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[Freeciv-Dev] Re: OO model for Freeciv? (was: #define $#@$%! template)
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[Freeciv-Dev] Re: OO model for Freeciv? (was: #define $#@$%! template)

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To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: OO model for Freeciv? (was: #define $#@$%! template)
From: "Peter Schaefer" <schaefer@xxxxxx>
Date: Thu, 27 Apr 2000 16:07:43 +0200


>If I dare say this as someone who has contributed very little code:
>Freeciv sceams for an OO language.  It's all objects with attributes
>and methods; there is quite a lot of code dealing with the problem of
>object identities; inheritance and templates could be put to good use,


I dont know; every unit really can have an odd mix of capabilities,
currently encoded as flags, and using multiple inheritance from 20 parents
to create one object doesnt look very good to me.

I like the way I read about they do it for MUD's: mirror the object
hierarchy
in the file system: that is one directory for one object and maybe one file
for one group of methods.
My 0.02$.. thats probably a nightmare for makefiles .. .

I personally dont like the C++ & STL; thats just me I guess;
there are no warnings for more stupid mistakes than u can do in C.
For switching AI's C++ would be nice, but I believe the AI will end up
connecting as a client anyway;
Currently AI cant react to moves and on big map because the AI cant move
simultaneously and spread its
calculations over the turn, there might be a 60 second delay before the turn
starts.
Also with current AI, making time flow continously is not an option.
Did you notice how in Alpha Centauri, AI changes its production during your
turn ?
So it is event based . . at least partially.

I also think from the day when one function is written in C++, the entire
project will be assimilated :-)







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