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[Freeciv-Dev] Re: (PR#13334) [Patch] Unit class structure with move para
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[Freeciv-Dev] Re: (PR#13334) [Patch] Unit class structure with move para

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To: marko.lindqvist@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13334) [Patch] Unit class structure with move parameters
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Sun, 26 Jun 2005 09:02:45 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13334 >

On Sun, Jun 26, 2005 at 08:11:51AM -0700, Marko Lindqvist wrote:
> +  if(punit) {

Style comment (here and elsewhere): space after 'if':
        if (punit) {

> +  /* TODO: These effects should not be hardcoded to unit class enumeration */
> +  if(pclass->id == UCL_SEA) {
>      /* Add on effects bonus (Magellan's Expedition, Lighthouse,
>       * Nuclear Power). */
>      move_rate += (get_unit_bonus(punit, EFT_SEA_MOVE)

Maybe add a list of effects (or a set of booleans) to look up in the
move_params?

    struct move_params {
      ...
      Effect_Type_Id *effects; /* terminated by -1 */
    };

then 
    static Effect_Type_Id sea_unit[] = { EFT_SEA_MOVE, -1 };
    static Effect_Type_Id other_units[] = { -1 };
until we write up how to load these from rulesets.

        -- Benoît





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