[Freeciv-Dev] Re: TODO
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On Mon, 18 Sep 2000 15:50:36 Erik Sigra wrote:
> > - Make the code view-agnostic: remove assumptions about which tiles are
> > valid. Fx the assumption that the map wraps in the x direction. This
> > can be done by making the code use macros like whole_map_iterate and
> > square_iterate. The functions map_adjust_x() and map_adjust_y() should
> > be removed and code that use them made to use normalize_map_pos(),
> > is_real_tile() or a macro.
> > It would also be nice to remove the assumption that the x values go
> > [0..map.xsize[, as a proposed isometric numbering scheme doesn't have
> > that property.
> > When all code is converted the whole of the freeciv server can be
> > adjusted to use a flat map, an isometric map, a dougnut map or maybe
> > even a hex map, all by changing a very limited amount of code in
> > the right places.
> > Note that the AI in various places do not adjust tiles properly even
> > for the current numbering scheme.
> > It vould also be nice to get rid of the void_tile kludge.
> > Note that the conversion is backwards compatible, so it can be done in
> > small steps. No mega-patches please.
>
> Will there soon be an option to play on non-x-wrapping maps (are you (or
> someone) working on it)?
>
> Non-x-wrapping maps would require that the first and last columns are
> never explored and forbidden to enter, and only exist to allow the
> client to render the terrain correctly. (Like the T_UNKNOWN thing.)
>
> And there should be a client option to play on a map just like the one
> used now but with the poles on the sides and the wrap top-bottom. That
> view is just as valid as the current one. And compatible.
When that TODO item is implemented it will be trivial to make a non-x-wrapping
gameplay option. You could just as easy make a map that wrapped top-button, or
wrapped both ways.
The work that is required is excactly that TODO item.
-Thue
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