Updated main documentation further to be current.
Accidently committed half updated config.html
This commit is contained in:
parent
e8794b4961
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4 changed files with 118 additions and 98 deletions
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@ -174,33 +174,33 @@ Please read the doxygen/doc++ documentation.
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// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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// \/ \/ \//_____/ \/
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// ______________________ ______________________
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// T H E W A R B E G I N S
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// Stratagus - A free fantasy real time strategy game engine
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// T H E W A R B E G I N S
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// Stratagus - A free fantasy real time strategy game engine
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//
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/**@name {filename}.c - {One line description of this file} */
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//
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// (c) Copyright 2004 by {insert your name here}
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// (c) Copyright 2004 by {insert your name here}
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; only version 2 of the License.
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; only version 2 of the License.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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// $Id$
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// $Id$
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//@{
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/*----------------------------------------------------------------------------
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-- Includes
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-- Includes
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----------------------------------------------------------------------------*/
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#include <stdio.h>
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@ -210,13 +210,13 @@ Please read the doxygen/doc++ documentation.
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// More game includes.
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/*----------------------------------------------------------------------------
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-- Variables
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-- Variables
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----------------------------------------------------------------------------*/
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// Global and local variables of this module.
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/*----------------------------------------------------------------------------
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-- Functions
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-- Functions
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----------------------------------------------------------------------------*/
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// Local and global functions of this module.
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@ -234,12 +234,56 @@ If you fix in other modules, please imitate the coding style of the original cod
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found online <a href="http://lwn.net/2001/1115/a/CodingStyle.php3">here</a>).
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<ul>
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<li>Write ANSI C.
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<li>Use 4 spaces tabulators.
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<li>All Tabs (Developers use 4 columns for a tab).
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<li>No line should be longer than 78 characters.
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<li>All comments should be on their own line.
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<li>Use { } even for one statement blocks.
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</ul>
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<b>Coding Examples:</b>
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<pre>
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// Example for statement with i incremented
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for (i = 0; i < sample->Length >> 1; ++i) {
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...
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}
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// if statement with brackets and functions.
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if ((i = CLread(f, &chunk, sizeof(chunk))) != sizeof(chunk)) {
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...
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}
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// function with variables defined.
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int function(int a, int b)
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{
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int x;
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int y;
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x = a;
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y = b;
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return 0;
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}
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// Example of a function
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static int CclLoadPud(lua_State* l)
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{
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const char* name;
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if (SaveGameLoading) {
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return 0;
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}
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if (lua_gettop(l) != 1) {
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LuaError(l, "incorrect argument");
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}
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name = LuaToString(l, 1);
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LoadPud(name, &TheMap);
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// FIXME: LoadPud should return an error
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return 0;
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}
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</pre>
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NOTE: If you make big changes please always extend the copyright with your name,
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and always update the copyright year if required.<p>
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35
doc/faq.html
35
doc/faq.html
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@ -44,35 +44,6 @@ For any questions not mentioned here, please visit
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A: Yes, if you compiled SDL with alsa support and you compiled stratagus
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using SDL video mode.<p>
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<b>Q: Does Stratagus work with the W*rcr*ft 2 BNE version?</b><br>
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A: No. The file format of this version is currently not supported.<p>
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<b>Q: What W*rcr*ft 2 CD's do work with Stratagus?</b><br>
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A: If you have any trouble with extracting, please contact us.
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Also if you have a CD not listed here, please send us the test results.
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<ul>
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<li>US Expansion (both MAC/DOS)
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<li>US Original (both MAC/DOS)
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<li>UK/Australian Original
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<li>UK/Australian Expansion
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<li>German Original
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<li>German Expansion
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<li>Spanish Original
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</ul><p>
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<b>Q: Can I use Stratagus to join in a W*rcr*ft 2 network game?</b><br>
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A: Sorry, Stratagus use its own network protocol.
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The protocol needs the exact same code executed on all machines,
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and it is not possible to have this with the original WC2,
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therefore you can only connect to a Stratagus server.<p>
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<b>Q: What about other RTS games?</b><br>
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A: St*rcr*ft and W*rcr*ft 1 support is in development. T*ber*an Sun
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may be added in the distant future. For the old C&C games, you can
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use freecnc.<p>
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<b>Q: What ports does the Stratagus network protocol use?</b><br>
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A: 6660 by default, you may start stratagus with '-Pxxxx' flag to
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use port xxxx instead.<p>
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A: Install Stratagus to the C: drive. This has solved the problem for
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everybody who has had this bug.<p>
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<b>Q: Stratagus runs really slow in large resolutions, what can I do?</b><br>
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A: Versions of Stratagus from 2.1 update the screen every frame, and are
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designed to be used with OpenGL support. Using Software/SDL to update
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large screens is too slow and will cause the game to be slow. Use
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OpenGL if possible, or play in 640x480.<p>
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<b>Q: I have installed the windows version, when I start Stratagus I get
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only the splash screen and the game stops, but consumes 100% CPU. What
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have I done wrong?</b><br>
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@ -49,6 +49,13 @@
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<hr>
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<a href="#AStar">AStar</a>
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<a href="#DecorationOnTop">DecorationOnTop</a>
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<a href="#+DefineDefaultIncomes">DefineDefaultIncomes</a>
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<a href="#+DefineDefaultResourceAmounts">DefineDefaultResourceAmounts</a>
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<a href="#+DefineDefaultResourceNames">DefineDefaultResourceNames</a>
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<a href="#+DefineDefaultResources">DefineDefaultResources</a>
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<a href="#+DefineDefaultResourcesHigh">DefineDefaultResourcesHigh</a>
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<a href="#+DefineDefaultResourcesLow">DefineDefaultResourcesLow</a>
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<a href="#+DefineDefaultResourcesMedium">DefineDefaultResourcesMedium</a>
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<a href="#HealthSprite">HealthSprite</a>
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<a href="#ManaSprite">ManaSprite</a>
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<a href="#RevealMap">RevealMap</a>
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Show bars and dots always on top.
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<a name="DefineDefaultIncomes"></a>
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<h3>DefineDefaultIncomes([number, number, ...])</h3>
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Defines the amount of resource to pickup by default when harvesting/collecting.
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When collecting gold for example you get 100 gold for a single pickup.
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<dl>
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<dt>number</dt>
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<dd>The amount of resource to collect by default per pickup.
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- Define 7 default incomes
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-- Resources "time", "gold", "wood", "oil", "ore", "stone", "coal"
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DefineDefaultIncomes(0, 100, 100, 100, 100, 100, 100)
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</pre>
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<a name="DefineDefaultResourceAmounts"></a>
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<h3>DefineDefaultResourceAmounts()</h3>
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<a name="DefineDefaultResourceNames"></a>
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<h3>DefineDefaultResourceNames()</h3>
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<a name="DefineDefaultResources"></a>
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<h3>DefineDefaultResources()</h3>
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<a name="DefineDefaultResourcesHigh"></a>
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<h3>DefineDefaultResourcesHigh()</h3>
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<a name="DefineDefaultResourcesLow"></a>
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<h3>DefineDefaultResourcesLow()</h3>
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<a name="DefineDefaultResourcesMedium"></a>
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<h3>DefineDefaultResourcesMedium()</h3>
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<a name="HealthSprite"></a>
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<h3>HealthSprite(file, hotx, hoty, width, height)</h3>
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@ -38,38 +38,17 @@
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<a href="gpl.html">"GNU General Public License"</a></b>
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<hr>
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<h2>Note:</h2>
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<a href="http://savannah.nongnu.org/pm/?group=stratagus">
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You can find a more up to date list of the planned tasks here:
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http://savannah.nongnu.org/pm/?group=stratagus</a>
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<p>
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<a href="http://savannah.nongnu.org/bugs/?group=stratagus">Look at already submitted feature requests here:
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http://savannah.nongnu.org/bugs/?group=stratagus
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</a>
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<p>
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<a href="http://savannah.nongnu.org/bugs/?group=stratagus">You can submit your own ideas and feature requests here:
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http://savannah.nongnu.org/bugs/?group=stratagus
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</a>
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<h2> This should be done for the next release (1.19):</h2>
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<h2> This should be done for the next release (2.3):</h2>
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<!-- ---- ====== -- ---- --- --- ---- ------- ------- -->
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<ul>
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<li>Worker with gold/wood could go to depot under construction!
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<li>Ai can't find any way, tries this to often.
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<li>Decoration on top not supported.
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<li>Regenerating forest looks weird.
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<li>Touch of darkness has wrong time for damage.
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<li>SVGALIB version does not support 3 mouse button.
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<li>Sometime it seems that the command buttons aren't changed.
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<li>Let target of attack command blink, if selected (like right click)
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<li>Should rewrite the create player code.
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<li>Should show planed buildings, if I build with alt+shift more than one.
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<li>Canceled buildings stills shows gray rectangle, if new building is build.
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<li>New show actions produces new errors, buttons aren't correctly updated.
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<li>The color cycling isn't 100% correct. See FIXME: in ColorCycle()
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<li>Scroll with the keyboard: use state and not the repeat rate. Than make
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the scroll speed configurable. Use the repeat flag for faster scrolling.
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<li>Ships do not go up and down, if attacking.
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<li>I cannot change unit 'pending' or however you call it (command applied to
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new trained units) when there is a unit in train queue, I think I could.
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@ -78,18 +57,10 @@ http://savannah.nongnu.org/bugs/?group=stratagus
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<li>The thing is, if whatever is blocking the path to the wood moves, the
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worker moves to some wired position (-1,-1), if no hall is available.
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<li>First sound of attack i never hear, only second,..
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<li>4map of orc campaign - I can't get option for creation of transport
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(can't upgrade townhall)
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<li>Let single player maps played as multiplayer.
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<li>More suggestions?
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<li>Building-cursor and cursor over units shouldn't change to looking glass.
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<li>Flying and ships could only be on even fields.
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<li>The heading of attacking units isn't 100% correct.
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<li>The heading of missiles isn't 100% correct.
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<li>Units trained says nothing?
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<li>Fix all known core dumpers.
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<li>Ships should first attack units with distance weapon.
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<li>Units attacked, which can't re-attack should go out of range.
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</ul>
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<h2> Next to implement: </h2>
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@ -98,28 +69,18 @@ http://savannah.nongnu.org/bugs/?group=stratagus
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<li>Document all functions with doc++ or doxygen comments.
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<li>Show the units in a transporter on map. (Partly done)
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<li>New spell "show units in enemy transporters"
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<li>Make a spy unit.
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<li>Costs Spells
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<li>Corpse have a sight-range which will slowly reduced.
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<li>Reduce memory use. (16 MB)
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<li>Unit moves away from magni.., glass must disappear. (duplicate)
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<li>The price and name of something to be built/upgraded doesn't disappear,
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and will remain on the screen until another price comes up.
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<li>The brown background is never updated, and it will build a mass of
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strange bits of pictures.
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<li>Water buildings couldn't be always be reached with new ship code.
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<li>Selecting with rectangle and scrolling with keyboard: some solutions??
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<li>Transporter and party didn't meet automatic (fixed, but not perfect)!
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<li>Selecting with rectangle and scrolling with keyboard, scrolls selection area: some solutions??
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<li>Another big thing I noticed - When loading data/puds/multi/jimland.pud,
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before the player stats appear, MANY lines saying "REGM: contains unknown
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action 0x4100" are shown. I didn't even look to see where this message is
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generated, but this serves as a heads-up.
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<li>Status line isn't correct cleared.
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<li>Make color-cycling speed configurable.
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<li>ActionNone is used, where?
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<li>Support different AI for levels.
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<li>Let the campaigns play like the original.
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<li>Setting the units limit for each player separate.
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<li>Decoration on top not supported.
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</ul>
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<h2>In the near future:</h2>
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@ -130,7 +91,6 @@ http://savannah.nongnu.org/bugs/?group=stratagus
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<li>Fog of war (correct)
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<li>Exploration (correct)
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<li>Never chop the same wood twice.
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<li>DGA X11 supported.
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<li>individual speeds for players.
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<li>Training queues without resources.
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<li>Hear range, and sound handling of only bearable sounds.
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@ -140,7 +100,6 @@ http://savannah.nongnu.org/bugs/?group=stratagus
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<!-- == === === ======= -->
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<ul>
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<li>Documentation
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<li>Support for debian / rpm packets (Yes: on www.debian.org or www.suse.de)
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</ul>
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<h2>Future plans:</h2>
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@ -150,7 +109,7 @@ http://savannah.nongnu.org/bugs/?group=stratagus
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<li>Editing Build multiple units (training queue)
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<li>Editing Build list for buildings (building queue)
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<li>Z coordinates
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<li>Ground effects (roads faster,...)
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<li>Ground effects (roads faster,...) (Map Support Needed, A* Works)
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<li>Animated cursors
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<li>Automatic repairs
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<li>Show how time of bloodlust... (blink if short before end)
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@ -165,8 +124,6 @@ http://savannah.nongnu.org/bugs/?group=stratagus
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<ul>
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<li>Animated resource icons.
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<li>All icons animated.
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<li>Paladins: Autohealing + Autoexorcism
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<li>Ogres: Autobloodlust
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<li>Upgradeable magic: One level of upgrade == -(10-15)% required mana to cast,
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but +(15-20)% of cost. Up to level 9.
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<li>Upgradeable weapon accuracy: In the same manner as upgradeable magic,
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|
@ -174,13 +131,10 @@ http://savannah.nongnu.org/bugs/?group=stratagus
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increases in step of 5. accuracy improvements enabled after full strength
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upgrades.
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<li>Units can patrol between other units.
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<li>Mage Tower/Temple of Death accumulates energy. Then it can be transferred
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to nearby units in x8 value.
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<li>What about if peon attack is modified in this way that if attacks
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building it returns 1/2 of the resources for it. something like demolishing,
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not needed buildings or enemy ones.
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<li>Support for W*rC*rft. (without II)
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<li>Support for W*rC*rft Alpha. (Some nice ideas was dropped)
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<li>Allow multiple tilesets / map or pud.
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<li>1) Randomly generate unit structure. Random health, mana, accuracy.
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<li>2) Allow bridges over rivers, that can be destroyed.
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|
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Loading…
Add table
Reference in a new issue