[Freeciv-Dev] Re: compiling the SDL client
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On Wed, Dec 04, 2002 at 02:54:09AM -0500, Jason Short wrote:
> The SDL client is now in CVS. Some administrative issues are still
> being resolved, but right now it can be compiled and tested. However,
> you'll need the attached patch to do it. You will also need to copy the
> entire contents of the data/theme directory from the freeciv-test
> module. For directions on that, go to http://freeciv-test.sf.net/.
>
> It should be noted that many features are not implemented, and many of
> the ones that are only work incompletely. It should also be noted that
> the attached patch makes many simple fixes, but also has a few
> significant hacks to work around incompatible parts of the code.
> +/* This ordering is hard-coded in the tilespec files. */
This just isn't true. The numbers are hardcoded between the caller of
get_citizen_sprite and this code in
client/tilespec.c:tilespec_lookup_sprite_tags()
/* This uses internal code for citizens array/index: */
SET_SPRITE(citizen[0], "citizen.entertainer");
SET_SPRITE(citizen[1], "citizen.scientist");
...
SET_SPRITE(citizen[10], "citizen.angry_1");
The patch also contains a lot of popdown functions for other GUIs. Are
they really required to compiling SDL?
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Like the ad says, at 300 dpi you can tell she's wearing a
swimsuit. At 600 dpi you can tell it's wet. At 1200 dpi you
can tell it's painted on. I suppose at 2400 dpi you can tell
if the paint is giving her a rash."
-- Joshua R. Poulson
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