Jump to content
XCOMUFO & Xenocide

Source Code Rewrite?


DaiShiva

Recommended Posts

Has there been any thoughts to a complete source code rewrite? In looking at the code to see where i can begin to make soldiers easy to skin, i see many different styles of coding (structs vs classes), variables all over the place (in .cpp and .h files), some free-floating functions and sparse documentation.

 

In short, i dont really know where to begin :huh?: Ive thought about just trying to consolidate the various 'objects' into their respective classes (just organization, no major logic changes) but thats going to take awhile, and i dont know what kind of features are being implemented at the moment.

 

so, pro's/con's? I would think that as long as the same information is transmitted over the internet for multiplayer, that would keep the old clients talking with the proposed new client just fine.

Link to comment
Share on other sites

Has there been any thoughts to a complete source code rewrite? In looking at the code to see where i can begin to make soldiers easy to skin, i see many different styles of coding (structs vs classes), variables all over the place (in .cpp and .h files), some free-floating functions and sparse documentation.

Almost everybody who starts working with UFO2000 sources suggests a comptete rewrite :)

I may be wrong, but I'm strongly againsts this. The point is that it will require a LOT of time which I myself do not have much. Here is a link to an interesting article: http://www.joelonsoftware.com/articles/fog0000000069.html

 

In short, i dont really know where to begin  :huh?: Ive thought about just trying to consolidate the various 'objects' into their respective classes (just organization, no major logic changes) but thats going to take awhile, and i dont know what kind of features are being implemented at the moment.

Well, that's a different story. In the end all the changes will go to Soldier::draw() function.

First you can write a completely independent small program for showing units animation and support all the units available in x-com and tftd (maybe except large multicell units). Clean and structured unit skin description in a config file is the most important part. This new program can help to make new skins for the game and test animations. Adding units rendering code to the game will not be hard at all after that.

 

so, pro's/con's? I would think that as long as the same information is transmitted over the internet for multiplayer, that would keep the old clients talking with the proposed new client just fine.

That's not a problem at all. A newer version does not need to be completely compatible with the older. Only lobby server chat protocol should remain the same. There is a version check done before the start of the game and if the versions differ, the player with the lower version number is asked to upgrade.

Link to comment
Share on other sites

×
×
  • Create New...