Search found 31 matches

by Almkaz
Thu Oct 16, 2003 12:45 pm
Forum: Programming
Topic: SitReps
Replies: 24
Views: 3246

Good point - my assumption earlier that the order of text and placeholders was sequential is flawed ( sorry, I should have remembered from JA2 ). Example: "PLANET_MAX_POP_MSGX" " Foo " "PLANET_MAX_POP_MSGY" " Bar " "PLANET_MAX_POP_MSGZ" creates the string: "Planet Foo in the Bar system has reached i...
by Almkaz
Wed Oct 15, 2003 12:32 pm
Forum: Programming
Topic: SitReps
Replies: 24
Views: 3246

What you describe would produce less traffic. However, it would probably make up for it in coding and thus complexity to maintain and a larger source of bugs ( isn't it always a tradeoff between data and code complexity? ). For the example of a new colony SitRep, when receiving new data, the client ...
by Almkaz
Wed Oct 15, 2003 12:02 am
Forum: Programming
Topic: SitReps
Replies: 24
Views: 3246

Great, this all sounds good. Now, about constructing these SitReps on the server. We'd want a convienent way to create them. Similar to the desing pattern we have for Message.cpp/h - we could have functions for each type of SitRep. They would take any paramters required for creating that particular ...
by Almkaz
Tue Oct 14, 2003 6:45 pm
Forum: Programming
Topic: SitReps
Replies: 24
Views: 3246

I like the meta data route - no need to create an explosion of classes. I also like sending down the string IDs to the client to compose the text. The only gray area for me is how to send down the relevant link data. It we send an array of strings, would the client then lookup that name for planet "...
by Almkaz
Tue Oct 14, 2003 2:41 pm
Forum: Programming
Topic: SitReps
Replies: 24
Views: 3246

SitReps

Hello! With some turn processing in, I am working on flushing out the P&G and movement methods of universe objects. Part of this is producing SitReps for conditions like research done, max industry, etc. Currently, SitReps contain members for: the type of sitrep, turn produced and a string. There ma...
by Almkaz
Sun Oct 12, 2003 8:13 am
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 13020

Added Turn Processing Includes XMLEncoding/decoding of OrderSets, the execution of orders and processing of universe objects for movement and growth. Also includes sending new universe and empire data to the clients. As per design spec, the whole universe is sent over, not just what each empire can...
by Almkaz
Wed Oct 08, 2003 7:25 pm
Forum: Graphics
Topic: Turn Processing GUI
Replies: 5
Views: 1619

Great - thanks for your reply. I read the part in the desgin spec about the text but missed that it was full screen with an image. I'll do that - how do I make a request to the art team for this image? Do I just make a new post with request: in the subject?
Thanks!
by Almkaz
Wed Oct 08, 2003 1:50 pm
Forum: Graphics
Topic: Turn Processing GUI
Replies: 5
Views: 1619

Turn Processing GUI

Hello, Currently I am working on turn processing and am displaying the turn processing progress on the client. For now I'm simply popping up a small box in the center of the map window, with a small border and a background color of black. In this I display the turn phase ( fleet movement, combat, et...
by Almkaz
Fri Oct 03, 2003 2:50 am
Forum: Programming
Topic: CVS Commit Info
Replies: 104
Views: 13020

Files affected:
MapWnd.cpp
Fixed the Wondws only bug with zooming the map window with the mouse wheel. The issue was that the framework would always send a move of 0 in addition to the normal move value. This was confusing the zoom algorithm.

Purpose of Change:
To fix a minor bug
by Almkaz
Thu Oct 02, 2003 6:38 pm
Forum: Programming
Topic: End Trun Processing
Replies: 9
Views: 1378

Sounds great!
by Almkaz
Thu Oct 02, 2003 6:05 pm
Forum: Programming
Topic: End Trun Processing
Replies: 9
Views: 1378

Oh yeah, of course - sorry I'm still getting used to the overall design. I was getting turn processing confused with order processing, which of course is different. Thanks!
by Almkaz
Thu Oct 02, 2003 2:58 pm
Forum: Programming
Topic: End Trun Processing
Replies: 9
Views: 1378

I guess what I'm suggesting is a classification type for each order so all fleet orders would be PHASE_FLEET and all growth orders would be of classification PHASE_GROWTH. In this way, at the turn processing level, I can write a generic function which executes all orders for a given phase for each e...
by Almkaz
Thu Oct 02, 2003 12:32 pm
Forum: Programming
Topic: End Trun Processing
Replies: 9
Views: 1378

Thanks for your feedback guys, Making the vector a map is an obvious improvement! Also, I'll make the interface part of ServerApp. I think maybe I'll remove the private methods to execute orders at each phase and just a one method which is 'execute all orders for this given phase'. However, for this...
by Almkaz
Wed Oct 01, 2003 2:08 pm
Forum: Programming
Topic: End Trun Processing
Replies: 9
Views: 1378

End Trun Processing

Hello! I'd like to outline my plans for adding turn processing to FO. I am looking for comments related to it's fit into the current design and also to make sure I'm not duplicating work being done elsewhere. Obviously, the guts of turn-processing is on the server. I'm proposing a new server class -...
by Almkaz
Tue Sep 30, 2003 2:14 pm
Forum: Graphics
Topic: Ending Turn Button
Replies: 8
Views: 1808

Ending Turn Button

Hello, My name is Andrew and I am a new programmer for FO - so please go easy on me ( for being a programmer, I mean :) ). I am going to write the end turn mechanism and am wondering what the plans are for the GUI. How will the user end their turn? For now, should I just place a button in a corner o...