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Re: [Adonthell-devel] Rewriting C++ base code


From: Kai Sterker
Subject: Re: [Adonthell-devel] Rewriting C++ base code
Date: Fri, 25 Jul 2003 16:39:43 +0200

Am Freitag, 25.07.03 um 14:01 Uhr schrieb Alexandre Courbot:

By the way. It may be a good idea to think about how we are going to organize the integration of the dialog system into 0.4 and where we will put dlgedit.

All of our tools should have a CVS module of their own IMO. They would require the engine to be installed of course, and would link to the needed libs.

We've already talked about that briefly, didn't we? I too think, the tools should get their 'tools' module, as they're not strictly needed for most people. As you further say, they'd depend on the adonthell package, of course, and link to those libs they require.


This doesn't settle the problem of knowing where we will put the dialog
engine. It will rely on the base and python modules only, right? Maybe it would have its place with the RPG stuff like characters and objects handling, since they are going to use python as well. Which name should this module
have is still unknown to me, however.

I would say so. Why not simply have a lib called 'libadonthell_rpg'? We'd put character and quest stuff there, as well as items, inventory and combat code. And the dialog engine. After all, that also depends on characters, so it would make sense to have it in the same lib.

How does that sound?

Kai





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