Well, that's awesome, as well as a great guide on where to look to see
where speed, direction, and everything else is set. I think we should
disable weapons as well-- don't want the draft area filled with a bunch
of phaser lines (like during an INL pause). Not sure where to do this.
Team Captains will still need their tractors to draft a player, maybe
modify interface.c as at the end of this email? Or would the captains
simply always have a flag of INL_DRAFT_OFF, enabling movement?
I would propose an additional (albeit slightly redundant) flag
INL_DRAFT_CAPTAIN, as we may want to confine their movement to some
middling ground during the draft process, and could use this do it.
Of course, we could also simply do comparisons to p_inlcaptain, but I'm
not sure that's in the spirit of the p_inl_draft variable.
Nice!
Rich
Near Line 307 in interface.c:
===
void tractor_player(int player)
{
struct player *victim;
+ if (me->p_inl_draft != INL_DRAFT_OFF)
+ if (me->p_inlcaptain != 1)
+ return;
if (weaponsallowed[WP_TRACTOR]==0) {
return;
===
Not sure how that would be implemented just yet.
James Cameron wrote:
> How is this for a navigational interlock ...
>
> /* INL draft states for p_inl_draft */
> #define INL_DRAFT_OFF 0 /* not involved */
> #define INL_DRAFT_MOVING_TO_POOL 1 /* in transit to pool */
> #define INL_DRAFT_POOLED 2 /* in pool of players to be chosen */
> #define INL_DRAFT_MOVING_TO_TEAM 3 /* has been chosen, in transit to team */
> #define INL_DRAFT_TEAMED 4 /* has been chosen by a captain */
>
> During a draft, no speed may be set.
>
> During a move, no direction may be set. This helps prevent interference
> with the navigation to the pool or team galactic area.
>
> Therefore while pooled or in a team, the ships may fiddle with their
> shields and rotate to indicate they are present.
>
> I envisage the ships all on the tactical and all safe from damage.
>
>
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