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[Freeciv-Dev] Re: Isometric view
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Isometric view
From: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Date: Thu, 06 Apr 2000 08:39:04 -0400

At 2000/04/06 08:19 , Thue Janus Kristensen wrote:
>On Thu, 06 Apr 2000, Stephen Hodge wrote:
>> Thue Janus Kristensen wrote:
>> > How much of the work of implementing this is
>> > 
>> > 1) drawing the tiles
>> > 2) making server/datastructure changes
>> > 3) making the actual drawing/focusing code
>> 
>> I don't think there are any necessary datachanges for the type of isometric
>> view Civ2 uses where really only the map rendering that has changed.
>> 
>> Regards,
>> Steve Hodge
>
>You would have to change the way the tiles are stored or the way you iterate
>over them, right? By stored I mean that now they are a
>malloc(map.xsize*map.ysize*sizeof(struct tile)), and finding a tile from this
>is relatively straightforward.
>
>I would think that if we made an isometric map the obvious numbering (number
>the y rows from top to buttom and the x from left to right) would make the
>iterations over x and y in the current code invalid (am I wrong?). So either
>you find an alternative numbering sceme that preserves the iterations
>(basically tilting the world), or you change all occurences of iterations
in the
>code (with macros, since I think it would get ugly).
>This would require a change in the way tiles are found from the map, which is
>basically the structure change I was talking about, plus functions like
>is_real_tile and map_adjust_x ect would have to be changed.

Simply rotating the world shouldn't cause any server changes at all.  It's
just a matter of how a client draws the map.


jjm




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