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LOTS of changes. Mot of them centered around cleaning up the gamedefs
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data structures for more extensibility.
THe other part of these changes is setting up the code so that it gives
useful item descriptions.
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jtraub committed Jul 19, 2001
1 parent d9001bb commit 5dea8e8
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Showing 41 changed files with 5,586 additions and 5,128 deletions.
16 changes: 14 additions & 2 deletions CHANGELOG
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Expand Up @@ -178,5 +178,17 @@ Changes from 4.0.6 -> 4.0.7
-- Reorganized as many of the rest of the datastructures as I could get
my hands on to do similar stuff to what I did to the terrain data
structs.
-- Added some fields (unpopulated as yet) in the item structures to handle
crafting items by magic. Down with special cases.
-- Added some fields in the item structures to handle crafting items by
magic. Down with special cases. Some work still needs to be done
here.
-- Made road decay into more generic building decay and extended the
building definition structure to handle it.
-- Fixed a long standing bug. The rules state that a guarding unit will
prevent ALL units of any faction other than the owner from pillaging.
The code up until now had been implementing it as any unit of a
nuetral or worse stance faction. This has been fixed.
-- Added item and object descriptions. Redid skill descriptions.
-- Made horse/wagon generic rather than hardcoded.
-- Removed the special case of earthquakes not affecting MFORTRESS. This
is now handled by a NOEARTHQUAKE flags on the object in the ObjectDefs
structure.
13 changes: 4 additions & 9 deletions TODO
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Expand Up @@ -4,7 +4,6 @@
-- Improve the item/hex editor
-- Gamedef to handle various options around combat/weapons/bows for taxing
-- Gamedefs for various economy options. (far future)
-- Give more information when SHOW <item> is done.
-- Add option to allow towers/forts/etc to allow training only a certain
number of mages.
-- Consider more complicated GIVE processing of 'GIVE ALL EXCEPT .....'
Expand All @@ -20,8 +19,6 @@
-- Find some way to allow multiple factions starting a build on the same
turn to help.
-- Consider some sorts of dangers for production
-- Consider having artifact spells require physical components rather than
merely money.
-- Consider a gamedef which keeps tactics skill (and combat skills?)
hidden from combatants. (I personally think this a bad idea, but it
was suggested, thus goes on this list)
Expand All @@ -42,13 +39,8 @@
-- Need a tool which given template files and globals structures can
build an accurate rules set.
-- Consider tools for increasing building (and ship) production.
-- Consider resource increasers for horses/WING/admantium/other resources
-- Need resource increasers for horses/WING/admantium/other resources
-- Consider skill improvement through use.
-- There are some things hard-coded in the source; summon wind in
monthorders.cpp, build items in monthorders.cpp, and some stuff in
unit.cpp. In general, things should be done with some set of flags
etc in gamedefs.cpp, or at worst custom code in the rule-set
directory.
-- I'd like to add some code that will do a bit of validation on a
rule-set, and make sure it isn't broken.
-- FindDeadFactions is possibly inefficient.
Expand All @@ -61,3 +53,6 @@
it). Multiple 'turn' orders can be used to give orders arbitrarily
into the future. 'turn' can be combined with @ to creating loops.
(Dunno if this or Tzargs way is the 'correct' way to handle this)
-- Handle spell damages generically.
-- Handle speed increase from summon wind configurably.

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