[EMAIL PROTECTED] <[EMAIL PROTECTED]>:
> I have a pretty comprehensive answer to these problems on the forums,
> which i call "terrain archetypes".
I know. I was attempting to implement your terrain archetypes in C++
when Mordante steered me to a WML-only solution for the "Road (Grassland)"
glitch.
As I hinted in my posting on roads in Wesnoth, I spent quite some time
thinking about what the set of terrain archetypes should actually be.
I came to the conclusion that the exising set of movetypes is actually
almost complete for this purpose. All that I could see adding were
"impassable", "road", and "floor", and I concluded that "road" and
"floor" don't need to be distinguished.
--
<a href="http://www.catb.org/~esr/">Eric S. Raymond</a>
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