Castle patch, now 0.1.0 [Was: Castle patch, version 0.0.1]
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A little patch that adds comments to the getBuiltTerrain() function :
http://www.anathas.org/ayin/wesnoth/cas ... .0.3.patch
The patch is against the latest CVS version of display.cpp
http://www.anathas.org/ayin/wesnoth/cas ... .0.3.patch
The patch is against the latest CVS version of display.cpp
Re: I assume it's not supposed to look like this...
It was rather simple. See attached patch (also submitted to bug #8543)Frank wrote:It doesn't seem to work correctly on powerpc. I'll submit a bug on savanah, and maybe try to find what's wrong.
Frank
(edit : resubmit the patch, first attachment didn't work because of filename rules...)
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Could the patch be modified so that the Keep always has a ring of turrets around it, even when surrounded by castle? This, plus other graphical changes (colour, perhaps taller turrets if that'd work) would seem a decent way to signal "this is the keep".
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
Disable option/method ?
Whilst this is a great improvement in most cases, there are a few scenarios where it would be useful to disable it.
For example, drawing castle walls and turrets round the starting hex in "Inside the Tower" in the Undead campaign spoils the atmosphere.
For example, drawing castle walls and turrets round the starting hex in "Inside the Tower" in the Undead campaign spoils the atmosphere.
I'll talk to ziberpunk about itFrank wrote:Possibly, but shouldn't configure test for it then ?Dave wrote:I'm committing the patch, but really, people should give their compiler options to make sure that type 'char' is signed.
David
We've been discussing a way to have different-look castles for different situations. This would be one such situation where we'd use some completely different look.Loriel wrote: Whilst this is a great improvement in most cases, there are a few scenarios where it would be useful to disable it.
For example, drawing castle walls and turrets round the starting hex in "Inside the Tower" in the Undead campaign spoils the atmosphere.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
a variation that could be used for castles, or it could be for the keep to distinguish it (OK, probably not)
http://lsimmons.net/joe/castlebuilding.png
http://lsimmons.net/joe/castlebuilding.png
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Just wondering, is there any way to get this to give the border images for terrains other than castle? if i make the image equal the same thing for the new terrain, it still doesn't do it...
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Unfortunately, you can't assume that char is signed if you want to write portable C++ code. Even just using gcc on Linux, code compiled on arm, powerpc, and s390 will use an unsigned char by default (this information is from the bug report I received back when I didn't know this )Dave wrote:I'm committing the patch, but really, people should give their compiler options to make sure that type 'char' is signed.
Daniel
Are there options on these systems to make char signed?Integral wrote:Unfortunately, you can't assume that char is signed if you want to write portable C++ code. Even just using gcc on Linux, code compiled on arm, powerpc, and s390 will use an unsigned char by default (this information is from the bug report I received back when I didn't know this )Dave wrote:I'm committing the patch, but really, people should give their compiler options to make sure that type 'char' is signed.
David
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Yup, it will in the next version (along with the ability to have dynamically-built keeps.)turin wrote:Just wondering, is there any way to get this to give the border images for terrains other than castle?
Just be patient, I just have to test it, and to make a sample image to demonstrate keep building.
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There is the "-fsigned-char " option for GCC that does the trick, but surely the real option is to grep for "char" declarations, and to explicitly declare "signed char" on the code.Dave wrote:Are there options on these systems to make char signed?
That's true, they are not.Woodwizzle wrote:Can we get rid of the brown dirt boder for castles now? They're not needed anymore.
actually, i woul,d prefer to keep the brown border, IF it was expanded so that it went beyond the castle. it looks kind of cool having mound of brown dirt around the castle- it makes it look like it is on a hill.
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