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[Freeciv-Dev] Re: (PR#2521) general effects framework
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[Freeciv-Dev] Re: (PR#2521) general effects framework

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2521) general effects framework
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Sun, 21 Dec 2003 07:50:44 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=2521 >

On Fri, Nov 21, 2003 at 06:15:41PM -0800, Mike Kaufman wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=2521 >
> 
> Per asked me to post this because I will have no time to work on this
> until Christmas, so I'm posting despite the fact there's a serious bug that
> I've yet to track down. Also many people are interested in this work and
> perhaps one of them can track it down and test it.
> 
> This is version 5 of the general effects framework. version 4 was
> internal. Included in the tarball are:
> 
> 1. effects-pre1.diff
> 2. effects5.diff
> 3. effects-immed1.diff
> 4. effects-city1-1.diff
> 
> they should be applied to CVS in that order using the -p1 flag.

None of the patches add or remove files. No need to use -p1.

> The "effects-pre1.diff" patch creates the flags for the two surviving effects:
> Enable_Space and Enable_Nuke. This _will_ change savegames, so compare
> effects savegames to savegames from this patch. Note that backwards
> compatibility is not supported, so a kludge regarding Apollo and Manhattan
> will have to be done.
> 
> The "effects5.diff" patch in the bulk of the framework. It creates the
> necessary iterators and update functions as well as the network code.
> There are several new things. Among them are the effects for all the unit
> flags. and a effect.value1 and effect.value2 for paratrooper support.
> add_unit_effects() got completed. I'm sure that I fixed a bunch of bugs,
> but if was a long time ago. The units effects is starting to seem a bit
> overkill to me since for now, unit effects are local only, but the code's
> there for now.
> 
> The "effect-immed1.diff" is the first patch which actually _does_
> something. It allows effect producers to use the Give_Imm_Adv, Improve_Rep, 
> Enable_Space, Enable_Nuke, Reveal_Cities, and Reveal_Map effects. It has
> been tested (at least a bit) and seems to work. It will only change
> savegames from the effects-pre1 patch if the Enable_Space or Enable_Nuke
> flags are set.
> 
> The "effect-city1-1.diff" attempts to add the per-tile effects. These are:
> Food_Add_Tile, Food_Inc_Tile, Food_Per_Tile, Prod_Add_Tile, Prod_Inc_Tile,
> Prod_Per_Tile, Trade_Add_Tile, Trade_Inc_Tile, and Trade_Per_Tile.
> It had massive inspiration from Ben Webb's per-tile code.

I have updated "effects-pre1.diff" to CVS HEAD and changed it for
delta. Some for "effects5.diff". Attached is "effects-pre2.diff" and
the sum of pre2 and effect6 as "effects-pre2-effects6.diff".

I haven't touched effects-immed1.diff and effects-city1-1.diff because
they don't touch any packets.

Also CMA doesn't work anymore "has changed multiple times due to an
error in Freeciv". This indicates that the city calculation of the
server differs from the client.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "I do feel kind of sorry for Microsoft. Their attornies and marketing
  force must have tons of ulcers trying to figure out how to beat (not
  just co-exist with) a product that has no clearly defined (read
  suable) human owner, and that changes on an hourly basis like the
  sea changes the layout of the sand on a beach. Severely tough to
  fight something like that."
    -- David D.W. Downey at linux-kernel

Attachment: effects-pre2.diff.bz2
Description: Binary data

Attachment: effects-pre2-effects6.diff.bz2
Description: Binary data


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