Re: Missing functionality in Atlantis plus
- Hmm, I'm not sure I was totally clear. Also, note that I haven't
looked at the plus code, so I don't know how it is organized.
I consider the stuff in the main directory (game.cpp, etc) to be the
basic game engine.
The stuff in the subdirectories (standard, conquest) is specific to a
given rule-set of Atlantis.
When different rule-sets require different behaviors in the basic
game-engine, my preference is that the different behavior be
controlled by the GameDefs, not by #ifdef's. For instance, notice
that Standard Atlantis has special leader units. The simpler Atlantis
Conquest does not; every unit is the same. This behavior is
controlled by the GameDefs variable LEADERS_EXIST.
Other differences (like the available items, objects, skills, etc)
that are specified in the rule-set specific sources (like rules.cpp,
etc) do not require any special treatment, because there is different
source code for the different rule-sets.
Hope this clears up my intentions.
--- In email@example.com, "Lucas de Jonge" <Lucas.Dejonge@s...>
> OK, I buy that.make some things - like modifying the order of some tables in Plus, a
> You would prefer to have everything in Gamedefs, but doesn't that
>bug fixes and changes from the 4.0.4 source.
> I was working on bring all my aPlus copy in #ifdefs with all the
>features from the game - it is after all fantasy, and everybody has
> I will happily rebuild it all around Gamedefs.
> I think its very important that we can easily add and remove
very different tastes.
>is to change all the value dependent tokens, i.e. from item type 0 is
> One database change I think which could be useful (but o so hard)
LEAD, item type 1 is VIKI, to writing the tokens themselves into the
Game.in/out. That would solve the tables problem. It would increase
run time and space, but I don't think thats much of an issue.
>update to the tables when. I know many people are keen to add items
> This would get rid of the very problematical issue of who does an
> Any comments anyone?
> >>> gdunbar@p... 31/08/2000 23:23:59 >>>
> Just a quick note:
> If possible, I'd prefer that different rules be defined by the
> GameDefs structure (defined in gamedefs.h, generally filled out in
> rules.cpp). This has 2 advantages:
> 1) You don't have to recompile all the source to change an option,
> just the rules.cpp file.
> 2) The eventual goal is to have one Atlantis executable able to run
> different types of Atlantis games. If the rules are controlled by a
> structure, the different types of games just use different
> of the structure, rather than requiring separately compiled code.<Lucas.Dejonge@s...>
> Note that #2 may well never happen, but it's a worthy goal.
> --- In firstname.lastname@example.org, "Lucas de Jonge"
> > Atlantis plus has the feature to increase production in certain
> things if you happen to have the appropriate tools. However it
> that even if you had the tools, production did not change.Ferreting
> around in the Atlantis plus source I discovered that the code seemswant
> to be unimplemented!
> > I have now implemented it in a test version for myself, but I
> some pointers on how this should be done. I have put in anarbitrary
> figure of a 10% production increase (rounded down) for thisadvantage
> as it seemed reasonable to me, but I would like people to convinceme
> if it should be otherwise.it
> > The coding change was expensive in that I had to modify the Items
> table to add an extra field to each record. This also impacted
> several other modules.
> > I will release the code to anybody who wants it, but I won't put
> up here until there has been some discussion.other
> > I am also considering unifying the sources for Atlantis 4.0.4 and
> Atlantis 4.0.4 plus with a stack of #ifdefs. Any opinions? What
> changes not in the current source which must be added?unsubscribe@e...
> > Lucas de Jonge
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