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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] unithand/eskimos
From: Peter Schaefer <schaefer@xxxxxxxxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 13 Dec 1998 23:21:10 +0100

I tried to do the following:
- changed the message about 
        "friendly nomads are impressed and join you".
        by adding one about eskimos :)
- reducing the chance that a player gets a technology 
        that is worth more than 200 bulbs. 
        (reasoning: you don't get 300 gold either.)
- make only relevant sentried units wake up.
        as not relevant are considered:
                - ground units at non-coastal location.
                - units without movement points.
        Means it is slightly more likely the boat will
        wake up, not the passengerss that can do nothing.

This is completely untested( just compiled ), 
but I know someone here who might want to
test it( yes YOU! ).

--
Peter Schaefer           mailto:schaefer@xxxxxxxxxxxxxxxxxxxxxxxxxxx     
X-Url: http://wwwhoppe.math.uni-augsburg.de/~schaefer/
coz' hackers LOVE irix
--- ../unithand.c.cvs   Sun Dec 13 23:13:44 1998
+++ server/unithand.c   Mon Dec 14 00:01:13 1998
@@ -611,8 +611,8 @@
   case 6:
   case 7:
 /*this function is hmmm a hack */
-    notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
-                 "Game: You found ancient scrolls of wisdom."); 
+    /* you get research worth about 200 bulbs from the hut, average */
+    if( myrand(research_time(pplayer))<200 )
     {
       int res=pplayer->research.researched;
       int wasres=pplayer->research.researching;
@@ -619,6 +619,9 @@
 
       choose_random_tech(pplayer);
  
+      notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
+                 "Game: You found ancient scrolls of wisdom."); 
+
       pplayer->research.researchpoints++;
       if (pplayer->research.researching!=A_NONE) {
        notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
@@ -654,6 +657,9 @@
        pplayer->research.researching=wasres;
       }
      do_free_cost(pplayer);
+    }else{
+      notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
+                 "Game: You found ancient scrolls,\n       describing an 
advance you already know."); 
     }
     break;
   case 8:
@@ -679,8 +685,17 @@
 
       create_city(pplayer, punit->x, punit->y, city_name_suggestion(pplayer));
     } else {
-      notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
+
+      if( map_get_terrain(punit->x, punit->y)==T_ARCTIC )
+       notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
+                  "Game: Friendly eskimos are impressed by you, and join you");
+      else if( map_get_terrain(punit->x, punit->y)==T_DESERT )
+       notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
+                  "Game: Friendly nomads that have run out of water\n       
thank you for your help, and join you");
+      else
+       notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
                   "Game: Friendly nomads are impressed by you, and join you");
+    
       create_unit(pplayer, punit->x, punit->y, U_SETTLERS, 0, punit->homecity, 
-1);
     }
     break;
@@ -703,7 +718,13 @@
        {
          unit_list_iterate(map_get_tile(x,y)->units, punit) {
            if ((pplayer->player_no != punit->owner)&&
-               (punit->activity == ACTIVITY_SENTRY))
+               (punit->activity == ACTIVITY_SENTRY)&&
+               (punit->moves_left))
+             if(
+               ( map_get_terrain(x,y)!= T_OCEAN
+                || is_water_unit(punit->type)
+                || is_at_coast(x,y))
+               )
              {
                set_unit_activity(punit, ACTIVITY_IDLE);
                send_unit_info(0,punit,0);

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