[Freeciv-Dev] (PR#2942) PATCH: Do the same and more for S1_14
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This patch does the GTK+/Xaw/GLib thing for the S1_14 branch. It also
changes tabs to 8 spaces to stop the files from looking ugly when displayed
with different tab width. And spaces at the ends of lines are eliminated.
? cleanup_documentation.diff
Index: BUGS
===================================================================
RCS file: /home/freeciv/CVS/freeciv/doc/BUGS,v
retrieving revision 1.9.2.5
diff -u -3 -p -r1.9.2.5 BUGS
--- BUGS 2003/01/12 21:35:54 1.9.2.5
+++ BUGS 2003/02/04 16:35:17
@@ -14,12 +14,12 @@ This lists only the most obvious bugs.
KNOWN BUGS:
===========
- - In the XAW/XAW3d client, the -t options for the tileset to use
- sometimes does not work. In this case, use --tiles instead.
+ - In the Xaw client, the -t options for the tileset to use sometimes
+ does not work. In this case, use --tiles instead.
- - The display of units in the field left below the turn done button
- is a little bit buggy. The AI can move units without an update of
- the field. So you see 3-4 units on the field on the left side but
+ - The display of units in the field left below the turn done button
+ is a little bit buggy. The AI can move units without an update of
+ the field. So you see 3-4 units on the field on the left side but
only 1 is there. See issue PR#2625 for more info.
- Your CMA settings are only sent to the server when you press
@@ -57,7 +57,7 @@ KNOWN BUGS:
after. Fx when building the lighthouse some triremes will only get
the movement bonus the next turn.
- - The XAW client can only display 25 citizens in the city dialog.
+ - The Xaw client can only display 25 citizens in the city dialog.
- The autoattack generally doesn't work very well.
@@ -67,7 +67,7 @@ KNOWN BUGS:
- The science dialog is not updated when you gain a tech. You need to
close and open it.
- - In the gtk client, sometimes the area near the minimap contains
+ - In the GTK+ client, sometimes the area near the minimap contains
garbage.
- Automate routines like auto explore don't handle triremes very well.
@@ -84,12 +84,12 @@ KNOWN BUGS:
and after the human player each turn. This will sometimes give the
impression that the AI moves twice.
- - The xaw client does not work well with the KDE window manager.
- Try using the gtk client or another window manager.
+ - The Xaw client does not work well with the KDE window manager.
+ Try using the GTK+ client or another window manager.
- All options given to the client will also be passed to the UI. This means
when there are identical options they will conflict. It is a problem for
- the -d and sometimes -t options using the XAW client. One workaround is
+ the -d and sometimes -t options using the Xaw client. One workaround is
to use long versions of the options instead (--debug and --tiles, in this
case). See PR#1752.
@@ -135,7 +135,7 @@ Here's what to do:
- Describe the problem, including any messages that were displayed.
- - Indicate which client(s) you are using (Gtk+ or Xaw).
+ - Indicate which client(s) you are using (GTK+ or Xaw).
- Tell us the name and version of:
@@ -144,8 +144,8 @@ Here's what to do:
- The version number of Freeciv.
- - If you are using the Gtk+ client, the version numbers
- (if you know them) of your Gtk+, glib, and imlib libraries.
+ - If you are using the GTK+ client, the version numbers
+ (if you know them) of your GTK+, GLib, and imlib libraries.
- If you are using the Xaw client, the version numbers (if you
know them) of the X libraries, the Xpm library, and the Xaw
Index: HACKING
===================================================================
RCS file: /home/freeciv/CVS/freeciv/doc/HACKING,v
retrieving revision 1.5
diff -u -3 -p -r1.5 HACKING
--- HACKING 2002/09/19 14:39:39 1.5
+++ HACKING 2003/02/04 16:35:18
@@ -1,10 +1,10 @@
Freeciv Hacker's Guide
-
+
This guide is intended to be a help for developers, wanting to mess with
-Freeciv program.
+Freeciv program.
Here and there, you'll see some comments marked as [...], containing more
-personal thoughts on the design, why it looks like it does, and sometimes what
+personal thoughts on the design, why it looks like it does, and sometimes what
went wrong. I hope developers will find that interesting too.
To read about the AI, see README.AI
@@ -17,10 +17,10 @@ The client is pretty dumb. Almost all ca
server.
[It wasn't like this always. Originally more code was placed in the
-common/ dir, allowing the client to do some of the world updates itself.
-The end_of_turn city-refresh was for example performed both on the server
+common/ dir, allowing the client to do some of the world updates itself.
+The end_of_turn city-refresh was for example performed both on the server
and on the client. However things got quite complex, more and more info
-was needed on the client-side(security problem). Little by little we moved
+was needed on the client-side(security problem). Little by little we moved
more code to the server, and as of 1.5 the client is quite dumb -PU]
The source code has the following important directories:
@@ -67,7 +67,7 @@ civ.serv) with lines such as the followi
set timeout -1 # run a server only autogame
set aifill 7 # fill to 7 players
hard # make the AI do complex things
-create Caesar # first player (with known name) created and
+create Caesar # first player (with known name) created and
# toggled to AI mode
start
@@ -89,7 +89,7 @@ watch the show.
Note, that the server will eventually flood a client with updates
faster than they can be drawn to the screen, thus it should always be
throttled by setting a timeout value high enough to allow processing
-of the large update loads near the end of the game.
+of the large update loads near the end of the game.
The autogame mode with timeout -1 is only available in DEBUG versions
and should not be used with clients as it removes virtually all the
@@ -111,7 +111,7 @@ unit_list_iterate(ptile->units, punit) {
} unit_list_iterate_end;
Note that the macro itself declares the variable punit.
-Similarly there is a
+Similarly there is a
city_list_iterate(pplayer->cities, pcity) {
/* Do something with pcity, the pointer to a city struct */
@@ -131,7 +131,7 @@ unit was the following node unit_list_it
pointer, and use it in a moment, with a segfault as the result.
The way to avoid this is to use the function
void wipe_unit_spec_safe(struct unit *punit, struct genlist_iterator *iter,
- int wipe_cargo)
+ int wipe_cargo)
and as the second argument write "myiter", a variable declared in the macro.
The unit list will then automatically be kept sane.
@@ -144,7 +144,7 @@ Then a unit iteration would look like
struct unit_list *punit_list;
struct genlist_iterator myiter;
.....
-
+
genlist_iterator_init(&myiter, &punit_list->list, 0);
for(; ITERATOR_PTR(myiter); ITERATOR_NEXT(myiter)) {
punit=(struct unit *)ITERATOR_PTR(myiter);
@@ -164,9 +164,9 @@ These are defined in common/packets.h.
For each 'foo' packet structure, there is one send and one receive function:
-int send_packet_foo (struct connection *pc,
- struct packet_foo *packet);
-struct packet_foo * receive_packet_foo (struct connection *pc);
+int send_packet_foo (struct connection *pc,
+ struct packet_foo *packet);
+struct packet_foo * receive_packet_foo (struct connection *pc);
The send_packet_foo() function serializes a structure into a bytestream
and adds this to the send buffer in the connection struct.
@@ -182,8 +182,8 @@ functions like dio_get_uint32().
A packet is constituted by header followed by the serialized structure
data. The header contains the following fields:
-uint16 : length (the length of the entire packet)
-uint8 : type (e.g. PACKET_TILE_INFO)
+uint16 : length (the length of the entire packet)
+uint8 : type (e.g. PACKET_TILE_INFO)
To demonstrate the route for a packet through the system, here's how
a unit disband is performed:
@@ -193,13 +193,13 @@ a unit disband is performed:
packet layer function send_packet_unit_request() with this structure and
packet type: PACKET_UNIT_DISBAND.
3) The packet layer serializes the structure, wraps it up in a packet
- containing the packetlength, type and the serialized data. Finally
+ containing the packetlength, type and the serialized data. Finally
the data is send to the server.
4) On the server the packet is read. Based on the type, the corresponding
- de-serialize function is called is called by get_packet_from_connection().
+ de-serialize function is called is called by get_packet_from_connection().
5) A packet_unit_request is initialized with the bytestream.
-6) Since the incoming packet is a request (a request in this context
- is every packet sent from the client to the server) the server sends a
+6) Since the incoming packet is a request (a request in this context
+ is every packet sent from the client to the server) the server sends a
PACKET_PROCESSING_STARTED packet to the client.
7) Finally the corresponding packet-handler, handle_unit_disband() function,
is called with the newly constructed structure.
@@ -210,11 +210,11 @@ a unit disband is performed:
wrapped into a packet along with the type PACKET_REMOVE_UNIT:
send_packet_generic_integer().
11) The packet is serialized and send across the network.
-12) The packet-handler returns and the end of the processing is
+12) The packet-handler returns and the end of the processing is
announced to the client with a PACKET_PROCESSING_FINISHED packet.
-13) On the client the PACKET_REMOVE_UNIT packet is deserialized into
+13) On the client the PACKET_REMOVE_UNIT packet is deserialized into
a packet_generic_integer structure.
-14) The corresponding client handler function is now called
+14) The corresponding client handler function is now called
handle_remove_unit(), and finally the unit is disbanded.
Notice that the two packets (PACKET_UNIT_DISBAND and
@@ -264,9 +264,9 @@ PACKET_THAW_HINT:
The Xaw client uses XtAppAddInput() to tell Xt to call the callback
functions, when something happens on the client socket.
-The Gtk+ client uses a similar gdk_input_add() call.
+The GTK+ client uses a similar gdk_input_add() call.
-[The packet system started out as a pain and it stayed that way all the time.
+[The packet system started out as a pain and it stayed that way all the time.
After using Java's object serialize system, this handcoded serialize
code really feels like the stoneage. That said, I fear it requires some
advanced pre-processing system etc to automate the task for C structures. -PU]
@@ -324,7 +324,7 @@ forests and rivers are treated in specia
[IMO we should have gotten rid of libxpm long ago. The graphics should
be drawn in 24bit, and then quantized runtime, if the client is displayed
-on a pseudocolor display.
+on a pseudocolor display.
The current tile system should be converted to something like civ2's.
They get away with drawing way less tiles, and it looks better. -PU]
@@ -510,9 +510,9 @@ can ask me on <thue@xxxxxxx>.
-Thue
=========================================================================
-Client GUI- Athena
+Client GUI- Athena
=========================================================================
-One client GUI is written using athena-widgets. A few comments on this
+One client GUI is written using athena-widgets. A few comments on this
could prove useful for anyone wishing to write new dialogs or improve
on the current ones.
@@ -520,9 +520,9 @@ Widgets:
--------
When you create new widgets for a dialog, like:
- players_form = XtVaCreateManagedWidget("playersform",
- formWidgetClass,
- players_dialog_shell, NULL);
+ players_form = XtVaCreateManagedWidget("playersform",
+ formWidgetClass,
+ players_dialog_shell, NULL);
then put the widget properties in the app-default file 'Freeciv', instead
of hardcoding them. For the widget created above, the following entries
@@ -540,7 +540,7 @@ Pixcomm and Canvas:
The Pixcomm is a subclassed Command-widget, which can displays a Pixmap
instead of a string, on top of a button(command). The Pixcomm widget
should be used all places where this kind of high-level functionality
-is required.
+is required.
The Canvas widget is more low-level. One have to write an expose(redraw)
event-handler for each widget. The widget generates events on resize
@@ -555,7 +555,7 @@ widgets to libXaw. In hindsight I should
widget and add more highlevel functionality. -PU]
===========================================================================
-Misc - The idea trashcan
+Misc - The idea trashcan
===========================================================================
[Currently all of the major entities - units, cities, players, contains
an unique id. This id is really only required when a reference to an entity
@@ -590,7 +590,7 @@ There are four player-related entities:
+ nation
A type of civilization (except that very little actually depends on
- nation, and the oddity exists that each player must be of different
+ nation, and the oddity exists that each player must be of different
nation)
+ user
@@ -598,8 +598,8 @@ There are four player-related entities:
(this is the plan; it is not yet implemented).
+ connection
- Records a client connection; like a user, but disappears when the user
- disconnects, whereas for real users we may want to remember them between
+ Records a client connection; like a user, but disappears when the user
+ disconnects, whereas for real users we may want to remember them between
connections. See Connections section below.
Where do these entities exist?
@@ -649,24 +649,24 @@ users and unprotected ones.
----
THE PRESENT IMPLEMENTATION:
-Currently access levels are stored in the connection struct. This allows
-access levels to be assigned to each individual connected player, which
-would not be the case if they were directly assigned to the player struct
-(due to the fact that the players array changes when players are added or
+Currently access levels are stored in the connection struct. This allows
+access levels to be assigned to each individual connected player, which
+would not be the case if they were directly assigned to the player struct
+(due to the fact that the players array changes when players are added or
removed).
But that's it.
Players are still created before the game is started, and player names
-still belong to players. Access levels exist in client and server,
+still belong to players. Access levels exist in client and server,
but only the server uses them. User ids are not yet implemented;
Server ids do not exist at all.
-Commands to protect/unprotect users do not yet exist; they would serve
+Commands to protect/unprotect users do not yet exist; they would serve
no useful purpose.
-Access levels can set for individual users, including AI players with
-a connected observer, but only while someone is connected; they will not
+Access levels can set for individual users, including AI players with
+a connected observer, but only while someone is connected; they will not
be remembered when the user disconnects.
===========================================================================
@@ -709,7 +709,7 @@ Connections can be classified as follows
2. (pconn->established == 0) TCP connection has been made, but initial
Freeciv packets have not yet been negotiated (join_game etc).
Exists in game.all_connections only. Should not be sent any
- information except directly as result of join_game etc packets,
+ information except directly as result of join_game etc packets,
or server shutdown, or connection close, etc.
(All following cases exist in game.est_connections.)
Index: README
===================================================================
RCS file: /home/freeciv/CVS/freeciv/doc/README,v
retrieving revision 1.5.2.1
diff -u -3 -p -r1.5.2.1 README
--- README 2002/11/02 13:24:43 1.5.2.1
+++ README 2003/02/04 16:35:18
@@ -26,12 +26,12 @@ Translations:
You may find a translated version of this file, as well as of other parts
of the Freeciv documentation, in the following places:
- Dutch ./doc/nl
- French ./doc/fr
- German ./doc/de
- Italian ./doc/it
- Japanese ./doc/ja
- Swedish ./doc/sv
+ Dutch ./doc/nl
+ French ./doc/fr
+ German ./doc/de
+ Italian ./doc/it
+ Japanese ./doc/ja
+ Swedish ./doc/sv
Even if there is no translation for your language, the game itself may be
support it. Please see "Native Language Support" below.
@@ -166,15 +166,15 @@ Client:
option, which can be used to select different "tilesets" (that is,
different graphics for the map terrain, units, and so on). The
distribution comes with 2 main tilesets:
- - isotrident: An isometric tileset similar in shape to the one in civ 2.
- (not yet supported by the xaw client.)
+ - isotrident: An isometric tileset similar in shape to the one in civ 2.
+ (not yet supported by the Xaw client.)
- trident: a civ1-style tileset with 30x30 tiles.
The trident tileset has a variant called "trident_shields".
- In this release the isotrident tileset is the default in the gtk, amiga,
- and win32 clients, while the xaw client has trident as default.
- The "_shields" variants use a shield-shaped flag, which is smaller and
- may be less obscured.
+ In this release the isotrident tileset is the default in the GTK+,
+ amiga, and win32 clients, while the Xaw client has trident as default.
+ The "_shields" variants use a shield-shaped flag, which is smaller and
+ may be less obscured.
try them both and decide for yourself -- to use the trident tileset
start the client with:
@@ -254,7 +254,7 @@ Caveats:
to http://proxy.myisp.com:8888/ before starting the client.
3) Sometimes there are no games on the metaserver. That happens.
- The number of players there vary with the time of the day. Try
+ The number of players there vary with the time of the day. Try
starting one yourself!
@@ -389,9 +389,9 @@ Both the client and server print message
There are five categories of log messages: "fatal", "error", "normal",
"verbose", and "debug".
-By default, fatal, error and normal messages are printed to standard
-output where the client or server was started. You can direct log
-messages to a file instead of the screen with the "--log filename",
+By default, fatal, error and normal messages are printed to standard
+output where the client or server was started. You can direct log
+messages to a file instead of the screen with the "--log filename",
or "-l filename" command line options.
You can change the level of log messages displayed with "--debug
@@ -512,7 +512,7 @@ Internet Relay Chat (IRC)
Several players and developers hang out on #freeciv on the
Open Projects network. Try connecting to the server
- irc.openprojects.net
+ irc.openprojects.net
New Releases:
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