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[Freeciv-Dev] Re: compiling the SDL client

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To: freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: compiling the SDL client
From: Jason Short <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: 04 Dec 2002 14:35:20 -0500

On Wed, 2002-12-04 at 06:22, Raimar Falke wrote:
> 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");

Ahh, I see.  I'd like to provide the enum and its uses as a separate
patch, which will help in cleaning up this code in gui-sdl.

> The patch also contains a lot of popdown functions for other GUIs. Are
> they really required to compiling SDL?

Umm, no.  That was another patch, included by mistake.  Since this patch
wasn't going to RT I didn't go over it in detail to check for such
things.

jason



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