Feature #1336 » 0032-Remove-homeless_gold_upkeep-ruleset-setting.patch
| common/game.h | ||
|---|---|---|
|       /* Defined in the ruleset. */ | ||
|       /* Game settings & other data. */ | ||
|       struct { | ||
|         bool homeless_gold_upkeep; | ||
|       } deprecated; | ||
|       enum city_names_mode allowed_city_names; | ||
|       enum plrcolor_mode plrcolormode; | ||
|       int aqueductloss; | ||
| common/networking/packets.def | ||
|---|---|---|
|   UINT32 globalwarming; | ||
|   GOLD gold; | ||
|   GOLD_UPKEEP_STYLE gold_upkeep_style; | ||
|   BOOL homeless_gold_upkeep; | ||
|   UINT32 infrapoints; | ||
|   REVOLENTYPE revolentype; | ||
|   GOVERNMENT default_government_id; | ||
| data/alien/effects.ruleset | ||
|---|---|---|
| type    = "City_Vision_Radius_Sq" | ||
| value   = 5 | ||
| [effect_base_unit_upkeep] | ||
| [effect_base_unit_upkeep_not_gold] | ||
| type    = "Upkeep_Factor" | ||
| value	= 1 | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", FALSE | ||
|     } | ||
| [effect_base_unit_upkeep_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name",        "range" | ||
|       "OutputType", "Gold",        "Local" | ||
|       "UnitState",  "HasHomeCity", "Local" | ||
|     } | ||
| [effect_empire_size_base] | ||
| type    = "Empire_Size_Base" | ||
| data/alien/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "Nation" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/civ1/effects.ruleset | ||
|---|---|---|
| type    = "Max_Rates" | ||
| value   = 100 | ||
| [effect_base_unit_upkeep] | ||
| [effect_base_unit_upkeep_not_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", FALSE | ||
|     } | ||
| [effect_base_unit_upkeep_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name",        "range" | ||
|       "OutputType", "Gold",        "Local" | ||
|       "UnitState",  "HasHomeCity", "Local" | ||
|     } | ||
| [effect_republic_unit_upkeep] | ||
| type    = "Upkeep_Factor" | ||
| data/civ1/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "City" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/civ2/effects.ruleset | ||
|---|---|---|
|       "Gov", "Republic", "Player" | ||
|     } | ||
| [effect_base_unit_upkeep] | ||
| [effect_base_unit_upkeep_not_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", FALSE | ||
|     } | ||
| [effect_base_unit_upkeep_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name",        "range" | ||
|       "OutputType", "Gold",        "Local" | ||
|       "UnitState",  "HasHomeCity", "Local" | ||
|     } | ||
| [effect_communism_unit_upkeep] | ||
| type    = "Upkeep_Factor" | ||
| data/civ2/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "City" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/civ2civ3/effects.ruleset | ||
|---|---|---|
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type", "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", TRUE | ||
|       "Gov", "Anarchy", "Player", FALSE | ||
|       "Gov", "Tribal", "Player", FALSE | ||
|       "Gov", "Communism", "Player", FALSE | ||
| ;      "Gov", "Despotism", "Player", FALSE | ||
| ;      "Gov", "Monarchy", "Player", FALSE | ||
| ;      "Gov", "Fundamentalism", "Player", FALSE | ||
| ;      "Gov", "Federation", "Player", FALSE | ||
|       "Gov", "Republic", "Player", FALSE | ||
| ;      "Gov", "Democracy", "Player", FALSE | ||
|     } | ||
| ; additive with previous => x2 for Fundamentalism, Federation, Democracy | ||
|     { "type",       "name",           "range",  "present" | ||
|       "OutputType", "Gold",           "Local",  TRUE | ||
|       "Gov",        "Anarchy",        "Player", FALSE | ||
|       "Gov",        "Tribal",         "Player", FALSE | ||
|       "Gov",        "Communism",      "Player", FALSE | ||
| ;      "Gov",        "Despotism",      "Player", FALSE | ||
| ;      "Gov",        "Monarchy",       "Player", FALSE | ||
| ;      "Gov",        "Fundamentalism", "Player", FALSE | ||
| ;      "Gov",        "Federation",     "Player", FALSE | ||
|       "Gov",        "Republic",       "Player", FALSE | ||
| ;      "Gov",        "Democracy",      "Player", FALSE | ||
|       "UnitState",  "HasHomeCity",    "Local",  TRUE | ||
|     } | ||
| ; Additive with previous => x2 for Fundamentalism, Federation, Democracy | ||
| [effect_base_unit_upkeep_gold_2] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type", "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", TRUE | ||
|       "Gov", "Anarchy", "Player", FALSE | ||
|       "Gov", "Tribal", "Player", FALSE | ||
|       "Gov", "Communism", "Player", FALSE | ||
|       "Gov", "Despotism", "Player", FALSE | ||
|       "Gov", "Monarchy", "Player", FALSE | ||
| ;      "Gov", "Fundamentalism", "Player", FALSE | ||
| ;      "Gov", "Federation", "Player", FALSE | ||
|       "Gov", "Republic", "Player", FALSE | ||
| ;      "Gov", "Democracy", "Player", FALSE | ||
|     { "type",       "name",           "range",  "present" | ||
|       "OutputType", "Gold",           "Local",  TRUE | ||
|       "Gov",        "Anarchy",        "Player", FALSE | ||
|       "Gov",        "Tribal",         "Player", FALSE | ||
|       "Gov",        "Communism",      "Player", FALSE | ||
|       "Gov",        "Despotism",      "Player", FALSE | ||
|       "Gov",        "Monarchy",       "Player", FALSE | ||
| ;      "Gov",        "Fundamentalism", "Player", FALSE | ||
| ;      "Gov",        "Federation",     "Player", FALSE | ||
|       "Gov",        "Republic",       "Player", FALSE | ||
| ;      "Gov",        "Democracy",     "Player", FALSE | ||
|       "UnitState",  "HasHomeCity",    "Local",  TRUE | ||
|     } | ||
| [effect_base_unit_upkeep_shield] | ||
| data/civ2civ3/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "Mixed" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/classic/effects.ruleset | ||
|---|---|---|
|       "OutputType", "Trade", "Local" | ||
|     } | ||
| [effect_base_unit_upkeep] | ||
| [effect_base_unit_upkeep_not_gold] | ||
| type    = "Upkeep_Factor" | ||
| value	= 1 | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", FALSE | ||
|     } | ||
| [effect_base_unit_upkeep_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name",        "range" | ||
|       "OutputType", "Gold",        "Local" | ||
|       "UnitState",  "HasHomeCity", "Local" | ||
|     } | ||
| [effect_republic_unit_upkeep] | ||
| type    = "Upkeep_Factor" | ||
| data/classic/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "City" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/goldkeep/effects.ruleset | ||
|---|---|---|
|       "OutputType", "Trade", "Local" | ||
|     } | ||
| [effect_base_unit_upkeep] | ||
| [effect_base_unit_upkeep_not_gold] | ||
| type    = "Upkeep_Factor" | ||
| value	= 1 | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", FALSE | ||
|     } | ||
| [effect_base_unit_upkeep_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name",        "range" | ||
|       "OutputType", "Gold",        "Local" | ||
|       "UnitState",  "HasHomeCity", "Local" | ||
|     } | ||
| [effect_republic_unit_upkeep] | ||
| type    = "Upkeep_Factor" | ||
| data/goldkeep/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "Mixed" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/granularity/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "City" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 100 | ||
| data/multiplayer/effects.ruleset | ||
|---|---|---|
|       "OutputType", "Trade", "Local" | ||
|     } | ||
| [effect_base_unit_upkeep] | ||
| [effect_base_unit_upkeep_not_gold] | ||
| type    = "Upkeep_Factor" | ||
| value	= 1 | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", FALSE | ||
|     } | ||
| [effect_base_unit_upkeep_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name",        "range" | ||
|       "OutputType", "Gold",        "Local" | ||
|       "UnitState",  "HasHomeCity", "Local" | ||
|     } | ||
| [effect_republic_unit_upkeep] | ||
| type    = "Upkeep_Factor" | ||
| data/multiplayer/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "City" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/ruledit/comments-3.4.txt | ||
|---|---|---|
| ;            upkeep are disbanded.\ | ||
| " | ||
| homeless_gold_upkeep = "\n\ | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that\n\ | ||
| ; gold_upkeep_style is not \"City\"\ | ||
| " | ||
| airlift_always_enabled = "\n\ | ||
| ; Is it possible to airlift even with zero airlift capacity when\n\ | ||
| ; airliftingstyle server setting has been set to unlimited airlifts?\ | ||
| data/sandbox/effects.ruleset | ||
|---|---|---|
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type", "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", TRUE | ||
|       "Gov", "Anarchy", "Player", FALSE | ||
|       "Gov", "Tribal", "Player", FALSE | ||
|       "Gov", "Communism", "Player", FALSE | ||
| ;      "Gov", "Despotism", "Player", FALSE | ||
| ;      "Gov", "Monarchy", "Player", FALSE | ||
| ;      "Gov", "Fundamentalism", "Player", FALSE | ||
| ;      "Gov", "Federation", "Player", FALSE | ||
|       "Gov", "Republic", "Player", FALSE | ||
| ;      "Gov", "Democracy", "Player", FALSE | ||
|     } | ||
| ; additive with previous => x2 for Fundamentalism, Federation, Democracy | ||
|     { "type",       "name",           "range",  "present" | ||
|       "OutputType", "Gold",           "Local",  TRUE | ||
|       "Gov",        "Anarchy",        "Player", FALSE | ||
|       "Gov",        "Tribal",         "Player", FALSE | ||
|       "Gov",        "Communism",      "Player", FALSE | ||
| ;      "Gov",        "Despotism",      "Player", FALSE | ||
| ;      "Gov",        "Monarchy",       "Player", FALSE | ||
| ;      "Gov",        "Fundamentalism", "Player", FALSE | ||
| ;      "Gov",        "Federation",     "Player", FALSE | ||
|       "Gov",        "Republic",       "Player", FALSE | ||
| ;      "Gov",        "Democracy",      "Player", FALSE | ||
|       "UnitState",  "HasHomeCity",    "Local",   TRUE | ||
|     } | ||
| ; Additive with previous => x2 for Fundamentalism, Federation, Democracy | ||
| [effect_base_unit_upkeep_gold_2] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type", "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", TRUE | ||
|       "Gov", "Anarchy", "Player", FALSE | ||
|       "Gov", "Tribal", "Player", FALSE | ||
|       "Gov", "Communism", "Player", FALSE | ||
|       "Gov", "Despotism", "Player", FALSE | ||
|       "Gov", "Monarchy", "Player", FALSE | ||
| ;      "Gov", "Fundamentalism", "Player", FALSE | ||
| ;      "Gov", "Federation", "Player", FALSE | ||
|       "Gov", "Republic", "Player", FALSE | ||
| ;      "Gov", "Democracy", "Player", FALSE | ||
|     { "type",       "name",           "range",  "present" | ||
|       "OutputType", "Gold",           "Local",  TRUE | ||
|       "Gov",        "Anarchy",        "Player", FALSE | ||
|       "Gov",        "Tribal",         "Player", FALSE | ||
|       "Gov",        "Communism",      "Player", FALSE | ||
|       "Gov",        "Despotism",      "Player", FALSE | ||
|       "Gov",        "Monarchy",       "Player", FALSE | ||
| ;      "Gov",        "Fundamentalism", "Player", FALSE | ||
| ;      "Gov",        "Federation",     "Player", FALSE | ||
|       "Gov",        "Republic",       "Player", FALSE | ||
| ;      "Gov",        "Democracy",      "Player", FALSE | ||
|       "UnitState",  "HasHomeCity",    "Local",   TRUE | ||
|     } | ||
| [effect_base_unit_upkeep_shield] | ||
| data/sandbox/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "Mixed" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/stub/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "City" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| data/webperimental/effects.ruleset | ||
|---|---|---|
|       "OutputType", "Trade", "Local" | ||
|     } | ||
| [effect_base_unit_upkeep] | ||
| [effect_base_unit_upkeep_not_gold] | ||
| type    = "Upkeep_Factor" | ||
| value	= 1 | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name", "range", "present" | ||
|       "OutputType", "Gold", "Local", FALSE | ||
|     } | ||
| [effect_base_unit_upkeep_gold] | ||
| type    = "Upkeep_Factor" | ||
| value   = 1 | ||
| reqs    = | ||
|     { "type",       "name",        "range" | ||
|       "OutputType", "Gold",        "Local" | ||
|       "UnitState",  "HasHomeCity", "Local" | ||
|     } | ||
| [effect_republic_unit_upkeep] | ||
| type    = "Upkeep_Factor" | ||
| data/webperimental/game.ruleset | ||
|---|---|---|
| ;            upkeep are disbanded. | ||
| gold_upkeep_style = "City" | ||
| ; Whether also homeless units pay gold upkeep. Enabling requires that | ||
| ; gold_upkeep_style is not "City" | ||
| homeless_gold_upkeep = FALSE | ||
| ; How many points of output one basic unit consists of. Typically you | ||
| ; want this to be some 10^n. | ||
| output_granularity = 1 | ||
| server/plrhand.c | ||
|---|---|---|
| { | ||
|   char buf[200 + MAX_LEN_NAME]; | ||
|   /* gold_upkeep_style check currently redundant, but something we need | ||
|    * once homeless_gold_upkeep retired. */ | ||
|   if (game.info.gold_upkeep_style != GOLD_UPKEEP_CITY | ||
|       && game.info.homeless_gold_upkeep) { | ||
|   if (game.info.gold_upkeep_style != GOLD_UPKEEP_CITY) { | ||
|     unit_list_iterate(pplayer->units, punit) { | ||
|       if (is_unit_homeless(punit)) { | ||
|         int gold = unit_upkeep_cost(punit, O_GOLD); | ||
| server/ruleset/rscompat.c | ||
|---|---|---|
|   struct rscompat_info *info = (struct rscompat_info *)data; | ||
|   if (info->version < RSFORMAT_3_4) { | ||
|     if (!game.server.deprecated.homeless_gold_upkeep) { | ||
|       if (peffect->type == EFT_UPKEEP_FACTOR) { | ||
|         bool gold_included = TRUE; | ||
|         bool only_gold = FALSE; | ||
|         requirement_vector_iterate(&peffect->reqs, preq) { | ||
|           if (preq->source.kind == VUT_OTYPE) { | ||
|             if ((preq->source.value.outputtype != O_GOLD | ||
|                  && preq->present) | ||
|                 || (preq->source.value.outputtype == O_GOLD | ||
|                     && !preq->present)) { | ||
|               gold_included = FALSE; | ||
|             } else if (preq->source.value.outputtype == O_GOLD) { | ||
|               only_gold = TRUE; | ||
|             } | ||
|           } | ||
|         } requirement_vector_iterate_end; | ||
|         if (gold_included) { | ||
|           if (!only_gold) { | ||
|             struct effect *copy = effect_copy(peffect, EFT_UPKEEP_FACTOR); | ||
|             /* Split to gold-only and not-gold effects. | ||
|              * Make sure the gold-only is the one we currently handle | ||
|              * (and not the one we add), so we don't encounter it again | ||
|              * when iterating forward. */ | ||
|             requirement_vector_append(&peffect->reqs, | ||
|                                       req_from_str("OutputType", "Local", | ||
|                                                    FALSE, TRUE, FALSE, | ||
|                                                    "Gold")); | ||
|             requirement_vector_append(©->reqs, | ||
|                                       req_from_str("OutputType", "Local", | ||
|                                                    FALSE, FALSE, FALSE, | ||
|                                                    "Gold")); | ||
|           } | ||
|           requirement_vector_append(&peffect->reqs, | ||
|                                     req_from_str("UnitState", "Local", | ||
|                                                  FALSE, TRUE, FALSE, | ||
|                                                  "HasHomeCity")); | ||
|         } | ||
|       } | ||
|     } | ||
|   } | ||
|   /* Go to the next effect. */ | ||
| server/ruleset/ruleload.c | ||
|---|---|---|
|       ok = FALSE; | ||
|     } | ||
|     game.info.homeless_gold_upkeep | ||
|       = secfile_lookup_bool_default(file, FALSE, "civstyle.homeless_gold_upkeep"); | ||
|     if (compat->compat_mode | ||
|         && compat->version < RSFORMAT_3_4) { | ||
|       game.server.deprecated.homeless_gold_upkeep | ||
|         = secfile_lookup_bool_default(file, FALSE, "civstyle.homeless_gold_upkeep"); | ||
|     if (game.info.homeless_gold_upkeep | ||
|         && game.info.gold_upkeep_style == GOLD_UPKEEP_CITY) { | ||
|       ruleset_error(NULL, LOG_ERROR, | ||
|                     "Cannot have homeless_gold_upkeep while gold_upkeep_style \"City\"."); | ||
|       ok = FALSE; | ||
|       if (game.server.deprecated.homeless_gold_upkeep | ||
|           && game.info.gold_upkeep_style == GOLD_UPKEEP_CITY) { | ||
|         ruleset_error(NULL, LOG_ERROR, | ||
|                       "Cannot have homeless_gold_upkeep while gold_upkeep_style \"City\"."); | ||
|         ok = FALSE; | ||
|       } | ||
|     } else { | ||
|       game.server.deprecated.homeless_gold_upkeep = TRUE; | ||
|     } | ||
|     game.info.granularity = secfile_lookup_int_default(file, 1, | ||
| ... | ... | |
|     game.info.airlift_to_always_enabled | ||
|       = secfile_lookup_bool_default(file, TRUE, "civstyle.airlift_to_always_enabled"); | ||
|     /* section: wonder_visibility */ | ||
|     /* Section: wonder_visibility */ | ||
|     if (ok) { | ||
|       const char *text; | ||
| tools/ruleutil/comments.c | ||
|---|---|---|
|   char *civstyle_ransom_gold; | ||
|   char *civstyle_gameloss_style; | ||
|   char *civstyle_gold_upkeep_style; | ||
|   char *civstyle_homeless_gold_upkeep; | ||
|   char *civstyle_airlift_always; | ||
|   char *wonder_visibility_small_wonders; | ||
|   char *incite_cost; | ||
| ... | ... | |
|                "entrydoc.gameloss_style"); | ||
|   comment_load(comments_storage.civstyle_gold_upkeep_style, comment_file, | ||
|                "entrydoc.gold_upkeep_style"); | ||
|   comment_load(comments_storage.civstyle_homeless_gold_upkeep, comment_file, | ||
|                "entrydoc.homeless_gold_upkeep"); | ||
|   comment_load(comments_storage.civstyle_airlift_always, comment_file, | ||
|                "entrydoc.airlift_always_enabled"); | ||
|   comment_load(comments_storage.wonder_visibility_small_wonders, comment_file, | ||
| ... | ... | |
|                       "civstyle"); | ||
| } | ||
| /**********************************************************************//** | ||
|   Write civstyle homeless_gold_upkeep settings header. | ||
| **************************************************************************/ | ||
| void comment_civstyle_homeless_gold_upkeep(struct section_file *sfile) | ||
| { | ||
|   comment_entry_write(sfile, comments_storage.civstyle_homeless_gold_upkeep, | ||
|                       "civstyle"); | ||
| } | ||
| /**********************************************************************//** | ||
|   Write civstyle airlift always enabled settings header. | ||
| **************************************************************************/ | ||
| tools/ruleutil/comments.h | ||
|---|---|---|
| void comment_civstyle_ransom_gold(struct section_file *sfile); | ||
| void comment_civstyle_gameloss_style(struct section_file *sfile); | ||
| void comment_civstyle_gold_upkeep_style(struct section_file *sfile); | ||
| void comment_civstyle_homeless_gold_upkeep(struct section_file *sfile); | ||
| void comment_civstyle_airlift_always(struct section_file *sfile); | ||
| void comment_wonder_visibility_small_wonders(struct section_file *sfile); | ||
| void comment_incite_cost(struct section_file *sfile); | ||
| tools/ruleutil/rulesave.c | ||
|---|---|---|
|                        gold_upkeep_style_name(game.info.gold_upkeep_style), | ||
|                        "civstyle.gold_upkeep_style"); | ||
|   } | ||
|   if (game.info.homeless_gold_upkeep) { | ||
|     comment_civstyle_homeless_gold_upkeep(sfile); | ||
|   } | ||
|   save_default_bool(sfile, game.info.homeless_gold_upkeep, FALSE, | ||
|                     "civstyle.homeless_gold_upkeep", nullptr); | ||
|   save_default_int(sfile, game.info.granularity, | ||
|                    1, "civstyle.output_granularity", nullptr); | ||
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