[Freeciv-Dev] Re: PATCH: killstack in ruleset
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At 2000/09/26 00:44 , Martin Olveyra wrote:
>Some time before I had sent a patch that implements killstack as a server
>option. That generated a discussion about what would be better: implements so
>or in ruleset. In that time all the replies was to implement this feature in
>ruleset, although I supported the first choice. After some play test, I
changed
>my mind, and the lack of time made very slow the comprehensive understanding
>of the code. So until now, I wasn't able to send the following patch, that
>implements killstack in ruleset. So this option is setted via game.ruleset.
Looks good...
There are a few problems with this patch, however:
- Missing update to Civ1 and Civ2 game.ruleset files.
- Need to change help text to reflect this being an option. (Search for
"fortress" in data/helpdata.txt.)
- Need a capability string to conditionalize the protocol change (see
common/capstr.c -- search for "nuclear_fallout" as an example).
- The client-side handling of the new "killstack" field is missing.
(Search for "nuke_contamination" in client/packhand.c as an example.)
jjm
- [Freeciv-Dev] Re: PATCH: killstack in ruleset,
Jeff Mallatt <=
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