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[Freeciv-Dev] [patch]Fortifying taking one turn to take effect
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[Freeciv-Dev] [patch]Fortifying taking one turn to take effect

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] [patch]Fortifying taking one turn to take effect
From: Thue Janus Kristensen <thue105@xxxxxxxxxxxxxxxxxx>
Date: Wed, 23 Feb 2000 02:20:11 +0100

The attached patch splits ACTIVITY_FORTIFY up into ACTIVITY_FORTIFYING and
ACTIVITY_FORTIFIED. Now, when you fortify a unit it starts out as
ACTIVITY_FORTIFYING and after one turn is changed to ACTIVITY_FORTYFIED. If the
unit has 0 movepoints when the order is given it takes 2 turns. I believe this
is how fortifying worked in payciv.

Currently the patch uses the same graphics for ACTIVITY_FORTIFYING and
ACTIVITY_FORTIFIED. Would someone split them up? It doesn't need to be more 
fancy than a "F" and a "f"; I don't know how to make new graphics. (assuming the
patch goes into the CVS).

It is not very througthoutly tested. But I did try giving the two activities
different graphics and it looked ok. If you want to test it I recomment 
replacing

    case ACTIVITY_FORTIFIED:/*someone please make new graphics*/
      s = sprites.unit.fortify;
      break;

with

    case ACTIVITY_FORTIFIED:/*someone please make new graphics*/
      s = sprites.unit.road;
      break;

in client/tilespec.c

Since the ai relies on instant fortification it might sometimes try to fortify
where it should try to make a getaway; I didn't go very deeply into the ai
code. It doesn't look like a big problem, however.

The patch includes my previous patch allowing you to give settlers orders even
when they had 0 movement points left.

-Thue

Attachment: change_fortify_behaviour.diff
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