Updated main documentation further to be current.

Accidently committed half updated config.html
This commit is contained in:
mr-russ 2004-06-06 05:22:25 +00:00
parent e8794b4961
commit f005ade2b2
4 changed files with 118 additions and 98 deletions

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@ -174,33 +174,33 @@ Please read the doxygen/doc++ documentation.
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
// T H E W A R B E G I N S
// Stratagus - A free fantasy real time strategy game engine
// T H E W A R B E G I N S
// Stratagus - A free fantasy real time strategy game engine
//
/**@name {filename}.c - {One line description of this file} */
//
// (c) Copyright 2004 by {insert your name here}
// (c) Copyright 2004 by {insert your name here}
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// $Id$
// $Id$
//@{
/*----------------------------------------------------------------------------
-- Includes
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
@ -210,13 +210,13 @@ Please read the doxygen/doc++ documentation.
// More game includes.
/*----------------------------------------------------------------------------
-- Variables
-- Variables
----------------------------------------------------------------------------*/
// Global and local variables of this module.
/*----------------------------------------------------------------------------
-- Functions
-- Functions
----------------------------------------------------------------------------*/
// Local and global functions of this module.
@ -234,12 +234,56 @@ If you fix in other modules, please imitate the coding style of the original cod
found online <a href="http://lwn.net/2001/1115/a/CodingStyle.php3">here</a>).
<ul>
<li>Write ANSI C.
<li>Use 4 spaces tabulators.
<li>All Tabs (Developers use 4 columns for a tab).
<li>No line should be longer than 78 characters.
<li>All comments should be on their own line.
<li>Use { } even for one statement blocks.
</ul>
<b>Coding Examples:</b>
<pre>
// Example for statement with i incremented
for (i = 0; i < sample->Length &gt;&gt; 1; ++i) {
...
}
// if statement with brackets and functions.
if ((i = CLread(f, &amp;chunk, sizeof(chunk))) != sizeof(chunk)) {
...
}
// function with variables defined.
int function(int a, int b)
{
int x;
int y;
x = a;
y = b;
return 0;
}
// Example of a function
static int CclLoadPud(lua_State* l)
{
const char* name;
if (SaveGameLoading) {
return 0;
}
if (lua_gettop(l) != 1) {
LuaError(l, "incorrect argument");
}
name = LuaToString(l, 1);
LoadPud(name, &amp;TheMap);
// FIXME: LoadPud should return an error
return 0;
}
</pre>
NOTE: If you make big changes please always extend the copyright with your name,
and always update the copyright year if required.<p>

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@ -44,35 +44,6 @@ For any questions not mentioned here, please visit
A: Yes, if you compiled SDL with alsa support and you compiled stratagus
using SDL video mode.<p>
<b>Q: Does Stratagus work with the W*rcr*ft 2 BNE version?</b><br>
A: No. The file format of this version is currently not supported.<p>
<b>Q: What W*rcr*ft 2 CD's do work with Stratagus?</b><br>
A: If you have any trouble with extracting, please contact us.
Also if you have a CD not listed here, please send us the test results.
<ul>
<li>US Expansion (both MAC/DOS)
<li>US Original (both MAC/DOS)
<li>UK/Australian Original
<li>UK/Australian Expansion
<li>German Original
<li>German Expansion
<li>Spanish Original
</ul><p>
<b>Q: Can I use Stratagus to join in a W*rcr*ft 2 network game?</b><br>
A: Sorry, Stratagus use its own network protocol.
The protocol needs the exact same code executed on all machines,
and it is not possible to have this with the original WC2,
therefore you can only connect to a Stratagus server.<p>
<b>Q: What about other RTS games?</b><br>
A: St*rcr*ft and W*rcr*ft 1 support is in development. T*ber*an Sun
may be added in the distant future. For the old C&amp;C games, you can
use freecnc.<p>
<b>Q: What ports does the Stratagus network protocol use?</b><br>
A: 6660 by default, you may start stratagus with '-Pxxxx' flag to
use port xxxx instead.<p>
@ -85,6 +56,12 @@ For any questions not mentioned here, please visit
A: Install Stratagus to the C: drive. This has solved the problem for
everybody who has had this bug.<p>
<b>Q: Stratagus runs really slow in large resolutions, what can I do?</b><br>
A: Versions of Stratagus from 2.1 update the screen every frame, and are
designed to be used with OpenGL support. Using Software/SDL to update
large screens is too slow and will cause the game to be slow. Use
OpenGL if possible, or play in 640x480.<p>
<b>Q: I have installed the windows version, when I start Stratagus I get
only the splash screen and the game stops, but consumes 100% CPU. What
have I done wrong?</b><br>

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@ -49,6 +49,13 @@
<hr>
<a href="#AStar">AStar</a>
<a href="#DecorationOnTop">DecorationOnTop</a>
<a href="#+DefineDefaultIncomes">DefineDefaultIncomes</a>
<a href="#+DefineDefaultResourceAmounts">DefineDefaultResourceAmounts</a>
<a href="#+DefineDefaultResourceNames">DefineDefaultResourceNames</a>
<a href="#+DefineDefaultResources">DefineDefaultResources</a>
<a href="#+DefineDefaultResourcesHigh">DefineDefaultResourcesHigh</a>
<a href="#+DefineDefaultResourcesLow">DefineDefaultResourcesLow</a>
<a href="#+DefineDefaultResourcesMedium">DefineDefaultResourcesMedium</a>
<a href="#HealthSprite">HealthSprite</a>
<a href="#ManaSprite">ManaSprite</a>
<a href="#RevealMap">RevealMap</a>
@ -170,6 +177,44 @@ AStar("fixed-unit-cost", 1000, "moving-unit-cost", 20, "know-unseen-terrain", "u
Show bars and dots always on top.
<a name="DefineDefaultIncomes"></a>
<h3>DefineDefaultIncomes([number, number, ...])</h3>
Defines the amount of resource to pickup by default when harvesting/collecting.
When collecting gold for example you get 100 gold for a single pickup.
<dl>
<dt>number</dt>
<dd>The amount of resource to collect by default per pickup.
<dt><i>RETURNS</i></dt>
<dd>Nothing</dd>
</dl>
<h4>Example</h4>
<pre>
-- Define 7 default incomes
-- Resources "time", "gold", "wood", "oil", "ore", "stone", "coal"
DefineDefaultIncomes(0, 100, 100, 100, 100, 100, 100)
</pre>
<a name="DefineDefaultResourceAmounts"></a>
<h3>DefineDefaultResourceAmounts()</h3>
<a name="DefineDefaultResourceNames"></a>
<h3>DefineDefaultResourceNames()</h3>
<a name="DefineDefaultResources"></a>
<h3>DefineDefaultResources()</h3>
<a name="DefineDefaultResourcesHigh"></a>
<h3>DefineDefaultResourcesHigh()</h3>
<a name="DefineDefaultResourcesLow"></a>
<h3>DefineDefaultResourcesLow()</h3>
<a name="DefineDefaultResourcesMedium"></a>
<h3>DefineDefaultResourcesMedium()</h3>
<a name="HealthSprite"></a>
<h3>HealthSprite(file, hotx, hoty, width, height)</h3>

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@ -38,38 +38,17 @@
<a href="gpl.html">"GNU General Public License"</a></b>
<hr>
<h2>Note:</h2>
<a href="http://savannah.nongnu.org/pm/?group=stratagus">
You can find a more up to date list of the planned tasks here:
http://savannah.nongnu.org/pm/?group=stratagus</a>
<p>
<a href="http://savannah.nongnu.org/bugs/?group=stratagus">Look at already submitted feature requests here:
http://savannah.nongnu.org/bugs/?group=stratagus
</a>
<p>
<a href="http://savannah.nongnu.org/bugs/?group=stratagus">You can submit your own ideas and feature requests here:
http://savannah.nongnu.org/bugs/?group=stratagus
</a>
<h2> This should be done for the next release (1.19):</h2>
<h2> This should be done for the next release (2.3):</h2>
<!-- ---- ====== -- ---- --- --- ---- ------- ------- -->
<ul>
<li>Worker with gold/wood could go to depot under construction!
<li>Ai can't find any way, tries this to often.
<li>Decoration on top not supported.
<li>Regenerating forest looks weird.
<li>Touch of darkness has wrong time for damage.
<li>SVGALIB version does not support 3 mouse button.
<li>Sometime it seems that the command buttons aren't changed.
<li>Let target of attack command blink, if selected (like right click)
<li>Should rewrite the create player code.
<li>Should show planed buildings, if I build with alt+shift more than one.
<li>Canceled buildings stills shows gray rectangle, if new building is build.
<li>New show actions produces new errors, buttons aren't correctly updated.
<li>The color cycling isn't 100% correct. See FIXME: in ColorCycle()
<li>Scroll with the keyboard: use state and not the repeat rate. Than make
the scroll speed configurable. Use the repeat flag for faster scrolling.
<li>Ships do not go up and down, if attacking.
<li>I cannot change unit 'pending' or however you call it (command applied to
new trained units) when there is a unit in train queue, I think I could.
@ -78,18 +57,10 @@ http://savannah.nongnu.org/bugs/?group=stratagus
<li>The thing is, if whatever is blocking the path to the wood moves, the
worker moves to some wired position (-1,-1), if no hall is available.
<li>First sound of attack i never hear, only second,..
<li>4map of orc campaign - I can't get option for creation of transport
(can't upgrade townhall)
<li>Let single player maps played as multiplayer.
<li>More suggestions?
<li>Building-cursor and cursor over units shouldn't change to looking glass.
<li>Flying and ships could only be on even fields.
<li>The heading of attacking units isn't 100% correct.
<li>The heading of missiles isn't 100% correct.
<li>Units trained says nothing?
<li>Fix all known core dumpers.
<li>Ships should first attack units with distance weapon.
<li>Units attacked, which can't re-attack should go out of range.
</ul>
<h2> Next to implement: </h2>
@ -98,28 +69,18 @@ http://savannah.nongnu.org/bugs/?group=stratagus
<li>Document all functions with doc++ or doxygen comments.
<li>Show the units in a transporter on map. (Partly done)
<li>New spell "show units in enemy transporters"
<li>Make a spy unit.
<li>Costs Spells
<li>Corpse have a sight-range which will slowly reduced.
<li>Reduce memory use. (16 MB)
<li>Unit moves away from magni.., glass must disappear. (duplicate)
<li>The price and name of something to be built/upgraded doesn't disappear,
and will remain on the screen until another price comes up.
<li>The brown background is never updated, and it will build a mass of
strange bits of pictures.
<li>Water buildings couldn't be always be reached with new ship code.
<li>Selecting with rectangle and scrolling with keyboard: some solutions??
<li>Transporter and party didn't meet automatic (fixed, but not perfect)!
<li>Selecting with rectangle and scrolling with keyboard, scrolls selection area: some solutions??
<li>Another big thing I noticed - When loading data/puds/multi/jimland.pud,
before the player stats appear, MANY lines saying "REGM: contains unknown
action 0x4100" are shown. I didn't even look to see where this message is
generated, but this serves as a heads-up.
<li>Status line isn't correct cleared.
<li>Make color-cycling speed configurable.
<li>ActionNone is used, where?
<li>Support different AI for levels.
<li>Let the campaigns play like the original.
<li>Setting the units limit for each player separate.
<li>Decoration on top not supported.
</ul>
<h2>In the near future:</h2>
@ -130,7 +91,6 @@ http://savannah.nongnu.org/bugs/?group=stratagus
<li>Fog of war (correct)
<li>Exploration (correct)
<li>Never chop the same wood twice.
<li>DGA X11 supported.
<li>individual speeds for players.
<li>Training queues without resources.
<li>Hear range, and sound handling of only bearable sounds.
@ -140,7 +100,6 @@ http://savannah.nongnu.org/bugs/?group=stratagus
<!-- == === === ======= -->
<ul>
<li>Documentation
<li>Support for debian / rpm packets (Yes: on www.debian.org or www.suse.de)
</ul>
<h2>Future plans:</h2>
@ -150,7 +109,7 @@ http://savannah.nongnu.org/bugs/?group=stratagus
<li>Editing Build multiple units (training queue)
<li>Editing Build list for buildings (building queue)
<li>Z coordinates
<li>Ground effects (roads faster,...)
<li>Ground effects (roads faster,...) (Map Support Needed, A* Works)
<li>Animated cursors
<li>Automatic repairs
<li>Show how time of bloodlust... (blink if short before end)
@ -165,8 +124,6 @@ http://savannah.nongnu.org/bugs/?group=stratagus
<ul>
<li>Animated resource icons.
<li>All icons animated.
<li>Paladins: Autohealing + Autoexorcism
<li>Ogres: Autobloodlust
<li>Upgradeable magic: One level of upgrade == -(10-15)% required mana to cast,
but +(15-20)% of cost. Up to level 9.
<li>Upgradeable weapon accuracy: In the same manner as upgradeable magic,
@ -174,13 +131,10 @@ http://savannah.nongnu.org/bugs/?group=stratagus
increases in step of 5. accuracy improvements enabled after full strength
upgrades.
<li>Units can patrol between other units.
<li>Mage Tower/Temple of Death accumulates energy. Then it can be transferred
to nearby units in x8 value.
<li>What about if peon attack is modified in this way that if attacks
building it returns 1/2 of the resources for it. something like demolishing,
not needed buildings or enemy ones.
<li>Support for W*rC*rft. (without II)
<li>Support for W*rC*rft Alpha. (Some nice ideas was dropped)
<li>Allow multiple tilesets / map or pud.
<li>1) Randomly generate unit structure. Random health, mana, accuracy.
<li>2) Allow bridges over rivers, that can be destroyed.