Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2005:
[Freeciv-Dev] Re: (PR#12706) [PATCH] Events framework
Home

[Freeciv-Dev] Re: (PR#12706) [PATCH] Events framework

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12706) [PATCH] Events framework
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 26 Apr 2005 20:56:54 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12706 >

Vasco Alexandre da Silva Costa wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12706 >
> 
> Hello,
> 
> Now that lua+tolua are in CVS, I have ported the prototype to CVS HEAD,
> and implemented the find, intl (for i18n), comms modules.
> 
> I also added a small example script and two demo events: "end_turn" and
> "hut_enter", so you can see it working.
> 
> There are still some empty spots: where should error output go
> (currently its civserver stdout), proper savedgame handling, etc. But it
> does a lot right now, I would say its 70% complete, sans events
> additions, which are simple to add.

1.  The vast proliferation of api_* functions in server/ is really bad.
 Everything has an API, not just script functions.  If you need so many
functions make a new directory (server/script).

2.  Why do the unit and player function (like print_unit) in events.lua
have a return value?

3.  What's the difference between script_signal_emit and script_signal_new?

4.  Most of the .c functions do not have a single line of comment in
them.  The code and design are completely unintelligible to me.

-jason





[Prev in Thread] Current Thread [Next in Thread]