored a game, the coverage map would get
calculated correctly (so you could see the see-always units, e.g. when
a town in the standard game gets captured). But merely getting enemy
information from a capture or discovering a see-always unit the usual
way wouldn't do it.
Took me a long time to figure out why my code in combat.c wasn't
working the first time - turns out I hadn't thought of the case in
which enemy information is revealed concerning the *occupant* of a
see-always unit, rather than the see-always unit itself. With that
fixed, the code seemed to work for me (although I haven't had much
chance to play since then, to confirm).
As usual, feel free to point it out if there was a better way or some
problem with my code or whatever.