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[Freeciv-Dev] Re: Isometric view
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To: Thue Janus Kristensen <thue@xxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Isometric view
From: Stephen Hodge <stephenh@xxxxxxxxxxx>
Date: Fri, 07 Apr 2000 23:32:02 +1000

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.
> 
> 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.

Sure, but that doesn't affect the server (or did misunderstand?).

> 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.

I think it's best to tilt the world so we basically just change the display -
not the way the tiles are numbered or iterated over. Thus, the x axis would
slope one way (say to the right), and the y axis the other way (to the left).

Regards,
Steve Hodge



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