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[Freeciv-Dev] Re: (PR#7259) new function tile_has_river
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[Freeciv-Dev] Re: (PR#7259) new function tile_has_river

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Subject: [Freeciv-Dev] Re: (PR#7259) new function tile_has_river
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 18 Jan 2004 10:03:57 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7259 >

Vasco Alexandre da Silva Costa wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7259 >
> 
> On Sat, 17 Jan 2004, Jason Short wrote:
> 
> 
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=7259 >
>>
>>This patch adds a function tile_has_river.  It simply checks for T_RIVER
>>and S_RIVER.  This clears up the logic in several places in the code.
>>
>>On that note, what is the purpose of T_RIVER?  The impression I get is
>>that this is just used for civ1 compatability.  But this could easily be
>>accomplished just by restricting S_RIVER to grassland tiles (if that
>>level of compatability is even desired).
> 
> 
> Remember, Freeciv used to just emulate Civ1. I assume the T_RIVER flag is
> to allow reading of old Freeciv scenarios.

All savegames will be affected.  Per's hack to replace T_RIVER with 
T_GRASSLAND + S_RIVER is good, but if the terrain came entirely from the 
ruleset there wouldn't _be_ any T_RIVER and this would be impossible.

Generally, Freeciv is backward-compatible with its savegames.  But a 
(significant) change to the ruleset breaks savegame compatability.  Is 
there anything we can do about this?

jason




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