[crossfire] map redo: more layers.
tchize
tchize at myrealbox.com
Wed Sep 7 05:24:07 CDT 2005
Le Mercredi 7 Septembre 2005 07:49, Mark Wedel a écrit :
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David Delbecq wrote:
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> Le Mardi 6 Septembre 2005 09:38, Mark Wedel a écrit :
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> You don't get it, i meant, use the old code for that :) It's working so why change it.
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> Your problem is to get old client to receive old style message. Aswar is easy, call
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> old functions :)
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Yes, but right now if you look at MapSpace function, it has definitions for
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what is on the different layers, and is coded for those 3 layers.
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If we go to 10 layers, I don't want to have to have something like:
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struct MapSpace {
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object *old_faces[OLD_MAP_LAYERS]
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object *faces[MAP_LAYERS]
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}
Yes, you are right, i forgot layers were stored in maps and not in player socket (is
it really efficient to store it in map btw?)
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As that is just begging to get cleaned up at a later point. I'd much rather
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just have the new data, and have the send code pull out the appropriate
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information instead of having those double arrays (the new code also in a sense
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simplifies the update_position() function).
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So what probably really happens is that to some degree, the logic in
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update_position that determines the faces gets moved to the client logic.
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At some point in the future, support for this old protocl method goes away.
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