Feature #746 » 0015-Fix-doc-typos-found-by-codespell.patch
| doc/CodingStyle | ||
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1) You are using C99 dynamic arrays and you need to check the size
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of the array before you declare it.
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2) Variable in question is declared only conditionally to some preprocessor
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macro, and there's separate code block similary conditional to the same
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macro, and there's separate code block similarly conditional to the same
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macro that would use it. In that case it's ok to declare the variable
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inside the macro guarded block that is using it.
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| doc/HACKING | ||
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Ideally, users would be identified with unique global ids, handed out
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by a 'registry service' similar to the metaserver, but this would be
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too cumbersome in practice. So the plan is to make users persist in
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a server session (even whan a game is started, or restarted when that
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a server session (even when a game is started, or restarted when that
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option is added) and make them persist across games (when a saved
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game is loaded in a different server session).
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| ... | ... | |
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When a player starts a client, they are presented with several options:
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start a new game, continue a saved game and connect to a networked game.
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For the latter option, connect_to_server() is called and login proceeeds as
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For the latter option, connect_to_server() is called and login proceeds as
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normal. The first two options, connectdlg_common.c:client_start_server() is
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called. Here, a server is spawned, standard input and outputs to that process
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are closed, and then connect_to_server() is called so the client connects to
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| doc/INSTALL.meson | ||
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doesn't work outside AppImage.
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gen-packets-args (array):
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Aditional packet generator arguments passed to common/generate_packets.py.
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Additional packet generator arguments passed to common/generate_packets.py.
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qtver ('qt5'/'qt6'/'qt6x'):
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Whether to build Qt5, Qt6, or experimental Qt6 versions of the binaries.
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| doc/README.actions | ||
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Sabotage City Production" - Sabotage the city's produciton.
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"Sabotage City Production" - Sabotage the city's production.
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* UI name can be set using ui_name_sabotage_city_production
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Sabotage City Production Escape" - Sabotage the city's produciton.
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"Sabotage City Production Escape" - Sabotage the city's production.
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* UI name can be set using ui_name_sabotage_city_production_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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| ... | ... | |
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can't have any trade routes at all it is impossible to establish a new
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one.)
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"Enter Marketplace" - Get a one time bounus without creating a trade route.
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"Enter Marketplace" - Get a one time bonus without creating a trade route.
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* UI name can be set using ui_name_enter_marketplace
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* actor must be aware that the target exists
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* any action listed in enter_marketplace_blocked_by must be impossible
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| doc/README.crosser | ||
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on platforms/windows/installer_cross/.
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Currently these scripts need to be run on their own
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directory, and they produce their output there
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(wihin freeciv tree). If everything success, final
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(within freeciv tree). If everything success, final
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installers are generated to meson/output/
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or autotools/output/
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| doc/README.effects | ||
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The text in the brackets is the entry name, which just has to be unique, but
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is otherwise not used. The 'type' tells Freeciv which effect type
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is being added. If effect is active, 'value' gets added to the total of
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the effect type's current value (i.e. values of individial effect entries
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the effect type's current value (i.e. values of individual effect entries
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are cumulataive.) What that (total) value is actually used for depends
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on effect type. The 'reqs' table contain a list of requirements for
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this effect being in active. You need to satisfy all requirements
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| doc/README.graphics | ||
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matched sprites : If the terrain has a match type or is layered, a
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set of matched sprites is needed. This consists of
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16 sprites with tags "t.<terrain>_n<V>e<V>s<V>w<V>"
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(e.g., "t.hills_n0e0s1w0". Each direcional value
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(e.g., "t.hills_n0e0s1w0". Each directional value
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<V> is either 0 or 1. Note that the directions are
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in map coordinates, so n (north) in iso-view is
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northeast on the mapview. (Note this only applies
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| doc/README.nations | ||
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What nations can be added to Freeciv?
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=====================================
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A nation in Freeciv should preferrably be a current independent country
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A nation in Freeciv should preferably be a current independent country
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or a historical kingdom or realm. A nation that is currently governed
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by or the part of a greater political entity, or in other ways lacks
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complete independence could in most cases be made a Freeciv nation as
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