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[Freeciv-Dev] Re: the directional system
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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: the directional system
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 10 Sep 2001 12:43:03 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, Sep 10, 2001 at 06:33:48AM -0400, Jason Dorje Short wrote:
> Raimar Falke wrote:
> > 
> > On Sun, Sep 09, 2001 at 07:53:13PM +0200, Thue wrote:
> > > On Sunday 09 September 2001 18:59, Raimar Falke wrote:
> > > > This must be the point Ross is referring to. So the comment in
> > > > hires/terrain1.spec ";roads - we follow the the numbering of the
> > > > DIR_D[XY] arrays" is wrong?!
> > >
> > > Yes, looks like it should be DIR_D[XY]2 arrays.
> > >
> > > > > (Or you could change the rest of freeciv to use DIR_DX2 as
> > > > > suggested, which may just require changing DIR_REVERSE)
> > > >
> > > > This is the plan Justin and Ross currently follow.
> > > >
> > > > Changing the spec file looks like the easiest solution to me.
> > > >
> > > >     Raimar
> > >
> > > Both look like acceptable solutions to me, with pros and cons; I don't
> > > feel strongly that one is clearly superior. For my sake you can just
> > > pick one :).
> > 
> > Problem: Freeciv's primary direction system (DIR_DX) is used in most
> > code places. Freeciv is or will be after a few patches independent in
> > this respect of the direction system used.
> > 
> > Non-isometric tilesets are layouted in INDEX_NSEW. The isometric
> > tileset is layouted in DIR_DX2.
> > 
> > Solutions:
> >  - unify the systems
> 
> I definitely think we want to unify the systems.
> 
> >    * to DIR_DX: the isometric tileset (loading) has to be changed
> >      (specfile changing, mapping at some point)
> >    * to DIR_DX2: a some of code has to be checked if it works with
> >      DIR_DX2 (this is a good thing). However we tie a lot of code to
> >      the DIR_DX2 system and so loose flexibility
> 
> But, we should unify them to something that is schema-independent. 
> Neither of these solutions have that.
> 
> >  - one big system and one small system: move all the DIR_DX2 stuff
> >  into fill_tile_sprite_array_iso() or at least into tilespec.c
> 
> Ross likes to point out that the GUI schema can be independent of the
> rest of the code, but IMO it's much simpler just to have one system.
> 
> >  - get rid of this problem: change the way the road and rail graphics
> >  are handled. Instead of indexes use symbolic names. Change
> >  11, 1, "r.road0"
> >  11, 2, "r.road1"
> > to
> >  11, 1, "r.road_n"
> >  11, 2, "r.road_ne"
> > and
> >       struct Sprite *dir[8];
> > to
> >       struct { struct Sprite *n,*nw,*ne,....;} iso;
> > 
> > in struct named_sprites.{road,rail}. This may include some extra work
> > but leave us with less problems in the long run.
> 
> This is a far better solution.  It makes things easier to write and
> understand.  It may be wise to allow either "n" or "north" to be used
> interchangably for the symbolic name.

Who makes the patch?

        Raimar

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