CVS Apolyton Report jan 2002
Once in awhile I decide to take look through the CVS change list to see what the major changes in Freeciv are. It might be helpful for people interested in Freeciv to keep up with this so I post this here. I've shortened the list a bit to only show changes that are (or might be) relevant to pro/semi casual gamers.
You can check the full list of CVS changes with all the programmers/bughunters/contributors at: ftp://www.freeciv.org/pub/freeciv/latest/changes.txt
Important changes/additions are in bold
I've also posted some comments and questions here and there. I'm curious how the Freeciv game engine works. So if someone can help, thanks in advance.
Sat Feb 2 01:30:03 PST 2002 Raimar Falke
freeciv/ai Makefile.in
freeciv/client Makefile.in
freeciv/client/gui-gtk Makefile.in
freeciv/client/gui-stub Makefile.in
freeciv/client/gui-win32 Makefile.in
freeciv/client/gui-xaw Makefile.in
freeciv/client/include Makefile.in
freeciv/common Makefile.in
freeciv/data Makefile.in
freeciv/data/civ1 Makefile.in
freeciv/data/classic Makefile.in
freeciv/data/civ2 Makefile.in
freeciv/data/default Makefile.in
freeciv/data/engels Makefile.in
freeciv/data/hires Makefile.in
freeciv/data/misc Makefile.in
freeciv/data/nation Makefile.in
freeciv/data/scenario Makefile.in
freeciv/data/trident Makefile.in
freeciv/doc Makefile.in
freeciv/server Makefile.in
freeciv/client/agents Makefile.in
freeciv/client/agents .cvsignore
Add the agents infrastructure. From the readme:
An agent is a piece of code which is responsible for a certain
area. An agent will be given a specification by the user of the
agent and a set of objects which the agent can controll (the
production queue of a city, a city, a unit, a set of units or the
whole empire). The user can be a human player or another part of the
code including another agent. There is no extra interaction between
the user and the agent needed after the agent got its task
description.
Add the citizen management agent (CMA). From the docu:
The purpose of this agent is to manage the citizens of a city. The
caller has to provide a goal which determines in which way the
citizens are allocated and placed. The agent will also avoid
disorder. The plan defines a minimal surplus. The agent will try to
get the required surplus. If there are citizens free after
allocation of the minimal surplus these citizens will get arranged
to maximize the sum over base*factor. The base depends upon the
factor_target.
The agents infrastructure and the core of the CMA were developed by
me. The GTK frontend and README.cma is from Mike Kaufman
. Thanks go to Christian Knoke
for his testing.
If I understand this correctly you're appointing the equivalent of an adviser to a city, a 'mayor'
Sat Feb 2 01:21:32 PST 2002 Raimar Falke
freeciv/client Makefile.am attribute.c attribute.h cityrepdata.c cityrepdata.h civclient.c clinet.c options.c packhand.c
freeciv/client/agents Makefile.am agents.c agents.h cma_core.c cma_core.h cma_fec.c cma_fec.h
freeciv/client/gui-gtk cma_fe.c cma_fe.h Makefile.am citydlg.c citydlg.h cityrep.c mapctrl.c
freeciv/common events.h
freeciv README.cma README.agents
freeciv configure.in
freeciv Makefile.in configure
Add the agents infrastructure. From the readme:
An agent is a piece of code which is responsible for a certain
area. An agent will be given a specification by the user of the
agent and a set of objects which the agent can controll (the
production queue of a city, a city, a unit, a set of units or the
whole empire). The user can be a human player or another part of the
code including another agent. There is no extra interaction between
the user and the agent needed after the agent got its task
description.
Add the citizen management agent (CMA). From the docu:
The purpose of this agent is to manage the citizens of a city. The
caller has to provide a goal which determines in which way the
citizens are allocated and placed. The agent will also avoid
disorder. The plan defines a minimal surplus. The agent will try to
get the required surplus. If there are citizens free after
allocation of the minimal surplus these citizens will get arranged
to maximize the sum over base*factor. The base depends upon the
factor_target.
The agents infrastructure and the core of the CMA were developed by
me. The GTK frontend and README.cma is from Mike Kaufman
. Thanks go to Christian Knoke
for his testing.
Sat Feb 2 00:57:36 PST 2002 Raimar Falke
freeciv/client packhand.c
freeciv/common capstr.c packets.c packets.h
freeciv/server citytools.c
Add the tile_trade field to a packet_short_city. For the exact client
side calculation of the benefit of trade routes it is necessary to
know the tile_trade field of the other city. It is possible that the
other city is an enemy city. Information for enemy cities are send
using packet_short_city. The change sets the tile_trade field of a
packet_short_city to non-zero if the receiving player has a city which
has a traderoute with the city the packet is about. See also the
change from "Sat Oct 6 21:02:01 2001 (GMT)"
Reveal the other endpoints of the traderoutes if a city is transfered.
Sat
Thu Jan 31 14:48:27 PST 2002 Mike Kaufman
freeciv/server gotohand.c maphand.c maphand.h
general cleanup of find_a_direction() as well as make triremes
safer by having them attempt to find coast if there no alternative.
add a function is_coast_seen() to take advantage of the knowledge
that a coastal tile shows a land strip near the edge even if it's
otherwise unknown. [Note: this is a strong indication that the
client knows more than it should]
Patch by Gregory Berkolaiko
Thu Jan 31 07:17:38 PST 2002 Raimar Falke
freeciv/common hash.c
Make compiler happy.
Reported by Alexander Mai.
We all like to be happy
Tue Jan 29 14:06:15 PST 2002 Anthony Stuckey
freeciv/ai advmilitary.c aiunit.c aiunit.h
Extract common code into a new function, military_amortize().
Patch by Gregory Berkolaiko (gberkolaiko@yahoo.co.uk)
Could someone take a look at this function and see what it does?
Sat Jan 26 12:14:13 PST 2002 Raimar Falke
freeciv/common registry.c registry.h
Add the ability to add comments to entries. Comments are currently
only supported for output and won't work with the table format.
Don't know what this does
Sat Jan 26 11:56:59 PST 2002 Raimar Falke
freeciv/common city.c city.h
Export base_city_celebrating.
Can someone check this out?
Sat Jan 26 10:10:19 PST 2002 Raimar Falke
freeciv/client attribute.c attribute.h
Move documentation of functions from attribute.h to attribute.c.
Can someone check this out?
Mon Jan 21 02:19:04 PST 2002 Raimar Falke
freeciv/common tech.c
Fix a bug which caused future techs to have a cost of zero.
Reported by Paul Zastoupil.
Mon Jan 21 02:16:19 PST 2002 Raimar Falke
freeciv/client/gui-gtk helpdlg.c inteldlg.c repodlgs.c
freeciv/client/gui-win32 helpdlg.c inteldlg.c
freeciv/client/gui-mui helpdlg.c inteldlg.c
freeciv/client/gui-xaw helpdlg.c inteldlg.c repodlgs.c
freeciv/po POTFILES.in
freeciv/common tech.c tech.h
freeciv/server plrhand.c unittools.c
Cleanup of the future tech handling. This includes a test function
(is_future_tech) and a generic method for the generation of the names
for technologies (get_tech_name).
Seeing that some hardcore Civ2 players could go into three digits with future techs this is a smart decision
Thu Jan 17 02:26:29 PST 2002 Raimar Falke
freeciv/client helpdata.c
freeciv/common tech.c tech.h
Extend the information available for a technology in the help system.
The help system as it stands needs a lot of work. Why isn't there a civilopedia!?
Thu Jan 17 01:58:27 PST 2002 Raimar Falke
freeciv/client mapview_common.c
Handle a special case for tiles which are used by another city.
Reported as (PR#1198) by Daniel Speyer
. Patch from Jason Short
.
Does this have something to do with ICS?
Thu Jan 17 00:36:08 PST 2002 Raimar Falke
freeciv configure.in
freeciv configure
Add support for extended plural forms. Some languages have more plural
forms than English (which only has two forms: singular and plural). To
allow a translator to translate for example "3 units" correctly the
PL_ macro is introduced. Usage:
PL_(singular as a string, plural as a string, number of objects as int)
Example:
PL_("%d unit", "%d units", units)
Patch from Mateusz Stefek with additions from me.
This is actually important for making a local translation
Wed Jan 16 21:31:00 PST 2002 Mike Kaufman
Tue Jan 15 13:23:49 PST 2002 Raimar Falke
freeciv/client/gui-gtk repodlgs.c
freeciv/client/gui-mui repodlgs.c
freeciv/client/gui-win32 repodlgs.c
freeciv/client/gui-xaw repodlgs.c
Add a special message if the cities produce no bulbs at all.
Nice one
Tue Jan 15 13:15:07 PST 2002 Raimar Falke
freeciv/server cityturn.c plrhand.c plrhand.h
Make the usage of generated bulbs more fair. Bulbs which are leftover
are now added to the next tech and will not be discarded. So the
distribtion of the bulbs doesn't matter anymore.
Remove two unused return values.
This very similar to the method used in Civ2, although i seem to recall it hinged on adding the science prod of cities to the next advance. Who can enlighten me?
Tue Jan 15 11:36:24 PST 2002 Raimar Falke
freeciv/common tech.c
Cleanup and fixing of base_total_bulbs_required. Change the guards
against divide by zero. Convert if-elseif to switch. Change semantics
of leakage style 2.
Reported from Jason Short as (PR#1221) and
Stefan Schnetter as (PR#1228).
Tue Jan 15 11:13:15 PST 2002 Raimar Falke
freeciv/common tech.c
Correct the mistake that the goal tech isn't included in
num_unknown_techs_for_goal.
Reported by Christian Knoke as (PR#1230).
Tue Jan 15 09:08:09 PST 2002 Raimar Falke
freeciv/client/gui-gtk citydlg.c
Add notifier about a non-empty worklist ("(worklist)") to the name of
the item which the city is building.
Patch from Mike Kaufman and me.
Mon Jan 14 09:17:09 PST 2002 Raimar Falke
freeciv/client helpdata.c
freeciv/client/gui-gtk citydlg.c happiness.c plrdlg.c repodlgs.c
freeciv/client/gui-mui citydlg.c plrdlg.c repodlgs.c worklistclass.c
freeciv/client/gui-win32 citydlg.c plrdlg.c repodlgs.c
freeciv/client/gui-xaw citydlg.c plrdlg.c repodlgs.c
freeciv/common fcintl.h
freeciv/server unittools.c
Add support for extended plural forms. Some languages have more plural
forms than English (which only has two forms: singular and plural). To
allow a translator to translate for example "3 units" correctly the
PL_ macro is introduced. Usage:
PL_(singular as a string, plural as a string, number of objects as int)
Example:
PL_("%d unit", "%d units", units)
Patch from Mateusz Stefek with additions from me.
Mon Jan 14 07:12:29 PST 2002 Raimar Falke
freeciv/client packhand.c
Fix a bug where the main map isn't updated if the citizen positions
are changed from inside a city dialog.
Reported and patch from Mateusz Stefek.
Sun Jan 13 20:14:23 PST 2002 Mike Kaufman
freeciv README.coding_style freeciv_hackers_guide.txt
Move mini-style guide from freeciv_hackers_guide.txt to its own
README, with additional guidelines.
Patch by Mike Kaufman and
freeciv-dev
note to self: Must read this
Fri Jan 11 05:50:48 PST 2002 Raimar Falke
freeciv/client packhand.c
freeciv/common capstr.c game.h packets.c packets.h tech.c tech.h
freeciv/data/civ1 game.ruleset
freeciv/data/civ2 game.ruleset
freeciv/data/default game.ruleset
freeciv/server ruleset.c rulesout.c
Make the way in which the costs for techs are determined more
flexible. From game.ruleset:
Method of calculating technology costs
0 - Civ (I|II) style. Every new tech add researchcost to cost of next tech.
1 - Cost of technology is (1+num_parents)*researchcost, where
num_parents == number of requirement for tech, counted recursively.
2 - Cost are read from tech.ruleset. Missing costs are generated by
style 1.
Technology leak from other civilizations
0 - No leak
1 - Tech costs are multiplied by (num_players-civs_with_tech)/num_players
2 - Same as 1, but civs_with_tech is only counted from players you have
embassy with
Patch from Juha Litola.
Hmmmmm, how does this work in practice if you're ahead?
Fri Jan 11 03:11:50 PST 2002 Raimar Falke
freeciv/ai advmilitary.c aihand.c aitech.c aitech.h
freeciv/client packhand.c
freeciv/common game.c game.h player.h tech.c tech.h
freeciv/server diplomats.c plrhand.c plrhand.h report.c unittools.c
Introduce of the following new functions
total_bulbs_required_for_goal, is_tech_a_req_for_goal,
base_total_bulbs_required and found_new_future_tech.
Move total_bulbs_required from common/game to common/tech.
Remove TECH_MARKED.
Generalize the old AI cache (num_unknown_techs). The new cache is in
struct player_research(required_techs, num_required_techs and
bulbs_required).
This AI related, important to know though
Thu Jan 10 20:24:14 PST 2002 Mike Kaufman
freeciv/client/gui-xaw mapview.c
fix nasty bug so things get drawn correctly
Patch by Jason Dorje Short
Thu Jan 10 18:35:54 PST 2002 Vasco Alexandre
Thu Jan 10 15:14:03 PST 2002 Vasco Alexandre da Silva Costa
freeciv/client climisc.c
freeciv/common city.c improvement.c improvement.h
freeciv/server citytools.c
Commited a big chunk of patch (PR#1142). This patch adds or removes
effects when improvements are built, transferred or sold.
Patch by Ben Webb with some changes by me.
Thu Jan 10 03:07:59 PST 2002 Raimar Falke
freeciv/server cityturn.c
[b]
Reduce the food stock after a population loss. This will allow correct
estimation of the "turns-till-city-grow" at the client side.
[b/]
Reported from Daniel Sjölie as (PR#1134). Patch
from me.
Is there a graphical foodbox option by any chance?
Wed Jan 9 13:49:07 PST 2002 Vasco Alexandre da Silva Costa
freeciv/common specvec.h specvec_c.h
Added generic vector (resizeable array) code.
Wed Jan 9 13:48:08 PST 2002 Vasco Alexandre da Silva Costa
freeciv/client climisc.c climisc.h packhand.c
freeciv/common Makefile.am city.h game.c game.h improvement.c improvement.h player.c player.h
freeciv/server citytools.c gamehand.c mapgen.c maphand.c plrhand.c ruleset.c savegame.c
Commited patch (PR#1140) which contains code to set up and free lists
for tracking improvement effects.
It has been modified to use a new vector type based on allocatable things
(in astring.c, astring.h).
Patch by Ben Webb with some changes by me.
Wed Jan 9 10:44:47 PST 2002 Sebastian Bauer
freeciv/amiga gettext.c smakefile
freeciv/client/gui-mui connectdlg.c dialogs.c graphics.c mapclass.c overviewclass.c
Amiga Version:
Compiles now again.
Removed map_adjust_x().
Fixed some bugs in the gettext support
I like amiga's, that's why this comment is here!
Wed Jan 9 08:12:53 PST 2002 Raimar Falke
freeciv/client civclient.c
Flush attributes if the user disconnects.
Patch from Teemu Kurppa.
Mon Jan 7 13:13:08 PST 2002 Raimar Falke
freeciv/server stdinhand.c
Restrict the set of possible values for the maxplayers option to
disable DoS attacks.
Reported by Stefan Schnetter as (PR#1103). Patch
from Petr Mojzisek.
Sun Jan 6 08:14:43 PST 2002 Raimar Falke
freeciv/data/scenario british-isles-85x80-v2.77.sav british-isles-80x76-v2.51.sav
New version from Martin McMahon.
Another map
Sun Jan 6 02:35:06 PST 2002 Raimar Falke
freeciv/server savegame.c
Restrict the change from DS_NEUTRAL to DS_WAR to AI players. Add
comments.
Reported as (PR#957) by Andreas Beckmann
and as (PR#1146) by Christian
Knoke. Patch from Thue Janus Kristensen
.
AI related it seems, can someone check this out?
Wed Jan 2 12:55:14 PST 2002 Mike Kaufman
freeciv/ai advdomestic.c
cleanup of domestic_advisor_choose_build() in advdomestic.c
no changes to AI behavior.
patch by Petr Baudis
Once in awhile I decide to take look through the CVS change list to see what the major changes in Freeciv are. It might be helpful for people interested in Freeciv to keep up with this so I post this here. I've shortened the list a bit to only show changes that are (or might be) relevant to pro/semi casual gamers.
You can check the full list of CVS changes with all the programmers/bughunters/contributors at: ftp://www.freeciv.org/pub/freeciv/latest/changes.txt
Important changes/additions are in bold
I've also posted some comments and questions here and there. I'm curious how the Freeciv game engine works. So if someone can help, thanks in advance.
Sat Feb 2 01:30:03 PST 2002 Raimar Falke
freeciv/ai Makefile.in
freeciv/client Makefile.in
freeciv/client/gui-gtk Makefile.in
freeciv/client/gui-stub Makefile.in
freeciv/client/gui-win32 Makefile.in
freeciv/client/gui-xaw Makefile.in
freeciv/client/include Makefile.in
freeciv/common Makefile.in
freeciv/data Makefile.in
freeciv/data/civ1 Makefile.in
freeciv/data/classic Makefile.in
freeciv/data/civ2 Makefile.in
freeciv/data/default Makefile.in
freeciv/data/engels Makefile.in
freeciv/data/hires Makefile.in
freeciv/data/misc Makefile.in
freeciv/data/nation Makefile.in
freeciv/data/scenario Makefile.in
freeciv/data/trident Makefile.in
freeciv/doc Makefile.in
freeciv/server Makefile.in
freeciv/client/agents Makefile.in
freeciv/client/agents .cvsignore
Add the agents infrastructure. From the readme:
An agent is a piece of code which is responsible for a certain
area. An agent will be given a specification by the user of the
agent and a set of objects which the agent can controll (the
production queue of a city, a city, a unit, a set of units or the
whole empire). The user can be a human player or another part of the
code including another agent. There is no extra interaction between
the user and the agent needed after the agent got its task
description.
Add the citizen management agent (CMA). From the docu:
The purpose of this agent is to manage the citizens of a city. The
caller has to provide a goal which determines in which way the
citizens are allocated and placed. The agent will also avoid
disorder. The plan defines a minimal surplus. The agent will try to
get the required surplus. If there are citizens free after
allocation of the minimal surplus these citizens will get arranged
to maximize the sum over base*factor. The base depends upon the
factor_target.
The agents infrastructure and the core of the CMA were developed by
me. The GTK frontend and README.cma is from Mike Kaufman
If I understand this correctly you're appointing the equivalent of an adviser to a city, a 'mayor'
Sat Feb 2 01:21:32 PST 2002 Raimar Falke
freeciv/client Makefile.am attribute.c attribute.h cityrepdata.c cityrepdata.h civclient.c clinet.c options.c packhand.c
freeciv/client/agents Makefile.am agents.c agents.h cma_core.c cma_core.h cma_fec.c cma_fec.h
freeciv/client/gui-gtk cma_fe.c cma_fe.h Makefile.am citydlg.c citydlg.h cityrep.c mapctrl.c
freeciv/common events.h
freeciv README.cma README.agents
freeciv configure.in
freeciv Makefile.in configure
Add the agents infrastructure. From the readme:
An agent is a piece of code which is responsible for a certain
area. An agent will be given a specification by the user of the
agent and a set of objects which the agent can controll (the
production queue of a city, a city, a unit, a set of units or the
whole empire). The user can be a human player or another part of the
code including another agent. There is no extra interaction between
the user and the agent needed after the agent got its task
description.
Add the citizen management agent (CMA). From the docu:
The purpose of this agent is to manage the citizens of a city. The
caller has to provide a goal which determines in which way the
citizens are allocated and placed. The agent will also avoid
disorder. The plan defines a minimal surplus. The agent will try to
get the required surplus. If there are citizens free after
allocation of the minimal surplus these citizens will get arranged
to maximize the sum over base*factor. The base depends upon the
factor_target.
The agents infrastructure and the core of the CMA were developed by
me. The GTK frontend and README.cma is from Mike Kaufman
Sat Feb 2 00:57:36 PST 2002 Raimar Falke
freeciv/client packhand.c
freeciv/common capstr.c packets.c packets.h
freeciv/server citytools.c
Add the tile_trade field to a packet_short_city. For the exact client
side calculation of the benefit of trade routes it is necessary to
know the tile_trade field of the other city. It is possible that the
other city is an enemy city. Information for enemy cities are send
using packet_short_city. The change sets the tile_trade field of a
packet_short_city to non-zero if the receiving player has a city which
has a traderoute with the city the packet is about. See also the
change from "Sat Oct 6 21:02:01 2001 (GMT)"
Reveal the other endpoints of the traderoutes if a city is transfered.
Sat
Thu Jan 31 14:48:27 PST 2002 Mike Kaufman
freeciv/server gotohand.c maphand.c maphand.h
general cleanup of find_a_direction() as well as make triremes
safer by having them attempt to find coast if there no alternative.
add a function is_coast_seen() to take advantage of the knowledge
that a coastal tile shows a land strip near the edge even if it's
otherwise unknown. [Note: this is a strong indication that the
client knows more than it should]
Patch by Gregory Berkolaiko
Thu Jan 31 07:17:38 PST 2002 Raimar Falke
freeciv/common hash.c
Make compiler happy.
Reported by Alexander Mai
We all like to be happy
Tue Jan 29 14:06:15 PST 2002 Anthony Stuckey
freeciv/ai advmilitary.c aiunit.c aiunit.h
Extract common code into a new function, military_amortize().
Patch by Gregory Berkolaiko (gberkolaiko@yahoo.co.uk)
Could someone take a look at this function and see what it does?
Sat Jan 26 12:14:13 PST 2002 Raimar Falke
freeciv/common registry.c registry.h
Add the ability to add comments to entries. Comments are currently
only supported for output and won't work with the table format.
Don't know what this does
Sat Jan 26 11:56:59 PST 2002 Raimar Falke
freeciv/common city.c city.h
Export base_city_celebrating.
Can someone check this out?
Sat Jan 26 10:10:19 PST 2002 Raimar Falke
freeciv/client attribute.c attribute.h
Move documentation of functions from attribute.h to attribute.c.
Can someone check this out?
Mon Jan 21 02:19:04 PST 2002 Raimar Falke
freeciv/common tech.c
Fix a bug which caused future techs to have a cost of zero.
Reported by Paul Zastoupil
Mon Jan 21 02:16:19 PST 2002 Raimar Falke
freeciv/client/gui-gtk helpdlg.c inteldlg.c repodlgs.c
freeciv/client/gui-win32 helpdlg.c inteldlg.c
freeciv/client/gui-mui helpdlg.c inteldlg.c
freeciv/client/gui-xaw helpdlg.c inteldlg.c repodlgs.c
freeciv/po POTFILES.in
freeciv/common tech.c tech.h
freeciv/server plrhand.c unittools.c
Cleanup of the future tech handling. This includes a test function
(is_future_tech) and a generic method for the generation of the names
for technologies (get_tech_name).
Seeing that some hardcore Civ2 players could go into three digits with future techs this is a smart decision
Thu Jan 17 02:26:29 PST 2002 Raimar Falke
freeciv/client helpdata.c
freeciv/common tech.c tech.h
Extend the information available for a technology in the help system.
The help system as it stands needs a lot of work. Why isn't there a civilopedia!?
Thu Jan 17 01:58:27 PST 2002 Raimar Falke
freeciv/client mapview_common.c
Handle a special case for tiles which are used by another city.
Reported as (PR#1198) by Daniel Speyer
Does this have something to do with ICS?
Thu Jan 17 00:36:08 PST 2002 Raimar Falke
freeciv configure.in
freeciv configure
Add support for extended plural forms. Some languages have more plural
forms than English (which only has two forms: singular and plural). To
allow a translator to translate for example "3 units" correctly the
PL_ macro is introduced. Usage:
PL_(singular as a string, plural as a string, number of objects as int)
Example:
PL_("%d unit", "%d units", units)
Patch from Mateusz Stefek
This is actually important for making a local translation
Wed Jan 16 21:31:00 PST 2002 Mike Kaufman
Tue Jan 15 13:23:49 PST 2002 Raimar Falke
freeciv/client/gui-gtk repodlgs.c
freeciv/client/gui-mui repodlgs.c
freeciv/client/gui-win32 repodlgs.c
freeciv/client/gui-xaw repodlgs.c
Add a special message if the cities produce no bulbs at all.
Nice one
Tue Jan 15 13:15:07 PST 2002 Raimar Falke
freeciv/server cityturn.c plrhand.c plrhand.h
Make the usage of generated bulbs more fair. Bulbs which are leftover
are now added to the next tech and will not be discarded. So the
distribtion of the bulbs doesn't matter anymore.
Remove two unused return values.
This very similar to the method used in Civ2, although i seem to recall it hinged on adding the science prod of cities to the next advance. Who can enlighten me?
Tue Jan 15 11:36:24 PST 2002 Raimar Falke
freeciv/common tech.c
Cleanup and fixing of base_total_bulbs_required. Change the guards
against divide by zero. Convert if-elseif to switch. Change semantics
of leakage style 2.
Reported from Jason Short
Stefan Schnetter
Tue Jan 15 11:13:15 PST 2002 Raimar Falke
freeciv/common tech.c
Correct the mistake that the goal tech isn't included in
num_unknown_techs_for_goal.
Reported by Christian Knoke
Tue Jan 15 09:08:09 PST 2002 Raimar Falke
freeciv/client/gui-gtk citydlg.c
Add notifier about a non-empty worklist ("(worklist)") to the name of
the item which the city is building.
Patch from Mike Kaufman
Mon Jan 14 09:17:09 PST 2002 Raimar Falke
freeciv/client helpdata.c
freeciv/client/gui-gtk citydlg.c happiness.c plrdlg.c repodlgs.c
freeciv/client/gui-mui citydlg.c plrdlg.c repodlgs.c worklistclass.c
freeciv/client/gui-win32 citydlg.c plrdlg.c repodlgs.c
freeciv/client/gui-xaw citydlg.c plrdlg.c repodlgs.c
freeciv/common fcintl.h
freeciv/server unittools.c
Add support for extended plural forms. Some languages have more plural
forms than English (which only has two forms: singular and plural). To
allow a translator to translate for example "3 units" correctly the
PL_ macro is introduced. Usage:
PL_(singular as a string, plural as a string, number of objects as int)
Example:
PL_("%d unit", "%d units", units)
Patch from Mateusz Stefek
Mon Jan 14 07:12:29 PST 2002 Raimar Falke
freeciv/client packhand.c
Fix a bug where the main map isn't updated if the citizen positions
are changed from inside a city dialog.
Reported and patch from Mateusz Stefek
Sun Jan 13 20:14:23 PST 2002 Mike Kaufman
freeciv README.coding_style freeciv_hackers_guide.txt
Move mini-style guide from freeciv_hackers_guide.txt to its own
README, with additional guidelines.
Patch by Mike Kaufman
freeciv-dev
note to self: Must read this
Fri Jan 11 05:50:48 PST 2002 Raimar Falke
freeciv/client packhand.c
freeciv/common capstr.c game.h packets.c packets.h tech.c tech.h
freeciv/data/civ1 game.ruleset
freeciv/data/civ2 game.ruleset
freeciv/data/default game.ruleset
freeciv/server ruleset.c rulesout.c
Make the way in which the costs for techs are determined more
flexible. From game.ruleset:
Method of calculating technology costs
0 - Civ (I|II) style. Every new tech add researchcost to cost of next tech.
1 - Cost of technology is (1+num_parents)*researchcost, where
num_parents == number of requirement for tech, counted recursively.
2 - Cost are read from tech.ruleset. Missing costs are generated by
style 1.
Technology leak from other civilizations
0 - No leak
1 - Tech costs are multiplied by (num_players-civs_with_tech)/num_players
2 - Same as 1, but civs_with_tech is only counted from players you have
embassy with
Patch from Juha Litola
Hmmmmm, how does this work in practice if you're ahead?
Fri Jan 11 03:11:50 PST 2002 Raimar Falke
freeciv/ai advmilitary.c aihand.c aitech.c aitech.h
freeciv/client packhand.c
freeciv/common game.c game.h player.h tech.c tech.h
freeciv/server diplomats.c plrhand.c plrhand.h report.c unittools.c
Introduce of the following new functions
total_bulbs_required_for_goal, is_tech_a_req_for_goal,
base_total_bulbs_required and found_new_future_tech.
Move total_bulbs_required from common/game to common/tech.
Remove TECH_MARKED.
Generalize the old AI cache (num_unknown_techs). The new cache is in
struct player_research(required_techs, num_required_techs and
bulbs_required).
This AI related, important to know though
Thu Jan 10 20:24:14 PST 2002 Mike Kaufman
freeciv/client/gui-xaw mapview.c
fix nasty bug so things get drawn correctly
Patch by Jason Dorje Short
Thu Jan 10 18:35:54 PST 2002 Vasco Alexandre
Thu Jan 10 15:14:03 PST 2002 Vasco Alexandre da Silva Costa
freeciv/client climisc.c
freeciv/common city.c improvement.c improvement.h
freeciv/server citytools.c
Commited a big chunk of patch (PR#1142). This patch adds or removes
effects when improvements are built, transferred or sold.
Patch by Ben Webb
Thu Jan 10 03:07:59 PST 2002 Raimar Falke
freeciv/server cityturn.c
[b]
Reduce the food stock after a population loss. This will allow correct
estimation of the "turns-till-city-grow" at the client side.
[b/]
Reported from Daniel Sjölie
from me.
Is there a graphical foodbox option by any chance?
Wed Jan 9 13:49:07 PST 2002 Vasco Alexandre da Silva Costa
freeciv/common specvec.h specvec_c.h
Added generic vector (resizeable array) code.
Wed Jan 9 13:48:08 PST 2002 Vasco Alexandre da Silva Costa
freeciv/client climisc.c climisc.h packhand.c
freeciv/common Makefile.am city.h game.c game.h improvement.c improvement.h player.c player.h
freeciv/server citytools.c gamehand.c mapgen.c maphand.c plrhand.c ruleset.c savegame.c
Commited patch (PR#1140) which contains code to set up and free lists
for tracking improvement effects.
It has been modified to use a new vector type based on allocatable things
(in astring.c, astring.h).
Patch by Ben Webb
Wed Jan 9 10:44:47 PST 2002 Sebastian Bauer
freeciv/amiga gettext.c smakefile
freeciv/client/gui-mui connectdlg.c dialogs.c graphics.c mapclass.c overviewclass.c
Amiga Version:
Compiles now again.
Removed map_adjust_x().
Fixed some bugs in the gettext support
I like amiga's, that's why this comment is here!
Wed Jan 9 08:12:53 PST 2002 Raimar Falke
freeciv/client civclient.c
Flush attributes if the user disconnects.
Patch from Teemu Kurppa
Mon Jan 7 13:13:08 PST 2002 Raimar Falke
freeciv/server stdinhand.c
Restrict the set of possible values for the maxplayers option to
disable DoS attacks.
Reported by Stefan Schnetter
from Petr Mojzisek
Sun Jan 6 08:14:43 PST 2002 Raimar Falke
freeciv/data/scenario british-isles-85x80-v2.77.sav british-isles-80x76-v2.51.sav
New version from Martin McMahon
Another map
Sun Jan 6 02:35:06 PST 2002 Raimar Falke
freeciv/server savegame.c
Restrict the change from DS_NEUTRAL to DS_WAR to AI players. Add
comments.
Reported as (PR#957) by Andreas Beckmann
Knoke
AI related it seems, can someone check this out?
Wed Jan 2 12:55:14 PST 2002 Mike Kaufman
freeciv/ai advdomestic.c
cleanup of domestic_advisor_choose_build() in advdomestic.c
no changes to AI behavior.
patch by Petr Baudis