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[Freeciv-Dev] Re: (PR#2516) introducing an enum citizen_type
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[Freeciv-Dev] Re: (PR#2516) introducing an enum citizen_type

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Subject: [Freeciv-Dev] Re: (PR#2516) introducing an enum citizen_type
From: "Jason Short via RT" <rt@xxxxxxxxxxxxxx>
Date: Mon, 9 Dec 2002 16:35:28 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, 2002-12-09 at 19:09, Rafa³ Bursig via RT wrote:
> Dnia 2002.12.09 18:08 Jason Short via RT napisa³(a):
> > On Mon, 2002-12-09 at 11:23, Rafa³ Bursig via RT wrote:
> > > Dnia 2002.12.09 06:01 Jason Short via RT napisa³(a):
> > 
> > > > New patch attached.  This adds pcity as a parameter to
> > > > get_citizen_sprite (reserved for future use...), as well as making
> > the
> > > > other changes pointed out by Raimar.
> > > >
> > > The idea is nice but I see 2 problens.
> > >
> > > 1) Male and Female separation - if you remove this there should be
> > > precise rules to all creator of tile themes with male and female
> > > graphic. (Exp. Female first Male secound ) That code could proper
> > load
> > > and draw it.
> > 
> > This is only true if you think male and female citizens always need to
> > be present and need to be hard-coded in some place.  The former is not
> > true for specialists, and I don't see why the latter should ever be
> > true.
> > 
> But we must know if it exist in the tile theme and then proper draw it

If more than one sprite exists, get_citizen_sprite will return the
correct one.  Nobody else needs to know anything about it.

> > You miss the point.  There will not be one citizen per city style, but
> > rather each style will also have the option for multiple citizens.
> > 
> In that case sprite struct should look like
> 
> sprites.citizen[type].style[ style ].sprite[ citizen ]

Yes, that's one easy way to do it.  But this patch does not implement
city-style-dependent citizen sprites.  It merely cleans up the
infrastructure and allows such changes to be made easily.

jason




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