Complete.Org: Mailing Lists: Archives: freeciv-dev: March 2003:
[Freeciv-Dev] (PR#3757) multi support for muti citizens icons in server
Home

[Freeciv-Dev] (PR#3757) multi support for muti citizens icons in server

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: bursig@xxxxxxxxx
Subject: [Freeciv-Dev] (PR#3757) multi support for muti citizens icons in server side.
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 29 Mar 2003 10:23:00 -0800
Reply-to: rt@xxxxxxxxxxxxxx

[bursig - Mon Mar 24 14:41:17 2003]:

> Here is pure version of this code that add only server/net protocol
> support for multi citizens icons system.

I really don't like the special-casing of the "generic" tag to load the
original citizen graphics.  IMO this can be done more elegantly by using
the graphic tag more intuitively.

graphic tag = "citizens"
 => sprite tag = "citizens.entertainer"
graphic tag = "ancient"
 => sprite tag = "ancient.entertainer"


There are two impending problems, that don't have to be resolved by this
patch (but will come up when we start to use this functionality).

First, most clients use the citizen graphics before the ruleset data is
sent.  I think the easiest/best way to allow this is to have a tag for a
"generic" citizen, i.e. sprite tag = "citizen_generic" or some such. 
This will also work when/if all citizen types are ruleset-specified
(which would make it hard to show entertainers and scientists at all,
much less before connecting to the server).

The other problem is that these theme graphics are used in two different
ways: in the mapctrl panel (by some GUIs) and in the city dialog.  There
is no real reason why these two need to have the same graphics - they
have different size constraints.

jason



[Prev in Thread] Current Thread [Next in Thread]