NOTE: when I say to "remove" something, I mean to remove it from the public API ... so backwards compatibility with core code can still be retained.
I'd like to see these as global functions:
Code:
int getMapSizeX();
int getMapSizeY();
////////////////////////////////////////////////////////////
// NOTE1: this doesn't work now due to timing out of script
// perhaps this should live in configGame and replace normal map generation
// NOTE2: maxX and maxY should be derived by global get functions
void setAllTerrain( int topo, int veg, int maxX, int maxY )
{
Location el;
for( int x = 0; x < maxX; x++ )
{
for( int y = 0; y < maxY; y++ )
{
el = createLocation( x, y );
setTerrain( el, topo, veg );
}
}
}
I'd like to see these as methods of Player:
Code:
// coded as a global function for now, since I can't see the members of Player
void removeDeck( Player p )
{
int ds = p.deckSize();
for( int i = 0; i < ds; i++ )
{
p.removeDeckCard(0);
}
}
// remove createEntity( string CardName, int x_coord, int y_coord, Player controller )
// remove createEntity( string CardName, Location loc, Player controller )
Entity createEntity( string CardName, Location loc );
I'd like to see these as methods of Entity:
Code:
// remove Location.isAloft()
bool isAloft();
// remove global enchantEntity()
// also note that this now returns the new enchantment Entity
Entity enchant( string enchantName, Player enchantController );
// make isType() private (or remove)
bool isCreature() {return isType( 1 );}
bool isBuilding() {return isType( 2 );}
bool isEnchantment() {return isType( 3 );}
bool isItem() {return isType( 4 );} // not sure what this is ...
bool isCorpse() {...}
bool isRuin() {...}
bool isFluxWell() {...}
// make setDim() private (or remove)
void dim() {setDim( true );}
void undim() {setDim( false );}