Re: [Freeciv-Dev] helpdata.txt patch - terrain alterations
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Lalo Martins (lalo@xxxxxxxxxx) wrote:
> I don't like it... don't you think it would look better if you
> split it? Ie
>
> #Terrain Alterations
> # Irrigation
> # Mine
> # Road
> # Railroad
> # Fortress
That's certainly feasible, but each section would be awfully small.
Does anyone else think this should be done?
> > + - Units expend no movement points when moving along a railroad.
> > + You may ride a railroad indefinitely.
>
> Uh, that's not correct. Movement costs are drastically
> decreased, but not to zero. I have to check the sources to see
> the exact effect.
map.c, reset_move_costs():
else if ((tile0->special & tile1->special) & S_RAILROAD) c = 0;
else if ((tile0->special & tile1->special) & S_ROAD) c = 1;
else if (tile0->terrain == T_RIVER && tile1->terrain == T_RIVER) c = 1;
else c = get_tile_type(tile1->terrain)->movement_cost*3;
This code, or something much like it, appears twice in reset_move_costs()
and once in initialize_move_costs(). Should it be consolidated?
map.c, tile_move_cost():
if( (t1->special&S_RAILROAD) && (t2->special&S_RAILROAD) )
return 0;
if(unit_flag(punit->type, F_IGTER))
return 1;
if( (t1->special&S_ROAD) && (t2->special&S_ROAD) )
return 1;
if( (t1->terrain==T_RIVER) && (t2->terrain==T_RIVER) )
return 1;
return(get_tile_type(t2->terrain)->movement_cost*3);
Again, there appears to be a bit of redundancy....
--
Greg Wooledge | Distributed.NET http://www.distributed.net/
wooledge@xxxxxxxxxxx | because a CPU is a terrible thing to waste.
http://www.kellnet.com/wooledge/ |
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