Addressed more whitespace issues from #2613

[ci skip]
This commit is contained in:
Charles Dang 2018-03-12 03:47:12 +11:00
parent 9712147eed
commit 3a90f86674
94 changed files with 450 additions and 485 deletions

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@ -10,6 +10,6 @@ To push a new base image to Docker Hub
docker login
Username: wesnoth
docker tag <Image ID from `docker images`> wesnoth/wesnoth:16.04
docker push wesnoth/wesnoth:16.04

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@ -5,7 +5,7 @@ Some notes on specific images and image groups follow:
scepter_of_fire.png:
Old story image of the Scepter, quite large.
units/thain.png,units/thain2.png:
units/thain.png,units/thain2.png:
Originally from SoF. 1.3-sized.
desert-elvish-druid-statue.png, desert-elvish-shyde-statue:
@ -22,4 +22,3 @@ clasher-attack-mace.png
units/fire-dragon-flying-*.png
Jetryl plans to finish these. See FR #11041.

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@ -1,7 +1,7 @@
#
# This file contains terrain--graphics macros that are not currently used in
# This file contains terrain--graphics macros that are not currently used in
# mainline or any known UMC. The goal of moving them here is (a) to make
# the mainline files easier to read by reducing unused clutter, (b) to
# the mainline files easier to read by reducing unused clutter, (b) to
# clean up unused references so wmlscope sanity checking, and (c) to preserve
# these in case they are ever again useful.
#
@ -276,4 +276,3 @@
set_flag="base"
[/terrain_graphics]
#enddef

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@ -7,7 +7,7 @@ are met:
2. Redistributions in binary form must reproduce the copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. The name of the author may not be used to endorse or promote products
3. The name of the author may not be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR

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@ -15,7 +15,7 @@ if(NOT GETTEXT_XGETTEXT_EXECUTABLE)
endif(NOT GETTEXT_XGETTEXT_EXECUTABLE)
set(GETTEXT_XGETTEXT_OPTIONS
--force-po
--add-comments=TRANSLATORS
--add-comments=TRANSLATORS
--copyright-holder=\"Wesnoth development team\"
--msgid-bugs-address=\"http://bugs.wesnoth.org/\"
--from-code=UTF-8
@ -123,4 +123,3 @@ if(NOT TRANSLATION_TOOLS_FOUND)
message(FATAL_ERROR "Not all translation tools are found")
endif(TranslationTools_FIND_REQUIRED)
endif(NOT TRANSLATION_TOOLS_FOUND)

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@ -5,4 +5,3 @@ if(EXISTS ${SOURCE})
separate_arguments(CMD)
execute_process(COMMAND ${CMD})
endif(EXISTS ${SOURCE})

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@ -74,4 +74,3 @@ else(DOMAIN STREQUAL ${DEFAULT_DOMAIN})
)
endif(DOMAIN STREQUAL ${DEFAULT_DOMAIN})

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@ -19,7 +19,7 @@ if(calc_exp(target.level) > (me.max_experience - me.experience),
if(battle_outcome[0].hitpoints_left[0] > 0,
if(max(battle_outcome[1].probability) = battle_outcome[1].probability[0],
battle_outcome[1].probability[0] / 100,
-5),
-5),
-5),
-5),
-5)

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@ -98,7 +98,7 @@ def get_best_move(ai*, candidate_moves)
0),
build_attacks(best_attack),
[best_move])
where best_attack = choose(attacks, rate_attack(ai, self)),
where best_attack = choose(attacks, rate_attack(ai, self)),
best_move = choose(candidate_moves, rate_move(ai, src, dst));
def move_leader_to_keep(ai*)

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@ -9,16 +9,16 @@ def closest_unit(ai*, me)
def step_move(me)
if( unit_at( desired_path[0] ),
if( desired_path.size > 1,
move_partial(
me.loc,
move_partial(
me.loc,
desired_path[1]
),
),
end
),
move_partial(
me.loc,
move_partial(
me.loc,
desired_path[0]
)
)
)
where desired_path = shortest_path( me.loc, me.vars.next_step );

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@ -27,4 +27,3 @@ if( target.abilities,
)
wflend

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@ -92,4 +92,3 @@ return {
end
end
}

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@ -1,3 +1,2 @@
Larger versuions of the Chantal portraits are in the resources branch.
Don't scale these up, scale those down.

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@ -18,7 +18,7 @@ or black-letter chronology.
458 YW: Delfador enters the Great Academy.
468 YW: Delfador graduates (Overture)
In the Northlands, Zorlan is emerging as a Great Chief.
In the Northlands, Zorlan is emerging as a Great Chief.
470 YW: * Orcs under Great Chief Zorlan and undead raised by the
necromancer Iliah-Malal raid Wesnoth's borders. All but the first
@ -29,9 +29,9 @@ or black-letter chronology.
the River Guard begins.
473 YW: * Garard I dies.
* Garard II rises to the throne of Wesnoth.
* Garard II rises to the throne of Wesnoth.
478 YW: * Garard II marries Asheviere
478 YW: * Garard II marries Asheviere
* Garard issues the Edict of the Scepter, providing that the
crown shall settle after his death on whichever member of
the royal family successfully retrieves it from the Caverns
@ -39,15 +39,15 @@ or black-letter chronology.
480 YW: * Crown Prince Eldred is born.
483 YW: * Erain and Ethyn, identical twins and brothers of Eldred, are born.
483 YW: * Erain and Ethyn, identical twins and brothers of Eldred, are born.
496 YW: Eldred leads an attempted seizure of Elvish territory
496 YW: Eldred leads an attempted seizure of Elvish territory
(Prince of Wesnoth).
498 YW: ** Princess Li'sar is born.
498 YW: ** Princess Li'sar is born.
500 YW ** Prince Konrad is born, the youngest of several sons of Prince Arand.
** Wesnoth and the orcs of the north go to war.
** Wesnoth and the orcs of the north go to war.
501 YW ** Prince Eldred kills Garard II at Abez and is in turn killed
by Delfador. Usurpation of Asheviere begins.

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@ -3,40 +3,40 @@
* Singleplayer
* Leaders
* Kalenz (Elvish Fighter)
* recruit=Elvish fighter, Elvish archer
* recruit=Elvish fighter, Elvish archer
* Landar (Elvish Archer)
* recruit=Elvish fighter, Elvish archer
* recruit=Elvish fighter, Elvish archer
* Loyals
* Andulias (Elvish Fighter)
* Multiplayer
* Kalenz
* Loyals
* Andulias (Elvish Fighter)
* Andulias (Elvish Fighter)
* Landar
* Loyals
* Unnamed (unknown unit)
* Unnamed (unknown unit)
* Chapter two - The Treasury (4 Scenarios)
* Scenarios 4-7
* Player setups
* 3 Players (Variant 1)
* Kalenz
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout
* Landar
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout || (Elvish Assassin)
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout || (Elvish Assassin)
* Cleodil
* recruit=Elvish Shamans, Wose, Elvish Scout || dryad
* Loyals
* Laril (Elvish Archer)
* Arkildur (Elvish Fighter)
* Tameril-Isimeril
* recruit=Elvish Shamans, Wose, Elvish Scout || dryad
* Loyals
* Laril (Elvish Archer)
* Arkildur (Elvish Fighter)
* Tameril-Isimeril
* 2 Players (Variant 2)
* Kalenz
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout, Elvish Shaman
* Hero Cleodil
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout, Elvish Shaman
* Hero Cleodil
* Landar
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout, (Elvish Assassin)
* Hero Unknown -- hmmmm
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout, (Elvish Assassin)
* Hero Unknown -- hmmmm
* The Treasury
* Scenarios 4-7 -- Total of 3
* Storyonly 8 is the exit
@ -46,25 +46,25 @@
* Player setup
* 4 Players (Variant 1)
* Kalenz
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout
* Landar
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout || (Elvish Assassin)
* recruit=Elvish Fighter, Elvish Archer, Elvish Scout || (Elvish Assassin)
* Cleodil
* recruit=shamans, woses , scout | dryad
* Loyals
*
* recruit=shamans, woses , scout | dryad
* Loyals
*
* Olurf
* recruit=dwarvish fighter, dwarfish thunderer, dwarfish scout, ulfseeker
* 3 Players (Variant 2)
* Kalenz
* recruit=Elvish fighter, Elvish archer, Elvish scout, Elvish shaman
* Hero Cleodil
* recruit=Elvish fighter, Elvish archer, Elvish scout, Elvish shaman
* Hero Cleodil
* Landar
* recruit=Elvish fighter, Elvish archer, Elvish scout, Elvish assassin
* Hero ?
* recruit=Elvish fighter, Elvish archer, Elvish scout, Elvish assassin
* Hero ?
* Olurf
* recruit=dwarvish fighter, dwarfish thunderer, dwarfish scout, ulfseeker
* Hero ?
* recruit=dwarvish fighter, dwarfish thunderer, dwarfish scout, ulfseeker
* Hero ?
* Chapter four - The Alliance (3 Scenarios)
* Scenarios 14,16,17
@ -84,38 +84,38 @@ Campaign Flowplan
* Kalenz
* From scenario one on
* Recruit list
* Elvish Fighter, Elvish Archer from scenario one on
* Elvish Fighter, Elvish Archer from scenario one on
* Landar
* From scenario one on
* Changes sides after scenario 19
* Switched team membership to be a foe of Kalenz and Cleodil
* Controlled by the ai in singleplayer
* Switched team membership to be a foe of Kalenz and Cleodil
* Controlled by the ai in singleplayer
* Recruit list
* Elvish Fighter, Elvish Archer from scenario one on
* Elvish Fighter, Elvish Archer from scenario one on
* Cleodil
* From scenario 04 on (The moment the player frees her?)
* Recruit list
* Elvish Shaman, (Elvish Scout?) || (Dryad?), (Wose?)
* Elvish Shaman, (Elvish Scout?) || (Dryad?), (Wose?)
* Olurf
* Persistent ai side from scenario two on
* Appears in scenarios 2 and 6.
* Appears in scenarios 2 and 6.
* Joins the player at scenario 07 turn 12 or at scenario's end.
* Recruit list
* Dwarvish Fighter, Dwarvish Berserker, Dwarvish Scout, Dwarvish Guard, (Dwarvish Ulfseker?)
* Dwarvish Fighter, Dwarvish Berserker, Dwarvish Scout, Dwarvish Guard, (Dwarvish Ulfseker?)
* First Chapter (Scenarios 1-4)
* continuous gold carryover
* continuous recall list carryover with the except of the intermezzo in scenario 03.
* Scenarios
* Scenario 1:
* Starts with the two leaders Kalenz and Landar
* Recruit list is Elvish Fighter and Elvish Archer
* Recruit list is Elvish Fighter and Elvish Archer
* Scenario 02:
* Scenario 03:
* The scenario beginns with a protagonist switch to Galtrid and El'Isomithier.
* Their recall lists are saved for reloading them later in scenario 07
* The party of Kalenz and Landar gets restored after the turns run out with their unmodified recall lists and gold amounts.
* Their recall lists are saved for reloading them later in scenario 07
* The party of Kalenz and Landar gets restored after the turns run out with their unmodified recall lists and gold amounts.
* Scenario 04:
* Kalenz and Landar are able to recruit Elvish Scouts from the beginning of this scenario.
* After Cleodil and her party gets freed
* After Cleodil and her party gets freed

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@ -116,7 +116,7 @@ function wesnoth.wml_actions.persistent_carryover_unstore(cfg)
for i = 1, V["side_store.unit.length"] do
V[string.format("side_store.unit[%d].side", i - 1)] = num
local u = wesnoth.get_unit(V[string.format("side_store.unit[%d].id", i - 1)])
if u then
V[string.format("side_store.unit[%d].x", i - 1)] = u.x
V[string.format("side_store.unit[%d].y", i - 1)] = u.y

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@ -19,7 +19,7 @@
{CAMPAIGN_DIFFICULTY HARD "units/undead-skeletal/deathknight.png~RC(magenta>red)" ( _ "Diabolic") ( _ "Difficult")}
define=CAMPAIGN_SECRETS_OF_THE_ANCIENTS
description= _ "Rediscover the secrets known by the lich lords of the Green Isle. They knew how to live forever, so why can't you?
(Intermediate level, 21 scenarios.)
"
image="data/campaigns/Secrets_of_the_Ancients/images/portraits/campaign-image.png"

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@ -1,4 +1,4 @@
- The character sprites for Kaleh and Nym are old ones based on 1.0 and
- The character sprites for Kaleh and Nym are old ones based on 1.0 and
not TCed; they look slightly wrong next to the recolored 2.0 sprites.
-Possibly give the "Emerald Wand of Poison" a better name, and possibly make the item accessible to units other than the Desert Shyde and the Desert Star.

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@ -149,7 +149,7 @@ name_long={prefix}{suffix}|{prefix}{centre}{suffix}
name_short=Din|Sif|Din|Taj|Sud|Ali|Lut|Nuh|Qays|Nimr|Jad|Bushr|Lut|Maʿd|Nur|Fadl
prefix=Ab|Bas|Fat|Gha|Al|Ba|Ja|Ha|Mu|Ra|Raz|Abi|Am|La|ʿAj|Ala|ʿAk|Fa|Du|Im|Ju|Mun|Ma|Ni|Ji|Mu|Lab|Luf|Mih|Mi|Qu|Tal|Ta|Tha|Za|Zi|Yas|Wa|Su|Qa|ʿIkri|Lu|Su|Osa|Rag|Saf|Da|Fay|Nib|Nash
suffix=af|al|lih|bair|sur|bi|lah|at|sim|ma|ih|yl|iq|raj|mam|man|ya|zid|riya|ail|air|ah|en|in|ayd|ud|rah|wah|nan|as|ir|ba|ni|yad|ras|zuq|hid|mal|kib
connector= al-| bin | ibn
connector= al-| bin | ibn
centre=ʿ|ʾ|hi|sa|kar|da|na|ja|tay|ki|hai|saw
>>
# po: Generator for female dunefolk human names
@ -161,7 +161,7 @@ name_long={prefix}{suffix}|{prefix}{centre}{suffix}
name_short=Afaf|Aida|Alya|Arij|Arwa|Asma|Asra|Azra|Dua|Fajr|Hala|Hana|Hiba|Inas|Isra|Lina|Mona|Muna|Nida|Nima|Nur|Rana|Rim|Ruba|Ruya|Ruwa|Sana|Sara|Suha|Tuba|Uzma|Zara
prefix=Ab|Bas|Fat|Gha|Al|Ba|Ja|Ha|Mu|Ra|Raz|Abi|Am|La|ʿAj|Ala|ʿAk|Fa|Du|Im|Ju|Mun|Ma|Ni|Ji|Mu|Lab|Luf|Mih|Mi|Qu|Tal|Ta|Tha|Za|Zi|Yas|Wa|Su|Qa|ʿIkri|Lu|Su|Osa|Rag|Saf|Da|Fay|Nib|Nash
suffix=a|ab|ad|ah|af|aj|al|am|an|ar|as|at|ay|az|da|een|ia|ij|in|ir|la|ma|mas|n|na|nab|ni|r|ra|raa|ran|rat|ul|ur|uz|wa|ya|yah|yam|za|zi
connector= al-| ibna | bint
connector= al-| ibna | bint
centre=ʿ|ʾ|hi|sa|kar|da|na|ja|tay|ki|hai|saw
These nonterminals are literally copied from the male names.

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@ -11,4 +11,3 @@
[/resolution]
[/drawing_definition]

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@ -191,4 +191,3 @@
[/grid_listbox_definition]
#undef _GUI_RESOLUTION

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@ -141,4 +141,3 @@
[/listbox_definition]
#undef _GUI_RESOLUTION

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@ -30,7 +30,7 @@
border_thickness = 3
border_color = "16, 22, 35, 255"
[/rectangle]
[rectangle]
x = 1
y = 1

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@ -29,4 +29,3 @@
[/resolution]
[/panel_definition]

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@ -81,4 +81,3 @@
[/resolution]
[/progress_bar_definition]

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@ -101,7 +101,7 @@
#define _GUI_DEFINITION ID DESCRIPTION DEFINITION
[scroll_label_definition]
id = {ID}
description = {DESCRIPTION}
description = {DESCRIPTION}
{_GUI_RESOLUTION
()

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@ -111,4 +111,3 @@
[/scroll_label_definition]
#undef _GUI_RESOLUTION

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@ -11,4 +11,3 @@
[/resolution]
[/spacer_definition]

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@ -39,4 +39,3 @@
[/resolution]
[/stacked_widget_definition]

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@ -97,4 +97,3 @@
[/tree_view_definition]
#undef _GUI_RESOLUTION

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@ -87,7 +87,7 @@
grow_factor = 1
horizontal_grow = true
[toggle_panel]
[toggle_panel]
definition = "default"
return_value_id = "ok"

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@ -141,7 +141,7 @@
id = "bookmarks"
definition = "default"
has_minimum = false
horizontal_scrollbar_mode = "never"
horizontal_scrollbar_mode = "never"
[list_definition]

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@ -32,7 +32,7 @@
font_size = 100
font_family = "script"
color = "([215, 215, 215, min(ceil(as_decimal(fade_step * 25.5)), 255)])"
text = "(outro_text)"

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@ -520,7 +520,7 @@ where calculated_width = {__GUI_IMAGE_WIDTH}
[/spacer]
[/column]
{_GUI_WML_MESSAGE_CONTENT}
[column]
@ -756,7 +756,7 @@ if(gamemap_width - (10 + ({__GUI_IMAGE_WIDTH})) > {MAX_TEXT_WIDTH}
[/spacer]
[/column]
{_GUI_WML_MESSAGE_CONTENT}
[column]

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@ -4,7 +4,7 @@
# It needs to point to the top-level data directory.
DATA = ../../data
#
# The MAINLINE definition should expand to all directories considered
# The MAINLINE definition should expand to all directories considered
# to be part of the mainline distribution.
MAINLINE = $(DATA)/core $(DATA)/multiplayer $(DATA)/themes $(DATA)/campaigns/*
#
@ -46,8 +46,8 @@ validate-gui:
# References to terrain graphics go through so many layers of nasty
# opaque macros that trying to reference-check them is hopeless.
# So suppress reporting them unused even if they seem to have
# no references.
FORCE_USED = --force-used "terrain/"
# no references.
FORCE_USED = --force-used "terrain/"
images-unused:
@echo "# Report on unused images"
@./wmlscope --crossreference --from images --refcount 0 $(FORCE_USED) $(MAINLINE) $(UMC)
@ -84,7 +84,7 @@ reindent:
# Extract a table of editor keybindings from the editor theme definition
editor_bindings:
@./extractbindings <../themes/editor.cfg
@./extractbindings <../themes/editor.cfg
# Look at the difficulty-rank order of the campaigns
rank:
@ -107,4 +107,3 @@ revert:
clean:
./wmllint --clean $(MAINLINE) $(UMC)
rm -f macro-reference.html

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@ -23,7 +23,7 @@ class Campaign:
self.description = self.parser.get_text_val("description")
self.levels = len(self.parser.get_all(tag="difficulty"))
self.credits_link = "http://wiki.wesnoth.org/Credits#" + self.id
self.units_link = "http://units.wesnoth.org/trunk/mainline/en_US/%s.html" % self.id
self.units_link = "http://units.wesnoth.org/trunk/mainline/en_US/%s.html" % self.id
def wiki_output(campaign):
"""

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@ -13,7 +13,7 @@ info :
makeinfo $(DOC)
pdf :
texi2dvi -q --pdf -c $(DOC)
texi2dvi -q --pdf -c $(DOC)
doc : info pdf

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@ -1429,7 +1429,7 @@ END is the end of the region searched."
(interactive)
(let ((target
(if (fboundp 'next-overlay-change)
(save-excursion
(save-excursion
(end-of-line)
(wesnoth-locate-warning (next-overlay-change (point))
(point-min)

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@ -457,7 +457,7 @@ clear known local macro definitions.
@bye
@c Local Variables:
@c Local Variables:
@c mode: texinfo
@c TeX-master: t
@c End:
@c End:

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@ -132,5 +132,5 @@ for fn in images:
if px != 0:
print("{:d}\t: {}".format(px, fn))
sys.exit(0)

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@ -1,7 +1,7 @@
" FormulaAI syn file
" Language: Formula AI
" Language: Formula AI
" Maintainer: barbarianhero
" Last Change: 2008 Mar 26
" Last Change: 2008 Mar 26
" Quit if syntax file is already loaded
if version < 600
@ -14,10 +14,10 @@ syntax case ignore
syn region formula_string start=/'/ skip=/\\'/ end=/'/
syn region formula_comment start=/{/ end=/}/
syn keyword formula_keyword def functions where
syn keyword formula_keyword def functions where
syn keyword formula_conditional if switch
syn keyword formula_function abs choose dir filter find head
syn keyword formula_function map max min set_var sort sum
syn keyword formula_function abs choose dir filter find head
syn keyword formula_function map max min set_var sort sum
syn match formula_function "\bsize\b"
syn keyword formula_function_ai attack chance_to_hit distance_between
syn keyword formula_function_ai distance_to_nearest_unowned_village
@ -26,9 +26,9 @@ syn keyword formula_function_ai is_village loc max_possible_damage
syn keyword formula_function_ai move recruit set_var unit_at
syn keyword formula_function_ai unit_moves units_can_reach
hi def link formula_keyword Statement
hi def link formula_keyword Statement
hi def link formula_conditional Conditional
hi def link formula_function Statement
hi def link formula_function Statement
hi def link formula_function_ai Type
hi def link formula_comment Comment
hi def link formula_string String

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@ -145,55 +145,55 @@ syn region wesmlLuaQ start=+\(^[^#]*code\s*=\s*"\)\@<=+ skip=+""+ end=+\ze"+ con
"""""""""""""""""
" Copied from the wiki: <http://wiki.wesnoth.org/AlphabeticalWML>
syn keyword wesmlStdTag contained abilities about advanced_preference advancefrom advancement
syn keyword wesmlStdTag contained advances ai allow_end_turn allow_extra_recruit allow_recruit
syn keyword wesmlStdTag contained allow_undo and animate_unit animation array
syn keyword wesmlStdTag contained attack attack_filter attacks avoid base_unit
syn keyword wesmlStdTag contained binary_path bold brush campaign capture_village
syn keyword wesmlStdTag contained case chat choose clear_global_variable clear_menu_item
syn keyword wesmlStdTag contained clear_variable colour_adjust command damage deaths
syn keyword wesmlStdTag contained defend defends defense delay deprecated_message
syn keyword wesmlStdTag contained destination disallow_end_turn disallow_extra_recruit disallow_recruit do
syn keyword wesmlStdTag contained editor_group editor_music editor_times effect
syn keyword wesmlStdTag contained else endlevel end_turn era event
syn keyword wesmlStdTag contained expenses filter filter filter_attack filter_attack
syn keyword wesmlStdTag contained filter_condition filter_location filter_second filter_second filter_second_attack
syn keyword wesmlStdTag contained filter_second_attack filter_side filter_vision filter_wml find_path
syn keyword wesmlStdTag contained fire_event floating_text format frame game_config
syn keyword wesmlStdTag contained generator get_global_variable gold harm_unit have_location
syn keyword wesmlStdTag contained have_unit header heal_unit hide_help hide_unit
syn keyword wesmlStdTag contained if image img income init_side
syn keyword wesmlStdTag contained insert_tag inspect italic item jump
syn keyword wesmlStdTag contained join kill killed label language
syn keyword wesmlStdTag contained leader_goal locale lua main_map menu
syn keyword wesmlStdTag contained message mini_map missile_frame modifications modify_ai
syn keyword wesmlStdTag contained modify_side modify_turns modify_unit move move_unit
syn keyword wesmlStdTag contained move_unit_fake move_units_fake movement costs movetype
syn keyword wesmlStdTag contained multiplayer multiplayer_side music not num_units
syn keyword wesmlStdTag contained object objectives objective observers open_help
syn keyword wesmlStdTag contained option or panel part petrify
syn keyword wesmlStdTag contained place_shroud position print protect_location protect_unit
syn keyword wesmlStdTag contained race random recall recalls recruit
syn keyword wesmlStdTag contained recruits redraw ref remove_shroud remove_unit_overlay
syn keyword wesmlStdTag contained removeitem remove_sound_source replace_map replace_schedule replay
syn keyword wesmlStdTag contained replay_start resistance resolution results role
syn keyword wesmlStdTag contained save scenario scroll scroll_to scroll_to_unit
syn keyword wesmlStdTag contained secondary_attack_filter secondary_unit_filter section select_unit set_global_variable
syn keyword wesmlStdTag contained set_menu_item set_recruit set_extra_recruit set_variable set_variables
syn keyword wesmlStdTag contained show_objectives side side_playing snapshot sound
syn keyword wesmlStdTag contained sound_source source split statistics status
syn keyword wesmlStdTag contained store_gold store_items store_locations store_map_dimensions store_reachable_locations
syn keyword wesmlStdTag contained store_side store_starting_location store_time_of_day store_unit store_unit_type
syn keyword wesmlStdTag contained store_unit_type_ids store_villagesstory switch target team
syn keyword wesmlStdTag contained teleport teleport_anim terrain terrain_graphics terrain_mask
syn keyword wesmlStdTag contained terrain_type test textdomain text_input theme
syn keyword wesmlStdTag contained then tile time time_area time_of_day
syn keyword wesmlStdTag contained topic toplevel trait transform_unit tunnel
syn keyword wesmlStdTag contained turn tutorial unhide_unit unit unit_abilities
syn keyword wesmlStdTag contained unit_alignment unit_description unit_filter unit_hp unit_image
syn keyword wesmlStdTag contained unit_level unit_moves unit_overlay unit_profile unit_status
syn keyword wesmlStdTag contained unit_traits unit_type unit_weapons unit_xp units
syn keyword wesmlStdTag contained unpetrify unstore_unit upkeep variable variables
syn keyword wesmlStdTag contained village villages volume while wml_message
syn keyword wesmlStdTag contained advances ai allow_end_turn allow_extra_recruit allow_recruit
syn keyword wesmlStdTag contained allow_undo and animate_unit animation array
syn keyword wesmlStdTag contained attack attack_filter attacks avoid base_unit
syn keyword wesmlStdTag contained binary_path bold brush campaign capture_village
syn keyword wesmlStdTag contained case chat choose clear_global_variable clear_menu_item
syn keyword wesmlStdTag contained clear_variable colour_adjust command damage deaths
syn keyword wesmlStdTag contained defend defends defense delay deprecated_message
syn keyword wesmlStdTag contained destination disallow_end_turn disallow_extra_recruit disallow_recruit do
syn keyword wesmlStdTag contained editor_group editor_music editor_times effect
syn keyword wesmlStdTag contained else endlevel end_turn era event
syn keyword wesmlStdTag contained expenses filter filter filter_attack filter_attack
syn keyword wesmlStdTag contained filter_condition filter_location filter_second filter_second filter_second_attack
syn keyword wesmlStdTag contained filter_second_attack filter_side filter_vision filter_wml find_path
syn keyword wesmlStdTag contained fire_event floating_text format frame game_config
syn keyword wesmlStdTag contained generator get_global_variable gold harm_unit have_location
syn keyword wesmlStdTag contained have_unit header heal_unit hide_help hide_unit
syn keyword wesmlStdTag contained if image img income init_side
syn keyword wesmlStdTag contained insert_tag inspect italic item jump
syn keyword wesmlStdTag contained join kill killed label language
syn keyword wesmlStdTag contained leader_goal locale lua main_map menu
syn keyword wesmlStdTag contained message mini_map missile_frame modifications modify_ai
syn keyword wesmlStdTag contained modify_side modify_turns modify_unit move move_unit
syn keyword wesmlStdTag contained move_unit_fake move_units_fake movement costs movetype
syn keyword wesmlStdTag contained multiplayer multiplayer_side music not num_units
syn keyword wesmlStdTag contained object objectives objective observers open_help
syn keyword wesmlStdTag contained option or panel part petrify
syn keyword wesmlStdTag contained place_shroud position print protect_location protect_unit
syn keyword wesmlStdTag contained race random recall recalls recruit
syn keyword wesmlStdTag contained recruits redraw ref remove_shroud remove_unit_overlay
syn keyword wesmlStdTag contained removeitem remove_sound_source replace_map replace_schedule replay
syn keyword wesmlStdTag contained replay_start resistance resolution results role
syn keyword wesmlStdTag contained save scenario scroll scroll_to scroll_to_unit
syn keyword wesmlStdTag contained secondary_attack_filter secondary_unit_filter section select_unit set_global_variable
syn keyword wesmlStdTag contained set_menu_item set_recruit set_extra_recruit set_variable set_variables
syn keyword wesmlStdTag contained show_objectives side side_playing snapshot sound
syn keyword wesmlStdTag contained sound_source source split statistics status
syn keyword wesmlStdTag contained store_gold store_items store_locations store_map_dimensions store_reachable_locations
syn keyword wesmlStdTag contained store_side store_starting_location store_time_of_day store_unit store_unit_type
syn keyword wesmlStdTag contained store_unit_type_ids store_villagesstory switch target team
syn keyword wesmlStdTag contained teleport teleport_anim terrain terrain_graphics terrain_mask
syn keyword wesmlStdTag contained terrain_type test textdomain text_input theme
syn keyword wesmlStdTag contained then tile time time_area time_of_day
syn keyword wesmlStdTag contained topic toplevel trait transform_unit tunnel
syn keyword wesmlStdTag contained turn tutorial unhide_unit unit unit_abilities
syn keyword wesmlStdTag contained unit_alignment unit_description unit_filter unit_hp unit_image
syn keyword wesmlStdTag contained unit_level unit_moves unit_overlay unit_profile unit_status
syn keyword wesmlStdTag contained unit_traits unit_type unit_weapons unit_xp units
syn keyword wesmlStdTag contained unpetrify unstore_unit upkeep variable variables
syn keyword wesmlStdTag contained village villages volume while wml_message
" GUI tags, listed via grep "\[[[:lower:]_-]\+\]" data/gui/default/w*/*.cfg -ho | sort -u
" image is already a standard tag
@ -204,11 +204,11 @@ syn keyword wesmlGUITag contained helptip horizontal_listbox_definition horizont
syn keyword wesmlGUITag contained image_definition instance item_definition
syn keyword wesmlGUITag contained label label_definition layer line linked_group
syn keyword wesmlGUITag contained list_data list_definition listbox listbox_definition main
syn keyword wesmlGUITag contained matrix matrix_definition minimap minimap_definition
syn keyword wesmlGUITag contained matrix matrix_definition minimap minimap_definition
syn keyword wesmlGUITag contained multi_page multi_page_definition num_box node node_definition
syn keyword wesmlGUITag contained page_definition pane panel panel_definition password_box pre_commit
syn keyword wesmlGUITag contained progress_bar progress_bar_definition rectangle repeating_button repeating_button_definition
syn keyword wesmlGUITag contained resolution row scroll_label scroll_label_definition
syn keyword wesmlGUITag contained resolution row scroll_label scroll_label_definition
syn keyword wesmlGUITag contained scrollbar_panel scrollbar_panel_definition slider slider_definition
syn keyword wesmlGUITag contained spacer spacer_definition stack stacked_widget stacked_widget_definition
syn keyword wesmlGUITag contained state_disabled state_disabled_selected state_enabled state_enabled_selected

View file

@ -54,4 +54,3 @@ if(ENABLE_DESIGN_DOCUMENTS)
MANGLE_TARGET_NAMES
)
endif(ENABLE_DESIGN_DOCUMENTS)

View file

@ -37,4 +37,3 @@
\include{gui2/files_for_the_window}
\end{document}

View file

@ -384,4 +384,3 @@ actually needed, but it feels the right way\texttrademark.
\end{description}
\end{description}

View file

@ -48,7 +48,7 @@ cleaner and the classes can easily be refactored.
There are two basic kind of iterators in the design, the simple ones that can
only travel to themselves and their direct children. This type will be referred to
as basic iterator hereafter.
as basic iterator hereafter.
This basic iterator is a superclass for several specific subclasses. The
superclass is a concrete class, which can be instantiated. This class acts as a

View file

@ -37,4 +37,3 @@ const std::string& tprogress_bar::get_control_type() const /*@ \label{progress_b
}
} // namespace gui2

View file

@ -57,4 +57,3 @@ private:
} // namespace gui2
#endif

View file

@ -2,7 +2,7 @@
The campaign server had little love over the years and its code shows its
age. Several new features have been wanted over the years: better dependency
tracking, better translation integration.
tracking, better translation integration.
Over the years several initiatives have started, none of these were
finished. Early $2012$ I restarted this project again this document

View file

@ -42,132 +42,132 @@ scenarios or campaigns, and share them with others.
.
.SH OPTIONS
.
.TP
.TP
\fB\-\-bunzip\fP\fI\ infile.bz2\fP
decompresses a file which should be in bzip2 format and stores it without
the .bz2 suffix. The \fIinfile.bz2\fP will be removed.
.TP
.TP
\fB\-\-bzip\fP\fI\ infile\fP
compresses a file in bzip2 format, stores it as \fIinfile\fP.bz2 and removes
\fIinfile\fP.
.TP
.TP
\fB\-c[\fP\fIid_campaign\fP\fB],\ \-\-campaign[\fP\fI=id_campaign\fP\fB]\fP
goes directly to the campaign with id \fIid_campaign\fP. A selection menu will
appear if no id was specified.
.TP
.TP
\fB\-\-campaign\-difficulty[\fP\fI=difficulty\fP\fB]\fP
The difficulty of the specified campaign (1 to max). If none specified, the
campaign difficulty selection widget will appear.
.TP
.TP
\fB\-\-campaign\-scenario\fP\fI\ id_scenario\fP
The id of the scenario from the specified campaign. The default is the first
scenario.
.TP
.TP
\fB\-\-core\fP\fI\ id_core\fP
overrides the loaded core with the one whose id is specified.
.TP
.TP
\fB\-\-data\-dir\fP\fI\ directory\fP
overrides the data directory with the one specified
.TP
.TP
\fB\-\-data\-path\fP
prints the path of the data directory and exits.
.TP
.TP
\fB\-d, \-\-debug\fP
enables additional command mode options in\-game (see the wiki page at
https://www.wesnoth.org/wiki/CommandMode for more information about command
mode).
.TP
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
start the in\-game map editor directly. If \fIfile\fP is specified, equivalent
to \fB\-l \-\-load\fP
.TP
.TP
\fB\-\-fps\fP
displays the number of frames per second the game is currently running at,
in a corner of the screen.
.TP
.TP
\fB\-f, \-\-fullscreen\fP
runs the game in full screen mode.
.TP
.TP
\fB\-\-gunzip\fP\fI\ infile.gz\fP
decompresses a file which should be in gzip format and stores it without the
\&.gz suffix. The \fIinfile.gz\fP will be removed.
.TP
.TP
\fB\-\-gzip\fP\fI\ infile\fP
compresses a file in gzip format, stores it as \fIinfile\fP.gz and removes
\fIinfile\fP.
.TP
.TP
\fB\-h, \-\-help\fP
displays a summary of command line options to standard output, and exits.
.TP
.TP
\fB\-l,\ \-\-load\fP\fI\ file\fP
loads the savegame \fIfile\fP from the standard save game directory. If the
\fB\-e\fP or \fB\-\-editor\fP option is used as well, starts the editor with the map
from \fIfile\fP open. If it is a directory, the editor will start with a load
map dialog opened there.
.TP
.TP
\fB\-L,\ \-\-language\fP\fI\ lang\fP
uses language \fIlang\fP (symbol) this session. Example: \fB\-\-language
ang_GB@latin\fP
.TP
.TP
\fB\-\-log\-\fP\fIlevel\fP\fB=\fP\fIdomain1\fP\fB,\fP\fIdomain2\fP\fB,\fP\fI...\fP
sets the severity level of the log domains. \fBall\fP can be used to match any
log domain. Available levels: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP.
By default the \fBerror\fP level is used.
.TP
.TP
\fB\-\-log\-precise\fP
shows the timestamps in the logfile with more precision.
.TP
.TP
\fB\-\-log\-strict\fP
sets the strict level of the logger. Any messages sent to log domains of
this level or more severe will cause the unit test to fail regardless of the
victory result. Only relevant when used with \fB\-u\fP.
.TP
.TP
\fB\-\-logdomains[\fP\fI=filter\fP\fB]\fP
lists defined log domains (only the ones containing \fIfilter\fP if used) and
exits
.TP
.TP
\fB\-\-max\-fps\fP\fI\ fps\fP
the number of frames per second the game can show, the value should be
between \fI1\fP and \fI1000\fP, the default is the monitor's refresh rate.
.TP
.TP
\fB\-m, \-\-multiplayer\fP
runs a multiplayer game. There are additional options that can be used
together with \fB\-\-multiplayer\fP as explained below.
.TP
.TP
\fB\-\-mp\-test\fP
load the test mp scenarios.
.TP
.TP
\fB\-\-no\-delay\fP
runs the game without any delays for graphic benchmarking. This is
automatically enabled by \fB\-\-nogui\fP.
.TP
.TP
\fB\-\-noaddons\fP
disables loading of user add\-ons.
.TP
.TP
\fB\-\-nocache\fP
disables caching of game data.
.TP
.TP
\fB\-\-nogui\fP
runs the game without the GUI. Only available in combination with
\fB\-\-multiplayer\fP or \fB\-\-screenshot\fP or \fB\-\-plugin\fP.
.TP
.TP
\fB\-\-nomusic\fP
runs the game without music.
.TP
.TP
\fB\-\-noreplaycheck\fP
don't try to validate replay of unit test. Only relevant when used with
\fB\-u\fP.
.TP
.TP
\fB\-\-nosound\fP
runs the game without sounds and music.
.TP
.TP
\fB\-\-password\fP\fI\ password\fP
uses \fIpassword\fP when connecting to a server, ignoring other
preferences. Unsafe.
.TP
.TP
\fB\-\-path\fP
prints the name of the game data directory and exits.
.TP
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
preprocesses a specified file/folder. For each file(s) a plain .cfg file and
a processed .cfg file will be written in specified target directory. If a
@ -177,62 +177,62 @@ will be preprocessed before the specified resources. Example: \fB\-p
~/wesnoth/data/campaigns/tutorial ~/result.\fP For details regarding the
preprocessor visit:
https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor
.TP
.TP
\fB\-\-preprocess\-defines=\fP\fIDEFINE1\fP\fB,\fP\fIDEFINE2\fP\fB,\fP\fI...\fP
comma separated list of defines to be used by the \fB\-\-preprocess\fP
command. If \fBSKIP_CORE\fP is in the define list the "data/core" directory
won't be preprocessed.
.TP
.TP
\fB\-\-preprocess\-input\-macros\fP\fI\ source\-file\fP
used only by the \fB\-\-preprocess\fP command. Specifies a file that contains
\fB[preproc_define]\fPs to be included before preprocessing.
.TP
.TP
\fB\-\-preprocess\-output\-macros[\fP\fI=target\-file\fP\fB]\fP
used only by the \fB\-\-preprocess\fP command. Will output all preprocessed
macros in the target file. If the file is not specified the output will be
file '_MACROS_.cfg' in the target directory of preprocess's command. The
output file can be passed to \fB\-\-preprocess\-input\-macros\fP. This switch
should be typed before the \fB\-\-preprocess\fP command.
.TP
.TP
\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\ \fP\fIX\fP\fBx\fP\fIY\fP
sets the screen resolution. Example: \fB\-r 800x600\fP
.TP
.TP
\fB\-\-render\-image\fP\fI\ image\fP\fB\ \fP\fIoutput\fP
takes a valid wesnoth 'image path string' with image path functions, and
outputs to a .png file. Outputs to a windows .bmp file if the filename ends
with .bmp or if libpng is not available. Image path functions are documented
at https://wiki.wesnoth.org/ImagePathFunctionWML.
.TP
.TP
\fB\-R,\ \-\-report\fP
initializes game directories, prints build information suitable for use in
bug reports, and exits.
.TP
.TP
\fB\-\-rng\-seed\fP\fI\ seed\fP
seeds the random number generator with number <arg>. Example:
\fB\-\-rng\-seed 0\fP
.TP
.TP
\fB\-\-screenshot\fP\fI\ map\fP\fB\ \fP\fIoutput\fP
saves a screenshot of \fImap\fP to \fIoutput\fP without initializing a screen.
.TP
.TP
\fB\-s[\fP\fIhost\fP\fB],\ \-\-server[\fP\fI=host\fP\fB]\fP
connects to the specified host if any, otherwise connect to the first server
in preferences. Example: \fB\-\-server server.wesnoth.org\fP
.TP
.TP
\fB\-\-showgui\fP
runs the game with the GUI, overriding any implicit \fB\-\-nogui\fP.
.TP
.TP
\fB\-\-strict\-validation\fP
validation errors are treated as fatal errors.
.TP
.TP
\fB\-t[\fP\fIscenario_id\fP\fB],\ \-\-test[\fP\fI=scenario_id\fP\fB]\fP
runs the game in a small test scenario. The scenario should be one defined
with a \fB[test]\fP WML tag. The default is \fBtest\fP. A demonstration of the
\fB[micro_ai]\fP feature can be started with \fBmicro_ai_test\fP. Implies
\fB\-\-nogui\fP.
.TP
.TP
\fB\-u,\ \-\-unit\fP\fI\ scenario\-id\fP
runs the specified test scenario as a unit test. Implies \fB\-\-nogui\fP.
.TP
.TP
\fB\-\-userconfig\-dir\fP\fI\ name\fP
sets the user configuration directory to \fIname\fP under $HOME or "My
Documents\eMy Games" for windows. You can also specify an absolute path for
@ -241,32 +241,32 @@ Games". On Windows it is also possible to specify a directory relative to
the process working directory by using path starting with ".\e" or "..\e".
Under X11 this is set to $XDG_CONFIG_HOME or $HOME/.config/wesnoth by
default, on other systems to the user data path.
.TP
.TP
\fB\-\-userconfig\-path\fP
prints the path of the user configuration directory and exits.
.TP
.TP
\fB\-\-userdata\-dir\fP\fI\ name\fP
sets the user data directory to \fIname\fP under $HOME or "My Documents\eMy
Games" for windows. You can also specify an absolute path for the user data
directory outside the $HOME or "My Documents\eMy Games". On Windows it is
also possible to specify a directory relative to the process working
directory by using path starting with ".\e" or "..\e".
.TP
.TP
\fB\-\-username\fP\fI\ username\fP
uses \fIusername\fP when connecting to a server, ignoring other preferences.
.TP
.TP
\fB\-\-userdata\-path\fP
prints the path of the user data directory and exits.
.TP
.TP
\fB\-\-validcache\fP
assumes that the cache is valid. (dangerous)
.TP
.TP
\fB\-v, \-\-version\fP
shows the version number and exits.
.TP
.TP
\fB\-w, \-\-windowed\fP
runs the game in windowed mode.
.TP
.TP
\fB\-\-with\-replay\fP
replays the game loaded with the \fB\-\-load\fP option.
.
@ -275,49 +275,49 @@ replays the game loaded with the \fB\-\-load\fP option.
The side\-specific multiplayer options are marked with \fInumber\fP. \fInumber\fP
has to be replaced by a side number. It usually is 1 or 2 but depends on the
number of players possible in the chosen scenario.
.TP
.TP
\fB\-\-ai_config\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selects a configuration file to load for the AI controller for this side.
.TP
.TP
\fB\-\-algorithm\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selects a non\-standard algorithm to be used by the AI controller for this
side. The algorithm is defined by an \fB[ai]\fP tag, which can be a core one
either in "data/ai/ais" or "data/ai/dev" or an algorithm defined by an
add\-on. Available values include: \fBidle_ai\fP and \fBexperimental_ai\fP.
.TP
.TP
\fB\-\-controller\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selects the controller for this side. Available values: \fBhuman\fP and \fBai\fP.
.TP
.TP
\fB\-\-era\fP\fI\ value\fP
use this option to play in the selected era instead of the \fBDefault\fP
era. The era is chosen by an id. Eras are described in the
\fBdata/multiplayer/eras.cfg\fP file.
.TP
.TP
\fB\-\-exit\-at\-end\fP
exits once the scenario is over, without displaying victory/defeat dialog
which requires the user to click OK. This is also used for script\-based
benchmarking.
.TP
.TP
\fB\-\-ignore\-map\-settings\fP
do not use map settings, use default values instead.
.TP
.TP
\fB\-\-multiplayer\-repeat\fP\fI\ value\fP
repeats a multiplayer game \fIvalue\fP times. Best to use with \fB\-\-nogui\fP for
script\-based benchmarking.
.TP
.TP
\fB\-\-parm\fP\fI\ number\fP\fB:\fP\fIname\fP\fB:\fP\fIvalue\fP
sets additional parameters for this side. This parameter depends on the
options used with \fB\-\-controller\fP and \fB\-\-algorithm\fP. It should only be
useful for people designing their own AI. (not yet documented completely)
.TP
.TP
\fB\-\-scenario\fP\fI\ value\fP
selects a multiplayer scenario by id. The default scenario id is
\fBmultiplayer_The_Freelands\fP.
.TP
.TP
\fB\-\-side\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selects a faction of the current era for this side. The faction is chosen by
an id. Factions are described in the data/multiplayer.cfg file.
.TP
.TP
\fB\-\-turns\fP\fI\ value\fP
sets the number of turns for the chosen scenario. By default no turn limit
is set.

View file

@ -45,136 +45,136 @@ compártalas con otros.
.
.SH OPCIONES
.
.TP
.TP
\fB\-\-bunzip\fP\fI\ archivo_de_entrada.bz2\fP
descomprime un archivo que debería estar en formato bzip2 y lo almacena sin
el sufijo .bz2. El \fIarchivo_de_entrada.bz2\fP será eliminado.
.TP
.TP
\fB\-\-bzip\fP\fI\ archivo_de_entrada\fP
comprime un archivo en formato bzip2, lo guarda como
\fIarchivo_de_entrada\fP.bz2 y elimina \fIarchivo_de_entrada\fP.
.TP
.TP
\fB\-c[\fP\fIid_de_campaña\fP\fB],\ \-\-campaign[\fP\fI=id_de_campaña\fP\fB]\fP
va directamente a la campaña con el id \fIid_de_campaña\fP. Si no se especifica
id aparecerá un menú de selección.
.TP
.TP
\fB\-\-campaign\-difficulty[\fP\fI=difficulty\fP\fB]\fP
El nivel de dificultad de la campaña especificada (de 1 al máximo). Si no
especifica ninguno, aparecerá el diálogo de selección de nivel de
dificultad.
.TP
.TP
\fB\-\-campaign\-scenario\fP\fI\ id_de_escenario\fP
El identificador del escenario de la campaña especificada. El valor por
defecto es el escenario inicial.
.TP
.TP
\fB\-\-core\fP\fI\ id_principal\fP
reemplaza el principal cargado con aquel cuya id se especifica.
.TP
.TP
\fB\-\-data\-dir\fP\fI\ directorio\fP
reemplaza el directorio de datos con el directorio especificado
.TP
.TP
\fB\-\-data\-path\fP
imprime la ruta del directorio de datos y sale.
.TP
.TP
\fB\-d, \-\-debug\fP
activa opciones adicionales en el modo de comandos del juego (vea la página
wiki en https://www.wesnoth.org/wiki/CommandMode para más información sobre
el modo de comandos).
.TP
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
inicia directamente con el editor de mapas del juego. Si \fIarchivo\fP es
especificado, equivale a \fB\-l \-\-load\fP
.TP
.TP
\fB\-\-fps\fP
muestra el número de fotogramas por segundo a los que se está ejecutando el
juego actualmente, en una esquina de la pantalla.
.TP
.TP
\fB\-f, \-\-fullscreen\fP
ejecuta el juego en modo de pantalla completa.
.TP
.TP
\fB\-\-gunzip\fP\fI\ archivo_de_entrada.gz\fP
descomprime un archivo que debería estar en formato gzip y lo almacena sin
el sufijo .gz. El \fIarchivo_de_entrada.gz\fP será eliminado.
.TP
.TP
\fB\-\-gzip\fP\fI\ archivo_de_entrada\fP
comprime un archivo en formato gzip, lo guarda como \fIarchivo_de_entrada\fP.gz
y elimina \fIarchivo_de_entrada\fP.
.TP
.TP
\fB\-h, \-\-help\fP
muestra un resumen de las opciones de línea de comandos en la salida
estándar, y regresa.
.TP
.TP
\fB\-l,\ \-\-load\fP\fI\ archivo\fP
carga la partida guardada en \fIarchivo\fP desde el directorio estándar de
partidas guardadas. Combinada con la opción \fB\-e\fP o \fB\-\-editor\fP, inicia el
editor con el mapa en \fIarchivo\fP abierto. Si se trata de un directorio, el
editor mostrará un diálogo de selección de archivos apuntando a éste.
.TP
.TP
\fB\-L,\ \-\-language\fP\fI\ lang\fP
usa el idioma \fIlang\fP en esta sesión. Ejemplo: \fB\-\-language ang_GB@latin\fP
.TP
.TP
\fB\-\-log\-\fP\fInivel\fP\fB=\fP\fIdominio1\fP\fB,\fP\fIdominio2\fP\fB,\fP\fI...\fP
establece el nivel de gravedad de los dominios de registro. \fBall\fP puede
utilizarse para seleccionar todos los dominios. Los niveles disponibles son:
\fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP. Por defecto se utiliza el nivel
\fBerror\fP.
.TP
.TP
\fB\-\-log\-precise\fP
muestra los marcadores de tiempo del fichero de registro con mayor precisión
.TP
.TP
\fB\-\-log\-strict\fP
establece el nivel de precisión del registro. Cualquier mensaje enviado a
los dominios de registro con este nivel o mayor causará un fallo en el
análisis de la unidad a pesar de un resultado victorioso. Solo es relevante
cuando se usa con \fB\-u\fP.
.TP
.TP
\fB\-\-logdomains[\fP\fI=filtro\fP\fB]\fP
muestra una lista de dominios de registro definidos (únicamente aquéllos
conteniendo \fIfiltro\fP si es indicado) y regresa
.TP
.TP
\fB\-\-max\-fps\fP\fI\ fps\fP
el número de fotogramas por segundo que el juego puede mostrar, el valor
debería estar entre \fI1\fP y \fI1000\fP, por omisión es índice de refresco del
monitor.
.TP
.TP
\fB\-m, \-\-multiplayer\fP
inicia una partida multijugador. Existen opciones adicionales que pueden
usarse junto con \fB\-\-multiplayer\fP como se explica más abajo.
.TP
.TP
\fB\-\-mp\-test\fP
carga los escenarios de prueba multijugador.
.TP
.TP
\fB\-\-no\-delay\fP
ejecuta el juego sin pausas para hacer una prueba de rendimiento
gráfico. Esto se activa automáticamente con \fB\-\-nogui\fP.
.TP
.TP
\fB\-\-noaddons\fP
deshabilita la carga de complementos de usuario.
.TP
.TP
\fB\-\-nocache\fP
deshabilita el cache de datos de juego.
.TP
.TP
\fB\-\-nogui\fP
runs the game without the GUI. Only available in combination with
\fB\-\-multiplayer\fP or \fB\-\-screenshot\fP or \fB\-\-plugin\fP.
.TP
.TP
\fB\-\-nomusic\fP
ejecuta el juego sin música.
.TP
.TP
\fB\-\-noreplaycheck\fP
no intenta validar la repetición del testeo de la unidad. Solo es relevante
cuando se usa con \fB\-u\fP.
.TP
.TP
\fB\-\-nosound\fP
ejecuta el juego sin sonidos ni música.
.TP
.TP
\fB\-\-password\fP\fI\ password\fP
utiliza \fIpassword\fP cuando se conecta a un servidor, ignorando otras
preferencias. Método inseguro.
.TP
.TP
\fB\-\-path\fP
muestra el nombre del directorio de datos de juego y finaliza.
.TP
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
preprocesses a specified file/folder. For each file(s) a plain .cfg file and
a processed .cfg file will be written in specified target directory. If a
@ -184,16 +184,16 @@ will be preprocessed before the specified resources. Example: \fB\-p
~/wesnoth/data/campaigns/tutorial ~/result.\fP For details regarding the
preprocessor visit:
https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor
.TP
.TP
\fB\-\-preprocess\-defines=\fP\fIDEFINE1\fP\fB,\fP\fIDEFINE2\fP\fB,\fP\fI...\fP
lista separada por comas de definiciones que van a ser usadas por el comando
\fB\-\-preprocess\fP. Si \fBSKIP_CORE\fP está en la lista, el directorio «data/core»
no se preprocesará.
.TP
.TP
\fB\-\-preprocess\-input\-macros\fP\fI\ source\-file\fP
sólo utilizado por el comando \fB\-\-preprocess\fP. Especifica un archivo que
contiene \fB[preproc_define]\fPs para ser incluido antes de la operación.
.TP
.TP
\fB\-\-preprocess\-output\-macros[\fP\fI=target\-file\fP\fB]\fP
sólo utilizado con el comando \fB\-\-preprocess\fP. Escribirá todas las macros
preprocesadas en el archivo especificado. Si omite el nombre de archivo, se
@ -201,50 +201,50 @@ utilizará el archivo «_MACROS_.cfg» en el directorio de destino del comando
preprocess. El archivo de salida puede ser enviado a
\fB\-\-preprocess\-input\-macros\fP. Esta opción debe preceder al comando
\fB\-\-preprocess\fP.
.TP
.TP
\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\ \fP\fIX\fP\fBx\fP\fIY\fP
establece la resolución de la pantalla. Por ejemplo: \fB\-r 800x600\fP
.TP
.TP
\fB\-\-render\-image\fP\fI\ image\fP\fB\ \fP\fIoutput\fP
takes a valid wesnoth 'image path string' with image path functions, and
outputs to a .png file. Outputs to a windows .bmp file if the filename ends
with .bmp or if libpng is not available. Image path functions are documented
at https://wiki.wesnoth.org/ImagePathFunctionWML.
.TP
.TP
\fB\-R,\ \-\-report\fP
inicializa los directorios del juego, imprime la información necesaria para
su uso en informes de error, y sale.
.TP
.TP
\fB\-\-rng\-seed\fP\fI\ seed\fP
inicializa el generador de números aleatorios con el número <arg>.
Ejemplo: \fB\-\-rng\-seed 0\fP
.TP
.TP
\fB\-\-screenshot\fP\fI\ map\fP\fB\ \fP\fIoutput\fP
guarda una captura de pantalla de \fImap\fP en \fIoutput\fP sin inicializar una
pantalla.
.TP
.TP
\fB\-s[\fP\fIhost\fP\fB],\ \-\-server[\fP\fI=host\fP\fB]\fP
se conecta a la máquina especificada si la hay, de otro modo se conecta al
primer servidor seleccionado en las preferencias. Ejemplo: \fB\-\-server
server.wesnoth.org\fP
.TP
.TP
\fB\-\-showgui\fP
ejecuta el juego con la GUI (interfaz gráfica de usuario), ignorando
cualquier \fB\-\-nogui.\fP implícito.
.TP
.TP
\fB\-\-strict\-validation\fP
trata los errores de validación como fatales.
.TP
.TP
\fB\-t[\fP\fIscenario_id\fP\fB],\ \-\-test[\fP\fI=scenario_id\fP\fB]\fP
ejecuta el juego en un pequeño escenario de prueba. El escenario debería de
ser alguno definido con una etiqueta WML \fB[test]\fP. Por omisión es
\fBtest\fP. Una demostración de la característica \fB[micro_ai]\fP puede ser
iniciada con \fBmicro_ai_test\fP. Implica \fB\-\-nogui.\fP
.TP
.TP
\fB\-u,\ \-\-unit\fP\fI\ scenario\-id\fP
ejecuta el escenario de prueba especificado para testar una unidad. Implica
\fB\-\-nogui.\fP
.TP
.TP
\fB\-\-userconfig\-dir\fP\fI\ nombre\fP
establece el directorio de configuración del usuario como \fInombre\fP en $HOME
o "Mis documentos\eMis juegos" en Windows. También es posible especificar
@ -254,10 +254,10 @@ directorio relativo al directorio donde corre el proceso usando una ruta que
comience por ".\e" or "..\e". Con X11 está predeterminado como
$XDG_CONFIG_HOME o $HOME/.config/wesnoth, en otros sistemas para la ruta de
los datos de usuario.
.TP
.TP
\fB\-\-userconfig\-path\fP
muestra la ruta del directorio de la configuración del usuario y regresa.
.TP
.TP
\fB\-\-userdata\-dir\fP\fI\ nombre\fP
establece el directorio de datos del usuario como \fInombre\fP en $HOME o "Mis
documentos\eMis juegos" en Windows. También es posible especificar una ruta
@ -265,23 +265,23 @@ absoluta para los datos del usuario fuera de $HOME o "Mis documentos\eMis
juegos". En Windows también es posible especificar un directorio relativo al
directorio donde corre el proceso usando una ruta que comience por ".\e" or
"..\e".
.TP
.TP
\fB\-\-username\fP\fI\ username\fP
utiliza \fIusername\fP cuando se conecta a un servidor, ignorando otras
preferencias.
.TP
.TP
\fB\-\-userdata\-path\fP
muestra la ruta del directorio de datos del usuario y regresa.
.TP
.TP
\fB\-\-validcache\fP
asume que el caché es válido (peligroso).
.TP
.TP
\fB\-v, \-\-version\fP
muestra el número de versión y finaliza.
.TP
.TP
\fB\-w, \-\-windowed\fP
ejecuta el juego en una ventana.
.TP
.TP
\fB\-\-with\-replay\fP
muestra la repetición de la partida cargada con la opción \fB\-\-load\fP.
.
@ -291,55 +291,55 @@ Las opciones multijugador específicas de bando están marcadas con
\fInúmero\fP. \fInúmero\fP ha de reemplazarse por un número de
bando. Habitualmente es 1 o 2, pero depende del número de jugadores posibles
en el escenario elegido.
.TP
.TP
\fB\-\-ai_config\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selecciona un archivo de configuración a cargar por el controlador de
inteligencia artificial para este bando.
.TP
.TP
\fB\-\-algorithm\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selecciona un algoritmo no estándar para ser usado por el controlador de la
IA para este bando. El algoritmo se define por una etiqueta \fB[ai]\fP, que
puede ser tanto principal en "data/ai/ais" o en "data/ai/dev" o un algoritmo
definido por un complemento. Entre los valores disponibles se incluyen:
\fBidle_ai\fP y \fBexperimental_ai\fP.
.TP
.TP
\fB\-\-controller\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selecciona el controlador para este bando. Los valores disponibles son:
\fBhuman\fP y \fBai\fP.
.TP
.TP
\fB\-\-era\fP\fI\ value\fP
use esta opción para jugar en la era seleccionada en lugar de la era por
omisión (\fBDefault\fP). La era se selecciona usando un identificador (id). Las
eras incluidas están descritas en el archivo \fBdata/multiplayer/eras.cfg\fP.
.TP
.TP
\fB\-\-exit\-at\-end\fP
finaliza una vez se ha completado el escenario, sin mostrar un diálogo de
victoria o derrota que requiera que el usuario pulse en Aceptar. Esto se usa
también para pruebas de rendimiento automatizadas.
.TP
.TP
\fB\-\-ignore\-map\-settings\fP
no se utilizan las configuraciones del mapa sino los valores
predeterminados.
.TP
.TP
\fB\-\-multiplayer\-repeat\fP\fI\ value\fP
repite una partida multijugador \fIvalue\fP veces. Es mejor usarlo con
\fB\-\-nogui\fP para evaluaciones automatizadas.
.TP
.TP
\fB\-\-parm\fP\fI\ number\fP\fB:\fP\fIname\fP\fB:\fP\fIvalue\fP
establece parámetros adicionales para este bando. Este parámetro depende de
las opciones empleadas con \fB\-\-controller\fP y \fB\-\-algorithm.\fP Sólo debería
ser útil a la gente que está diseñando su propia inteligencia
artificial. (no está documentado por completo todavía)
.TP
.TP
\fB\-\-scenario\fP\fI\ value\fP
selecciona un escenario multijugador por su identificador. El id de
escenario por defecto es \fBmultiplayer_The_Freelands\fP.
.TP
.TP
\fB\-\-side\fP\fI\ number\fP\fB:\fP\fIvalue\fP
selecciona una facción de la era actual para este bando. La facción se
selecciona usando un identificador (id). Las facciones se describen en el
archivo data/multiplayer.cfg.
.TP
.TP
\fB\-\-turns\fP\fI\ value\fP
establece el número de turnos para el escenario elegido. Por defecto no hay
límite de turnos.

View file

@ -45,136 +45,136 @@ con gli altri.
.
.SH OPZIONI
.
.TP
.TP
\fB\-\-bunzip\fP\fI\ infile.bz2\fP
decomprime un file che devessere in formato bzip2 e lo memorizza senza
suffisso .bz2. Il file \fIinfile.bz2\fP sarà rimosso.
.TP
.TP
\fB\-\-bzip\fP\fI\ infile\fP
comprime un file in formato bzip2, lo memorizza come \fIinfile\fP.bz2 e rimuove
\fIinfile\fP.
.TP
.TP
\fB\-c[\fP\fIid_campaign\fP\fB],\ \-\-campaign[\fP\fI=id_campagna\fP\fB]\fP
salta direttamente alla campagna con identificatore
\fIid_campagna\fP. Apparirà' un menu selezione se non si specifica alcun
identificatore.
.TP
.TP
\fB\-\-campaign\-difficulty[\fP\fI=difficoltà\fP\fB]\fP
La difficoltà di una specifica campagna (da 1 a max). Se non specificato,
comparirà il widget per la selezione della difficoltà.
.TP
.TP
\fB\-\-campaign\-scenario\fP\fI\ id_scenario\fP
Lidentificatore dello scenario della campagna specificata. Il default è il
primo scenario.
.TP
.TP
\fB\-\-core\fP\fI\ identificatore\fP
sostituisce la directory base caricata con quella specificata
nell'identificatore.
.TP
.TP
\fB\-\-data\-dir\fP\fI\ directory\fP
sostituisce la directory dei dati con quella specificata
.TP
.TP
\fB\-\-data\-path\fP
stampa il percorso della cartella dati ed esce.
.TP
.TP
\fB\-d, \-\-debug\fP
abilita le opzioni aggiuntive di controllo allinterno del gioco (vedi il
wiki presso https://www.wesnoth.org/wiki/CommandMode per maggiori
informazioni sulla shell di comando).
.TP
.TP
\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
avvia il gioco direttamente dalleditor per le partite. Se \fIfile\fP è
specificato, equivale a \fB\-l \-\-load\fP
.TP
.TP
\fB\-\-fps\fP
mostra, in un angolo dello schermo, il numero di quadri per secondo che il
gioco sta generando attualmente.
.TP
.TP
\fB\-f, \-\-fullscreen\fP
esegue il gioco a tutto schermo.
.TP
.TP
\fB\-\-gunzip\fP\fI\ infile.gz\fP
decomprime un file che devessere in formato gzip e lo memorizza senza
suffisso .gz. Il file \fIinfile.gz\fP sarà rimosso.
.TP
.TP
\fB\-\-gzip\fP\fI\ infile\fP
comprime un file in formato gzip, lo memorizza come \fIinfile\fP.gz e rimuove
\fIinfile\fP.
.TP
.TP
\fB\-h, \-\-help\fP
mostra un riepilogo delle opzioni tramite riga di comando verso un output
standard ed esce.
.TP
.TP
\fB\-l,\ \-\-load\fP\fI\ file\fP
carica il salvataggio \fIfile\fP dalla directory standard dei salvataggi. Se
usato insieme alle opzioni \fB\-e\fP o \fB\-\-editor\fP, lancia leditor con aperta
la mappa del \fIfile\fP. Se è una directory, leditor lancerà una finestra di
dialogo con un elenco di mappe caricabili.
.TP
.TP
\fB\-L,\ \-\-language\fP\fI\ linguaggio\fP
usa il linguaggio \fIlang\fP (simbolo) per questa sessione. Example:
\fB\-\-language ang_GB@latin\fP
.TP
.TP
\fB\-\-log\-\fP\fIlivello\fP\fB=\fP\fIdominio1\fP\fB,\fP\fIdominio2\fP\fB,\fP\fI...\fP
imposta il livello di severità dei domini di debug. Puoi usare \fBall\fP per
selezionare tutti i domini di debug. Livelli disponibili: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP. Normalmente è usato il livello \fBerror\fP.
.TP
.TP
\fB\-\-log\-precise\fP
registra i tempi nel logfile in maniera più accurata.
.TP
.TP
\fB\-\-log\-strict\fP
imposta il il livello di ristrettezza del logger. Ogni messaggio inviato di
questo livello o più severo causerà il fallimento del test unità, qualunque
sia lesito della vittoria. Ha rilevanza soltanto se utilizzato con
lopzione \fB\-u\fP.
.TP
.TP
\fB\-\-logdomains[\fP\fI=filtro\fP\fB]\fP
fornisce un elenco dei log domains definiti ( soltanto quelli contenenti
\fIfilter\fP, se usata) e termina.
.TP
.TP
\fB\-\-max\-fps\fP\fI\ fps\fP
il numero di immagini al secondo che il gioco può mostrare, il valore
dovrebbe essere compreso tra \fI1\fP e \fI1000\fP; il valore predefinito è pari
alla frequenza di aggiornamento del monitor.
.TP
.TP
\fB\-m, \-\-multiplayer\fP
esegue una partita multigiocatore. Ci sono opzioni aggiuntive che possono
essere usate con \fB\-\-mutiplayer\fP, come spiegato di seguito.
.TP
.TP
\fB\-\-mp\-test\fP
carica gli scenari di test mp.
.TP
.TP
\fB\-\-no\-delay\fP
esegue il gioco senza ritardi per stabilire le prestazioni del
sistema. Questa opzione è abilitata automaticamente da \fB\-\-nogui\fP.
.TP
.TP
\fB\-\-noaddons\fP
disabilita il caricamento delle estensioni utente.
.TP
.TP
\fB\-\-nocache\fP
disabilita la cache dei dati di gioco.
.TP
.TP
\fB\-\-nogui\fP
runs the game without the GUI. Only available in combination with
\fB\-\-multiplayer\fP or \fB\-\-screenshot\fP or \fB\-\-plugin\fP.
.TP
.TP
\fB\-\-nomusic\fP
esegue il gioco senza musica.
.TP
.TP
\fB\-\-noreplaycheck\fP
non cerca di validare un replay di un test unità. Ha rilevanza soltanto
insieme allopzione \fB\-u\fP.
.TP
.TP
\fB\-\-nosound\fP
esegue il gioco senza suono e musica.
.TP
.TP
\fB\-\-password\fP\fI\ password\fP
utilizza \fIpassword\fP per la connessione ad un server, ignorando le altre
scelte. Opzione non sicura.
.TP
.TP
\fB\-\-path\fP
stampa il nome della cartella contenente i dati del gioco ed esce.
.TP
.TP
\fB\-p,\ \-\-preprocess\fP\fI\ file/cartella sorgente\fP\fB\ \fP\fIcartella destinazione\fP
preprocesses a specified file/folder. For each file(s) a plain .cfg file and
a processed .cfg file will be written in specified target directory. If a
@ -184,17 +184,17 @@ will be preprocessed before the specified resources. Example: \fB\-p
~/wesnoth/data/campaigns/tutorial ~/result.\fP For details regarding the
preprocessor visit:
https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor
.TP
.TP
\fB\-\-preprocess\-defines=\fP\fIDEFINE1\fP\fB,\fP\fIDEFINE2\fP\fB,\fP\fI...\fP
lista di definizioni separate da una virgola per il comando
\fB\-\-preprocess\fP. Se il valore \fBSKIP_CORE\fP è presente nella lista di
definizioni della directory "data/core", la directory stessa non sarà
processata.
.TP
.TP
\fB\-\-preprocess\-input\-macros\fP\fI\ file sorgente\fP
usato soltanto dal comando \fB\-preprocess\fP. Specifica il file che contiene i
\fB[preproc_define]\fP che devono essere inclusi prima del preprocessing.
.TP
.TP
\fB\-\-preprocess\-output\-macros[\fP\fI=file\-destinazione\fP\fB]\fP
usato soltanto dal comando \fB\-preprocess\fP. Stamperà tutte le macro
preprocessate nel file destinazione. Se il file non viene specificato verrà
@ -202,49 +202,49 @@ utilizzato il file “_MACROS_.cfg” nella directory destinazione del comando
di preprocess. Il file in uscita può essere passato a
\fB\-\-preprocess\-input\-macros\fP. Questo parametro deve essere immesso prima del
comando \fB\-preprocess\fP.
.TP
.TP
\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\ \fP\fIX\fP\fBx\fP\fIY\fP
imposta la risoluzione dello schermo. Esempio: \fB\-r 800x600\fP
.TP
.TP
\fB\-\-render\-image\fP\fI\ immagine\fP\fB\ \fP\fIoutput\fP
takes a valid wesnoth 'image path string' with image path functions, and
outputs to a .png file. Outputs to a windows .bmp file if the filename ends
with .bmp or if libpng is not available. Image path functions are documented
at https://wiki.wesnoth.org/ImagePathFunctionWML.
.TP
.TP
\fB\-R,\ \-\-report\fP
inizializza le cartelle di gioco, stampa le informazioni di compilazione
utilizzate per i report dei bugs, indi esce.
.TP
.TP
\fB\-\-rng\-seed\fP\fI\ seme\fP
inizializza il generatore di numeri casuali con il numero <seme>.
Example: \fB\-\-rng\-seed 0\fP
.TP
.TP
\fB\-\-screenshot\fP\fI\ mappa\fP\fB\ \fP\fIoutput\fP
salva una schermata della \fImappa\fP nel file \fIoutput\fP senza inizializzare
uno schermo.
.TP
.TP
\fB\-s[\fP\fIhost\fP\fB],\ \-\-server[\fP\fI=host\fP\fB]\fP
si connette al server specificato se fornito, se no si connette al primo
server delle preferenze. Esempio: \fB\-\-server server.wesnoth.org\fP
.TP
.TP
\fB\-\-showgui\fP
esegue il gioco con linterfaccia grafica, sovrascrivendo ogni implicito
\fB\-\-nogui.\fP
.TP
.TP
\fB\-\-strict\-validation\fP
errori di validazione sono trattati come errori fatali.
.TP
.TP
\fB\-t[\fP\fIscenario_id\fP\fB],\ \-\-test[\fP\fI=scenario_id\fP\fB]\fP
esegue il gioco in un piccolo scenario di test. Lo scenario dovrebbe essere
uno di quelli definiti con un tag WML \fB[test]\fP. Una dimostrazione delle
caratteristiche delle \fB[micro_ai]\fP può essere avviata con
\fBmicro_ai_test\fP. Implica \fB\-\-nogui.\fP
.TP
.TP
\fB\-u,\ \-\-unit\fP\fI\ id_scenario\fP
esegue lo scenario di test specificato come un test unità. Implica
\fB\-\-nogui.\fP
.TP
.TP
\fB\-\-userconfig\-dir\fP\fI\ nome\fP
imposta la directory di configurazione dellutente a \fInome\fP sotto $HOME o
"My Documents\eMy Games" per Windows. Puoi anche specificare un percorso
@ -255,10 +255,10 @@ percorso che inizia con ".\e" or "..\e".
In ambiente X11 la directory standard è $XDG_CONFIG_HOME o
$HOME/.config/wesnoth, in altri ambienti corrisponde alla directory
contenente i dati utente.
.TP
.TP
\fB\-\-userconfig\-path\fP
stampa il percorso della cartella di configurazione ed esce.
.TP
.TP
\fB\-\-userdata\-dir\fP\fI\ nome\fP
imposta la directory dei dati dellutente a \fInome\fP sotto $HOME o "My
Documents\eMy Games" per Windows. Puoi anche specificare un percorso
@ -266,23 +266,23 @@ assoluto per la directory di configurazione al di fuori di $HOME o "My
Documents\eMy Games". In ambiente Windows è anche possibile specificare una
directory relativa al directory di lavoro del processo, utilizzando un
percorso che inizia con ".\e" or "..\e".
.TP
.TP
\fB\-\-username\fP\fI\ username\fP
utilizza \fIusername\fP per la connessione ad un server, ignorando le altre
scelte.
.TP
.TP
\fB\-\-userdata\-path\fP
stampa il percorso della cartella di configurazione dellutente ed esce.
.TP
.TP
\fB\-\-validcache\fP
assume che la cache sia valida (pericoloso).
.TP
.TP
\fB\-v, \-\-version\fP
mostra il numero di versione ed esce.
.TP
.TP
\fB\-w, \-\-windowed\fP
esegue il gioco in una finestra.
.TP
.TP
\fB\-\-with\-replay\fP
esegue il replay della partita caricata con lopzione \fB\-\-load\fP.
.
@ -292,53 +292,53 @@ Le opzioni multigiocatore specifiche delle fazioni sono indicate da
\fInumero\fP. \fInumero\fP deve essere sostituito dal numero della
fazione. Normalmente è 1 o 2 ma dipende dal numero di giocatori possibili
nello scenario scelto.
.TP
.TP
\fB\-\-ai_config\fP\fI\ numero\fP\fB:\fP\fIvalore\fP
seleziona un file di configurazione da caricare per il controllo dellIA di
questa fazione.
.TP
.TP
\fB\-\-algorithm\fP\fI\ numero\fP\fB:\fP\fIvalore\fP
seleziona un algoritmo non standard come controllore dellIA per questa
fazione. Lalgoritmo è definito da un tag \fB[ai]\fP che può essere uno di
quelli base presenti sia in "data/ai/ais" o in "data/ai/dev", oppure un
algoritmo definito da una estensione. Valori possibili sono anche:
\fBidle_ai\fP and \fBexperimental_ai\fP.
.TP
.TP
\fB\-\-controller\fP\fI\ numero\fP\fB:\fP\fIvalore\fP
seleziona il tipo di controllo per questa fazione. Valori disponibili:
\fBhuman\fP e \fBai\fP.
.TP
.TP
\fB\-\-era\fP\fI\ valore\fP
usa questa opzione per giocare nellera selezionata invece che in quella
\fBDefault\fP. L'era è scelta per ID. Le ere sono descritte nel file
data/multiplayer.cfg.
.TP
.TP
\fB\-\-exit\-at\-end\fP
esce quando lo scenario è finito, senza mostrare la finestra delle
vittorie/sconfitte, che richiede che lutente prema il pulsante OK. Anche
questa opzione è usata per eseguire dei benchmark con script.
.TP
.TP
\fB\-\-ignore\-map\-settings\fP
ignora le impostazioni della mappa, utilizza invece i valori di default.
.TP
.TP
\fB\-\-multiplayer\-repeat\fP\fI\ valore\fP
ripete una partita multiplayer \fIvalore\fP volte. Preferibilmente da
utilizzare insieme a \fB\-\-nogui\fP per eseguire benchmark con script.
.TP
.TP
\fB\-\-parm\fP\fI\ number\fP\fB:\fP\fInome\fP\fB:\fP\fIvalore\fP
imposta parametri aggiuntivi per questa fazione. Questo parametro dipende
dalle opzioni usate con \fB\-\-controller\fP e \fB\-\-algorithm\fP. Dovrebbe essere
utile solo per chi sta programmando la propria IA. (non ancora documentata
completamente)
.TP
.TP
\fB\-\-scenario\fP\fI\ valore\fP
seleziona uno scenario multigiocatore. lo scenario predefinito è
\fBmultiplayer_The_Freelands\fP.
.TP
.TP
\fB\-\-side\fP\fI\ numero\fP\fB:\fP\fIvalore\fP
seleziona una fazione dellera attuale per questa squadra. La fazione è
scelta per ID. Le fazioni sono descritte nel file data/multiplayer.cfg.
.TP
.TP
\fB\-\-turns\fP\fI\ valore\fP
imposta il numero di turni per lo scenario scelto. Limpostazione standard è
senza limiti.

View file

@ -104,5 +104,3 @@ if(ENABLE_POT_UPDATE_TARGET)
)
endif(ENABLE_POT_UPDATE_TARGET)

View file

@ -6,11 +6,11 @@ Import("env")
#
if "manual" in COMMAND_LINE_TARGETS or "update-po4a" in COMMAND_LINE_TARGETS or "pot-update" in COMMAND_LINE_TARGETS:
env.Command("manual.en.xml", "manual.txt",
"asciidoc -b docbook -d book -n -a toc -o $TARGET $SOURCE && dos2unix $TARGET")
"asciidoc -b docbook -d book -n -a toc -o $TARGET $SOURCE && dos2unix $TARGET")
manuals = Glob("*.xml")
for manual in manuals:
html = env.Command(manual.name.replace(".xml", ".html"), manual,
"""${SOURCES[0].exists() and \
"""${SOURCES[0].exists() and \
'xsltproc --nonet \
--stringparam callout.graphics 0 \
--stringparam navig.graphics 0 \

View file

@ -770,7 +770,7 @@ scénáře, nebo jsou automaticky přidávány určitým typům jednotek. Jsou t
Starý
</span></dt><dd>
Nejstarší jednotky mohou mít vlastnost Starý, která způsobuje snížení životů
o 8, snížení bodů pohybu o 1 a -1 zranění na blízko.
o 8, snížení bodů pohybu o 1 a -1 zranění na blízko.
</dd><dt><span class="term">
Prostoduchý
</span></dt><dd>

View file

@ -1281,7 +1281,7 @@ Vaata kaarti: maastikku ja pealikute (oma ja vastase) asukohti.
Seejärel alusta üksuste värbamist. Odavad üksused kuluvad ära vastase esmase
rünnakulaine tõrjumisel, mille järel saab mängu juurde tuua tugevamaid
üksusi. Kiireid üksusi saab kasutada luurajatena maade avastamisel ja
külade hõivamisel.
külade hõivamisel.
</li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_during_the_scenario"></a>3.2.2. Stsenaariumi käigus</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
Püüa hõivata ja enda käes hoida nii palju külasid kui võimalik et tagada
piisav sissetulek.
@ -1319,7 +1319,7 @@ Mõned üksused on eri liiki rünnakute suhtes kas vastupidavad või
haavatavad. Ratsaüksused on haavatavad torkerünnakutega ning müstilised
rünnakud on hukatuseks kooljatele. Üksuse vastupanuvõime nägemiseks tee
sellel paremklõps ning seejärel vali "Üksuse kirjeldus" ja
"Vastupanuvõime".
"Vastupanuvõime".
</li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_healing_2"></a>3.2.3. Tervendamine</h3></div></div></div><p>Mänguedu oluliseks osaks on oskus hoida oma üksused terved. Kui üksused viga
saavad, tervenda neid kas külades või liikudes ravitsemisvõimega üksuste
kõrvale. Mõned üksused, näiteks trollid, suudavad ka ise taastuda.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_winning_a_scenario"></a>3.2.4. Stsenaariumi võitmine</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">

View file

@ -109,7 +109,7 @@ tersedia ada banyak kampanye, era multiplayer (mendefinisikan kelompok untuk
permainan multiplayer) dan peta multiplayer. Dengan tombol "Hapus Add-ons"
anda dapat menghapusnya lagi setelah anda tidak ingin mereka lagi.
</dd><dt><span class="term">
Editor Peta
Editor Peta
</span></dt><dd>
Klik tombol ini untuk memulai Editor Peta dimana anda dapat membuat kustom
peta untuk game multiplayer atau untuk membangun kampanye anda sendiri.
@ -234,13 +234,13 @@ Tombol Tindakan
</li><li class="listitem">
Penghitung Giliran (jumlah giliran saat ini/giliran maksimum)
</li><li class="listitem">
Emas anda
Emas anda
</li><li class="listitem">
Desa (desa anda / jumlah total seluruh desa)
</li><li class="listitem">
Total unit anda
Total unit anda
</li><li class="listitem">
Pemasukan anda
Pemasukan anda
</li><li class="listitem">
Penghasilan anda
</li><li class="listitem">
@ -371,7 +371,7 @@ menggunakan menu Pilihan.</p><div class="table"><a id="idm139822478276448"></a><
</td></tr><tr><td style="" align="left">
Ctrl+Alt+m
</td><td style="" align="left">
Toggle mematikan suara permainan
Toggle mematikan suara permainan
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
@ -410,7 +410,7 @@ menggunakan menu Pilihan.</p><div class="table"><a id="idm139822478276448"></a><
</td></tr><tr><td style="" align="left">
Ctrl+j
</td><td style="" align="left">
Tampilkan tujuan skenario
Tampilkan tujuan skenario
</td></tr><tr><td style="" align="left">
s
</td><td style="" align="left">
@ -418,7 +418,7 @@ menggunakan menu Pilihan.</p><div class="table"><a id="idm139822478276448"></a><
</td></tr><tr><td style="" align="left">
Alt+s
</td><td style="" align="left">
Tampilkan tabel status
Tampilkan tabel status
</td></tr><tr><td style="" align="left">
Alt+u
</td><td style="" align="left">
@ -442,7 +442,7 @@ menggunakan menu Pilihan.</p><div class="table"><a id="idm139822478276448"></a><
</td></tr><tr><td style="" align="left">
Ctrl+Alt+r
</td><td style="" align="left">
Mengulangi merekrut unit terakhir
Mengulangi merekrut unit terakhir
</td></tr><tr><td style="" align="left">
Alt+r
</td><td style="" align="left">
@ -462,7 +462,7 @@ menggunakan menu Pilihan.</p><div class="table"><a id="idm139822478276448"></a><
</td></tr><tr><td style="" align="left">
t
</td><td style="" align="left">
Melanjutkan pergerakan unit tersela
Melanjutkan pergerakan unit tersela
</td></tr><tr><td style="" align="left">
u
</td><td style="" align="left">
@ -574,7 +574,7 @@ bergerak
</td></tr><tr><td style="" align="left">
Ctrl+l
</td><td style="" align="left">
Mengatur label tim
Mengatur label tim
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
@ -638,7 +638,7 @@ dibatalkan)
</td><td style="" align="left">
Pindahkan tindakan ke bawah antrian
</td></tr><tr><td style="" align="left">
Alt+Tombol Game X
Alt+Tombol Game X
</td><td style="" align="left">
Pindahkan tindakan ke atas antrian
</td></tr></tbody></table></div></div><br class="table-break" /></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_gold_2"></a>2.2. Emas</h2></div></div></div><p>Masing-masing pihak diberikan beberapa jumlah emas untuk memulai, dan
@ -1022,7 +1022,7 @@ per giliran, atau menghentikan efek racun saat giliran itu. Sebuah unit
keracunan tidak dapat disembuhkan dari racun dengan penyembuh ini, dan harus
mencari perawatan di desa atau unit yang dapat menyembuhkan.
</dd><dt><span class="term">
Menyembuhkan +8
Menyembuhkan +8
</span></dt><dd>
Unit ini mengkombinasikan herbal dengan sihir untuk menyembuhkan unit lebih
cepat dari biasanya di medan perang. Unit yang dirawat oleh penyembuh ini
@ -1091,9 +1091,9 @@ per tingkat musuh. Dengan kata lain:</p><div class="table"><a id="idm13982247799
yang berbeda</strong></p><div class="table-contents"><table class="table" summary="Bonus pengalaman untuk membunuh atau memerangi musuh yang memiliki tingkat&#10;yang berbeda" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th style="" align="left">
tingkat musuh
</th><th style="" align="left">
bonus membunuh
bonus membunuh
</th><th style="" align="left">
bonus pertempuran
bonus pertempuran
</th></tr></thead><tbody><tr><td style="" align="left">
0
</td><td style="" align="left">

View file

@ -538,7 +538,7 @@ sue mosse)
</td></tr><tr><td style="" align="left">
Ctrl+x
</td><td style="" align="left">
Cancella i messaggi
Cancella i messaggi
</td></tr></tbody></table></div></div><br class="table-break" /><div class="table"><a id="idm140206433709456"></a><p class="title"><strong>Tabella 2.5. Tasti vari di accesso rapido</strong></p><div class="table-contents"><table class="table" summary="Tasti vari di accesso rapido" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
Ctrl+c
</td><td style="" align="left">
@ -858,7 +858,7 @@ Selvaggio
</span></dt><dd>
Le unità selvagge ricevono soltanto il 50% del bonus difensivo quando
vengono posizionate in un villaggio, qualunque sia la natura del terreno sul
quale il villaggio stesso è edificato.
quale il villaggio stesso è edificato.
</dd><dt><span class="term">
Leale
</span></dt><dd>
@ -995,7 +995,7 @@ Cibarsi
</span></dt><dd>
Creature con questa caratteristica incrementano di 1 punto ferita il loro
massimo ogni volta che uccidono una unità, sempre che questultima non sia
immune al contagio.
immune al contagio.
</dd><dt><span class="term">
Guarisce +4
</span></dt><dd>

View file

@ -813,7 +813,7 @@ distância. Agilidade é uma característica possuída somente pelos elfos. O
povo élfico é conhecido por sua graça singular e sua grande facilidade com o
arco. Alguns, entretanto, são agraciados com um talento natural que excede o
de seus irmãos. Esses elfos inflingem um ponto de dano adicional com cada
flecha.
flecha.
</dd><dt><span class="term">
Corajoso
</span></dt><dd>

View file

@ -1360,7 +1360,7 @@ the enemy dies.</p></div><div class="section"><div class="titlepage"><div><div><
день, или для защиты от сбоев. Мы не рекомендуем снова и снова загружать
игру посреди сценария только потому, что вашего белого мага постоянно
убивают. Лучше подумайте, как защитить вашего мага, и балансируйте риски!
Это часть стратегии.
Это часть стратегии.
</li><li class="listitem">
Если вы должны загрузить сохранённую игру, мы рекомендуем вернуться к началу
сценария, чтобы выбрать действенную стратегию, а не просто подбирать, когда
@ -1374,7 +1374,7 @@ the enemy dies.</p></div><div class="section"><div class="titlepage"><div><div><
</li></ul></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_at_the_start_of_a_scenario"></a>3.2.1. В начале сценария</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
В первую очередь прочитайте задачи сценария. Иногда вам не требуется убивать
вражеского лидера, а достаточно лишь выжить в течение определённого числа
ходов или подобрать определённый предмет.
ходов или подобрать определённый предмет.
</li><li class="listitem">
Посмотрите на карту; изучите территорию, позицию своего и других лидеров.
</li><li class="listitem">

View file

@ -1331,7 +1331,7 @@ the enemy dies.</p></div><div class="section"><div class="titlepage"><div><div><
для захисту від збоїв. Ми не рекомендуємо знову і знову завантажувати гру
посеред сценарію тільки тому, що вашого білого мага постійно вбивають. Краще
подумайте, як захистити вашого мага, і збалансуйте ризики! Це частина
стратегії.
стратегії.
</li><li class="listitem">
Якщо вам треба завантажити збережену гру, ми рекомендуємо повернутися до
початку сценарію, щоб вибрати дієву стратегію, а не просто підбирати
@ -1345,7 +1345,7 @@ the enemy dies.</p></div><div class="section"><div class="titlepage"><div><div><
</li></ul></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_at_the_start_of_a_scenario"></a>3.2.1. На початку сценарію</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
Спочатку прочитайте завдання сценарію. Іноді вам не треба вбивати ворожого
лідера, а досить лише вижити впродовж певної кількості ходів або підібрати
певний предмет.
певний предмет.
</li><li class="listitem">
Роздивіться карту: вивчіть місцевість, позицію свого і інших лідерів.
</li><li class="listitem">

View file

@ -777,7 +777,7 @@
</li><li class="listitem">
成对使用疗伤者,这样他们在需要的时候可以互相疗伤。
</li><li class="listitem">
属于同盟中不同阵营的多名疗伤者可以共同对同一个单位疗伤,并加快单位的回复速度。
属于同盟中不同阵营的多名疗伤者可以共同对同一个单位疗伤,并加快单位的回复速度。
</li><li class="listitem">
巨魔和树人不能使其它单位再生。
</li><li class="listitem">

View file

@ -112,13 +112,13 @@ ul, body dir, body menu {
}
html {
margin: 0;
margin: 0;
padding: 0;
}
body h1, body h2, body h3, body h4, body h5, body h6 {
margin-left: 0
}
}
body pre {
margin: 0.5em 10% 0.5em 1em;

View file

@ -72,4 +72,3 @@ Comment[vi]=Một trò chơi chiến lược dựa trên lượt đi theo phong
Icon=wesnoth-icon
Exec=wesnoth
Categories=Game;StrategyGame;

View file

@ -41,8 +41,8 @@
;Language Selection Dialog Settings
;Remember the installer language
!define MUI_LANGDLL_REGISTRY_ROOT "SHCTX"
!define MUI_LANGDLL_REGISTRY_KEY "Software\Battle for Wesnoth\%version"
!define MUI_LANGDLL_REGISTRY_ROOT "SHCTX"
!define MUI_LANGDLL_REGISTRY_KEY "Software\Battle for Wesnoth\%version"
!define MUI_LANGDLL_REGISTRY_VALUENAME "Installer Language"
;--------------------------------
@ -54,8 +54,8 @@
!insertmacro MUI_PAGE_DIRECTORY
;Start Menu Folder Page Configuration
!define MUI_STARTMENUPAGE_REGISTRY_ROOT "SHCTX"
!define MUI_STARTMENUPAGE_REGISTRY_KEY "Software\Battle for Wesnoth\%version"
!define MUI_STARTMENUPAGE_REGISTRY_ROOT "SHCTX"
!define MUI_STARTMENUPAGE_REGISTRY_KEY "Software\Battle for Wesnoth\%version"
!define MUI_STARTMENUPAGE_REGISTRY_VALUENAME "Start Menu Folder"
!define MUI_STARTMENUPAGE_DEFAULTFOLDER "Battle for Wesnoth %version"
@ -116,7 +116,7 @@ Section "Battle for Wesnoth" BfWSection
WriteUninstaller "$INSTDIR\Uninstall.exe"
;Add uninstall information
WriteRegStr SHCTX "Software\Microsoft\Windows\CurrentVersion\Uninstall\Battle for Wesnoth %version" "DisplayName" "Battle for Wesnoth %version"
WriteRegStr SHCTX "Software\Microsoft\Windows\CurrentVersion\Uninstall\Battle for Wesnoth %version" "DisplayName" "Battle for Wesnoth %version"
WriteRegStr SHCTX "Software\Microsoft\Windows\CurrentVersion\Uninstall\Battle for Wesnoth %version" "DisplayIcon" "$\"$INSTDIR\wesnoth.exe$\""
WriteRegStr SHCTX "Software\Microsoft\Windows\CurrentVersion\Uninstall\Battle for Wesnoth %version" "UninstallString" "$\"$INSTDIR\Uninstall.exe$\""
WriteRegStr SHCTX "Software\Microsoft\Windows\CurrentVersion\Uninstall\Battle for Wesnoth %version" "QuietUninstallString" "$\"$INSTDIR\Uninstall.exe$\" /S"

View file

@ -41,7 +41,7 @@ Calquera actividade distinta da copia, distribución e modificación non está c
Pode cobrar unha taxa polo acto físico de transferir unha copia e, se vostede quixer, pode tamén ofrecer unha determinada garantía a cambio do pagamento dunha taxa.
2. Pode modificar a súa copia ou copias do Programa, ou calquera parte del, e obter así un produto baseado no Programa, así como copiar e distribuír as devanditas modificacións ou produto de acordo cos termos do apartado 1 anterior, sempre que cumpra tamén con todas as condicións seguintes:
2. Pode modificar a súa copia ou copias do Programa, ou calquera parte del, e obter así un produto baseado no Programa, así como copiar e distribuír as devanditas modificacións ou produto de acordo cos termos do apartado 1 anterior, sempre que cumpra tamén con todas as condicións seguintes:
a) Debe facer que calquera ficheiro modificado inclúa indicacións ben visibles nas que se especifique que o correspondente ficheiro foi modificado, así como a data de calquera modificación.
b) Debe facer que calquera produto distribuído ou publicado por vostede, que en todo ou en parte conteña ou derive do Programa ou de calquera parte do Programa, obteña unha licenza no seu conxunto sen que isto repercuta en ningún gasto para calquera terceira parte de acordo cos termos desta licenza.
@ -70,7 +70,7 @@ Se a distribución do código obxecto ou executable se realiza concedendo acceso
7. Se, como consecuencia dun proceso xudicial ou dunha acusación por violación de patentes, ou por calquera outra causa (sen restrinxirse aos temas de patentes), resultase a imposición de calquera condición sobre vostede (xa sexa por orde xudicial, por acordo ou por calquera outra causa) que contradiga as condicións desta licenza, iso non o escusa do cumprimento das condicións desta licenza. De non lle ser posible distribuír o Programa respectando as obrigas contraídas baixo esta licenza e, asemade, calquera outra obriga pertinente, entón terá que deixar de distribuílo en ningún modo. Por exemplo, no caso de existir unha licenza de patente que non permitise a redistribución do Programa exenta de dereitos de autor por parte de todos aqueles que recibisen copias de maneira directa ou indirecta de vostede, o único xeito de cumprir cos termos da devandita licenza de patente e mais desta licenza ao mesmo tempo sería evitando por completo a distribución do Programa.
No caso de que calquera sección deste apartado se considerase non válida ou non executable baixo calquera circunstancia concreta será de aplicación o resto do apartado e, en calquera outras circunstancias, aplicarase o apartado no seu conxunto.
No caso de que calquera sección deste apartado se considerase non válida ou non executable baixo calquera circunstancia concreta será de aplicación o resto do apartado e, en calquera outras circunstancias, aplicarase o apartado no seu conxunto.
O obxectivo deste apartado non é inducilo a infrinxir ningunha reivindicación de patente nin de calquera outro dereito de propiedade intelectual, así como tampouco impugnar a validez deste tipo de reivindicacións. O único que pretende este apartado é protexer a integridade do sistema de distribución do software libre, levado á práctica mediante o desenvolvemento de licenzas públicas.

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@ -81,7 +81,7 @@ Zasady i warunki kopiowania, rozpowszechniania i modyfikowania
dołączyć do niego pisemną ofertę, ważną co najmniej 3 lata, przyznającą każdej stronie trzeciej - za opłatą nie przekraczającą twego kosztu fizycznego wykonywania dystrybucji źródła - kompletną, odczytywalną przez urządzenia cyfrowe kopię odpowiadającego mu kodu źródłowego, rozprowadzaną na warunkach pkt.1 i 2 powyżej, na nośniku zwyczajowo używanym do wzajemnej wymiany oprogramowania; lub
c.
dołączyć do niego informację, jaką otrzymałeś na temat oferty rozprowadzania odpowiedniego kodu źródłowego. (Ta możliwość dozwolona jest tylko dla dystrybucji niehandlowej i jedynie wtedy, gdy otrzymałeś dany program w kodzie wynikowym lub formie wykonywalnej wraz z wymienioną ofertą - zgodnie z podpunktem "b" powyżej).
dołączyć do niego informację, jaką otrzymałeś na temat oferty rozprowadzania odpowiedniego kodu źródłowego. (Ta możliwość dozwolona jest tylko dla dystrybucji niehandlowej i jedynie wtedy, gdy otrzymałeś dany program w kodzie wynikowym lub formie wykonywalnej wraz z wymienioną ofertą - zgodnie z podpunktem "b" powyżej).
Określenie kod źródłowy dla pracy oznacza formę pracy preferowaną dla wprowadzania do niej modyfikacji. Dla wykonanej pracy, kompletny kod źródłowy oznacza cały kod źródłowy wszystkich modułów, wszelkie sprzężone z nią pośredniczące pliki opisujące oraz zbiory komend stosowane do sterowania kompilacją i instalowaniem programów. Niemniej jednak, jako wyjątek specjalny, dystrybuowany (w formie źródłowej albo binarnej) kod źródłowy nie musi obejmować niczego, co jest normalnie rozprowadzane przy pomocy głównych komponentów (kompilator, jądro itd.) systemu operacyjnego, na którym pracuje część wykonywalna, o ile sam taki komponent towarzyszy tej części.

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@ -27,7 +27,7 @@ This is an unofficial translation of the GNU General Public License into Chinese
 我們採取兩項措施來保護您的權利:
用版權來保護軟體。
提供您許可證,賦予您複製,發佈和修改這些軟體的法律許可。
提供您許可證,賦予您複製,發佈和修改這些軟體的法律許可。
 同樣,為了保護每個作者和我們自己,我們需要清楚地讓每個人明白,自由軟體沒有擔保 (no warranty)。如果由於某人修改了軟體,並繼續加以傳播,我們需要它的接受者明白:他們所得到的並不是原來的自由軟體。由其他人引入的任何問題,不應損害原作者的聲譽。
@ -52,7 +52,7 @@ GNU 通用公共許可證
您必須讓您發佈或出版的作品,包括本程式的全部或一部分,或內含本程式的全部或部分所衍生的作品,允許第三方在此許可證條款下使用,並且不得因為此項授權行為而收費。
如果修改的程式在執行時以交談方式讀取命令,您必須使它在開始進入一般的交談使用方式時列印或顯示聲明:包括適當的版權聲明和沒有擔保的聲明(或者您提供擔保的聲明);使用者可以按此許可證條款重新發佈程式的聲明;並告訴使用者如何看到這一許可證的副本。 (例外的情況:如果原始程式以交談方式工作,但它通常並不列印這樣的聲明,那麼您基於此程式的作品也就不用列印聲明)。
如果修改的程式在執行時以交談方式讀取命令,您必須使它在開始進入一般的交談使用方式時列印或顯示聲明:包括適當的版權聲明和沒有擔保的聲明(或者您提供擔保的聲明);使用者可以按此許可證條款重新發佈程式的聲明;並告訴使用者如何看到這一許可證的副本。 (例外的情況:如果原始程式以交談方式工作,但它通常並不列印這樣的聲明,那麼您基於此程式的作品也就不用列印聲明)。
 這些要求適用於整個修改過的作品。如果能夠確定作品的一部分並非本程式的衍生產品,且可以合理地單獨考慮並將它與原作品分開的話,則當您將它作為獨立的作品發佈時,它不受此許可證和其條款的約束。但是當您將這部分與基於本程式的作品一同發佈時,則整個套件將受到本許可證條款約束,因為本許可證對於其他許可證持有人的授權擴大到整個產品,也就是套件的每個部分,不管它是誰寫的。
@ -66,7 +66,7 @@ GNU 通用公共許可證
在通常用作軟體交換的媒體上,和目標碼一起,附上書面報價,提供替第三方複製原始碼的服務。該書面報價有效期不得少於 3 年,費用不得超過完成原程式發佈的實際成本,原始碼的發佈應符合上面的第 12 款的要求。或者
和目標碼一起,附有您收到的發佈原碼的報價信息。 (這一條款只適用於非商業性發佈,而且您只收到程式的目標碼或可執行碼,和按 b 款要求提供的報價)
和目標碼一起,附有您收到的發佈原碼的報價信息。 (這一條款只適用於非商業性發佈,而且您只收到程式的目標碼或可執行碼,和按 b 款要求提供的報價)
 作品的原始碼指的是對作品進行修改最優先擇取的形式。對可執行的作品而言,完整的原始碼套件包括:所有模組的所有原始程式,加上有關的介面的定義,加上控制可執行作品的安裝和編譯的 script。至於那些通常伴隨著執行本程式所需的作業系統元件 (如編譯器、核心等) 而發佈的軟體 (不論是原始碼或可執行碼),則不在本許可證要求以程式原始碼形式伴隨發佈之列,除非它是本程式的一部分。
@ -116,13 +116,13 @@ GNU 通用公共許可證
 您應該已經和程式一起收到一份 GNU 通用公共許可證的副本。如果還沒有,寫信給:
Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 此外還應加上如何和您保持聯繫的信息。
 如果程式以交談方式進行工作,當它開始進入交互方式工作時,應輸出類似下面的簡短聲明:
Gnomovision 第 69 版,版權所有 (C) 19XX作者姓名 Gnomovision 絕對沒有擔保。要知道詳細情況,請輸入 "show w"。 這是自由軟體,歡迎您遵守一定的條件重新發佈它,要知道詳細情況, 請輸入 "show c"。
Gnomovision 第 69 版,版權所有 (C) 19XX作者姓名 Gnomovision 絕對沒有擔保。要知道詳細情況,請輸入 "show w"。 這是自由軟體,歡迎您遵守一定的條件重新發佈它,要知道詳細情況, 請輸入 "show c"。
 假設的命令 "show w" 和 "show c" 應顯示通用公共許可證的相應條款。當然,您使用的命令名稱可以不同於 "show w" 和 "show c" 。根據您的程式的具體情況,也可以用選單或滑鼠來顯示這些條款。
@ -131,6 +131,6 @@ GNU 通用公共許可證
Yoyodyne 公司以此方式放棄 James Hacker 所寫的 Gnomovision 程式的全部版權利益。
Ty coon 簽名1989.4.1
Ty coon 副總裁
Ty coon 副總裁
 這一許可證不允許您將程式併入私有程式。如果您的程式是一個子函式庫。您可能會認為讓它和私有的應用程式連接會更有用。如果您想這麼做,請使用 GNU 函式庫通用公共許可證代替本許可證。

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@ -346,13 +346,13 @@ satisfassiez aussi à chacune des conditions requises suivantes :
chacune de ses parties, indépendamment de la façon dont ils sont
empaquetés. Cette licence ne donne aucune permission de licencier
le travail dune autre façon, mais elle ninvalide pas une telle
permission si vous lavez reçue séparément.
permission si vous lavez reçue séparément.
d) Si le travail a des interfaces utilisateurs interactives, chacune
doit afficher les Notices Légales Appropriées ; cependant si le
Programme a des interfaces qui naffichent pas les Notices Légales
Appropriées, votre travail na pas à les modifier pour quelles
les affichent.
les affichent.
Une compilation dun Travail Couvert avec dautres travaux séparés et
indépendants, qui ne sont pas par leur nature des extensions du Travail
@ -829,17 +829,17 @@ où la notice complète peut être trouvée :
<une ligne donnant le nom du programme et une brève idée de ce quil fait.>
Copyright (C) <année> <nom de lauteur> — Tous droits réservés.
Ce programme est un logiciel libre ; vous pouvez le redistribuer ou le
modifier suivant les termes de la “GNU General Public License” telle que
publiée par la Free Software Foundation : soit la version 3 de cette
licence, soit (à votre gré) toute version ultérieure.
Ce programme est distribué dans lespoir quil vous sera utile, mais SANS
AUCUNE GARANTIE : sans même la garantie implicite de COMMERCIALISABILITÉ
ni dADÉQUATION À UN OBJECTIF PARTICULIER. Consultez la Licence Générale
Publique GNU pour plus de détails.
Vous devriez avoir reçu une copie de la Licence Générale Publique GNU avec
ce programme ; si ce nest pas le cas, consultez :
<http://www.gnu.org/licenses/>.

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@ -21,7 +21,7 @@ A legtöbb szoftver licencei azzal a szándékkal készültek, hogy minél keves
A szabad szoftver megjelölés nem azt jelenti, hogy a szoftvernek nem lehet ára. A GPL licencek célja, hogy garantálja a szabad szoftver másolatainak szabad terjesztését (és e szolgáltatásért akár díj felszámítását), a forráskód elérhetőségét, hogy bárki szabadon módosíthassa a szoftvert, vagy felhasználhassa a részeit új szabad programokban; és hogy mások megismerhessék ezt a lehetőséget.
A szerző jogainak védelmében korlátozásokat kell hozni, amelyek megtiltják, hogy bárki megtagadhassa ezeket a jogokat másoktól, vagy bárki mást ezekről való lemondásra kényszerítsen.
A szerző jogainak védelmében korlátozásokat kell hozni, amelyek megtiltják, hogy bárki megtagadhassa ezeket a jogokat másoktól, vagy bárki mást ezekről való lemondásra kényszerítsen.
Ezek a megszorítások bizonyos felelősségeket jelentenek azok számára, akik a szoftver másolatait terjesztik vagy módosítják.
Ha valaki például ilyen program másolatait terjeszti, akár ingyen vagy bizonyos összeg fejében, a szoftverre vonatkozó minden jogot tovább kell adnia a fogadó feleknek. Biztosítani kell továbbá, hogy megkapják vagy legalábbis megkaphassák a forráskódot is, valamint jelen dokumentumban lévő a licencfeltételeket is el kell juttatni hozzájuk, hogy tisztában legyenek a jogaikkal.
@ -34,7 +34,7 @@ A GNU GPL-t használó fejlesztők két lépésben védik az Ön jogait:
Az egyes fejlesztők és szerzők védelmében a GPL világosan kimondja, hogy az általa licencelt szabad szoftverre nincs jótállás. A GPL a felhasználók és a szerzők érdekében egyaránt megköveteli, hogy a módosított verziókon a változások meg legyenek jelölve, hogy az esetleges problémákat ne róhassák fel tévesen a korábbi változatot készítőnek.
Egyes eszközök úgy készültek, hogy ne tegyék lehetővé a felhasználóknak a bennük található szoftver módosított változatainak telepítését vagy futtatását, miközben a gyártó képes erre. Ez alapjaiban nem fér össze azon célunkkal, hogy védjük a felhasználóknak a szoftver módosítására vonatkozó szabadságát. Az ilyen visszaélések legkövetkezetesebb módon az egyének által használható termékeknél fordulnak elő, ahol ez a legelfogadhatatlanabb. Éppen ezért a GPL jelen verzióját kifejezetten úgy készítettük, hogy tiltsa az ilyen termékek gyakorlatát. Amennyiben lényeges mértékben más területeken is előfordulnak hasonló problémák, úgy készen állunk, hogy ezt a rendelkezést kiterjesszük a GPL jövőbeni verzióiban azokra a területekre is, hogy védjük a felhasználók szabadságát.
Végül, a szabad szoftver létét állandóan fenyegetik a szoftverszabadalmak. Az államoknak általában nem szabadna engedniük, hogy szabadalmakat jegyezhessenek be az általános célú számítógépekhez való szoftverek fejlesztésének és használatának korlátozására, azonban azokban az országokban, ahol lehetőség van az ilyen szabadalmak bejegyzésére, el szeretnénk kerülni a valós veszélyt a szabad programok oly módon történő átalakításának, hogy saját szellemi tulajdont képezzenek belőle. Ennek megelőzéséhez a jelen GPL rögzíti, hogy szabadalmak nem használhatók a program nem szabaddá tételére.
Végül, a szabad szoftver létét állandóan fenyegetik a szoftverszabadalmak. Az államoknak általában nem szabadna engedniük, hogy szabadalmakat jegyezhessenek be az általános célú számítógépekhez való szoftverek fejlesztésének és használatának korlátozására, azonban azokban az országokban, ahol lehetőség van az ilyen szabadalmak bejegyzésére, el szeretnénk kerülni a valós veszélyt a szabad programok oly módon történő átalakításának, hogy saját szellemi tulajdont képezzenek belőle. Ennek megelőzéséhez a jelen GPL rögzíti, hogy szabadalmak nem használhatók a program nem szabaddá tételére.
A másolásra, terjesztésre, módosításra vonatkozó pontos szabályok és feltételek:

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@ -49,7 +49,7 @@ Version 1.13.11:
* Fixed ingame help showing units you haven't encountered (bug #2135)
* Fix recalls updating shroud immediately when "Delay Shroud Updates" is set
(bug #2196)
* Fixed not being able to undo previous moves after entering planning mode
* Fixed not being able to undo previous moves after entering planning mode
(bug #2303)

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@ -280,4 +280,3 @@ if(ENABLE_NLS)
)
endif(ENABLE_NLS)

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@ -144,4 +144,3 @@ if env["nls"]:
join("../translations", lingua, "LC_MESSAGES", domain),
join(domain, lingua)
)

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@ -25,7 +25,7 @@ if test -f $DOMAIN.cpp.po ; then
sed s/charset=CHARSET/charset=UTF-8/ $DOMAIN.cpp.po > $DOMAIN.cpp1.po
fi
if test -r $FINDCFG ; then
if test -r $FINDCFG ; then
$WMLXGETTEXT --directory=$TOP_SRCDIR --domain=$DOMAIN `cd $TOP_SRCDIR && sh $CURRENT_SRCDIR/FINDCFG` > $DOMAIN.wml.po;
fi
@ -52,4 +52,3 @@ test ! -f $DOMAIN.po || {
mv $DOMAIN.po $DOMAIN.pot;
fi;
}

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@ -55,7 +55,7 @@ framework_install() {
else
echo "==> Found old $PACKAGE.framework in temp"
rm -rf $PACKAGE.framework
fi
fi
fi
fi
if [ "$path" == "none" ]; then

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@ -826,25 +826,25 @@ Cgo
* Fix unit move continuation if enemy discovered (#21372)
* Support for total conversions, so called "cores".
* Partial moves now able to be continued properly in whiteboard (#22231)
* Fix bug wherein "lobby sounds" advanced preference didn't do anything for
* Fix bug wherein "lobby sounds" advanced preference didn't do anything for
the default lobby.
* Fix bug wherein dbus notifications did not have a wesnoth icon
* Fix bug wherein chat history synopses weren't working right in the dbus
* Fix bug wherein chat history synopses weren't working right in the dbus
notifications
* Default to classic minimap unit/village color coding (colored by side).
* Default to classic minimap terrain representation (satellite view).
* Added trait list with links to the help page for units
* In the help page for a units, if a unit has "terrain defense caps" (like
cavalry on forests), a "Defense Capped" column is added to the terrain
* In the help page for a units, if a unit has "terrain defense caps" (like
cavalry on forests), a "Defense Capped" column is added to the terrain
modifiers table, showing which terrains have a cap in place. A link to an
explanation of this behavior elsewhere in the help is given.
* When using the terrain description feature with a mixed terrain type, the
* When using the terrain description feature with a mixed terrain type, the
game will autogenerate a formatted explanation of its best/worst
movement/defense properties.
* Autogenerate help pages for all eras and factions.
* Help pages for a faction autogenerates a list of races and alignments that
* Help pages for a faction autogenerates a list of races and alignments that
appear in that faction.
* Make nice help descriptions for the default factions (using content from
* Make nice help descriptions for the default factions (using content from
the wiki).
* Fix bug wherein hotkeys for changing tips in titlescreen aren't working.
@ -2515,7 +2515,7 @@ Cgo
* Added a note to all final scenarios, stating which one is the last
scenario.
* A Tale of Two Brothers:
* Fix bug #19949: Turns left counter initially incorrect when objectives
* Fix bug #19949: Turns left counter initially incorrect when objectives
change and turn limit is extended.
* The Chase: fixed some missing messages if no unit with role=speaker is
present.
@ -2758,7 +2758,7 @@ Cgo
Khalifate) is used now.
* Fixed bug #19083: allow attack to happen normally without causing OOS if
turn time runs out in attack selection dialog.
* Whiteboard:
* Fixed bug #18635: Percentage not displayed for units selected at their
future position.
@ -3702,11 +3702,11 @@ Cgo
* Graphics:
* Terrains:
* Modified Deep Water tiles for greater contrast with Shallow
* New Dead Great Tree
* New Dead Great Tree
* Portraits:
* Drake Warden
* Language and i18n:
* Updated translations: Afrikaans, British English, Chinese (Traditional),
* Updated translations: Afrikaans, British English, Chinese (Traditional),
Galician, German, Greek, Indonesian, Irish, Japanese, Korean, Latin,
Lithuanian, Old English, Portuguese (Brazil), Serbian, Spanish, Swedish,
Vietnamese.

View file

@ -21,7 +21,7 @@ usage()
echo -e "\t-g\tIf we encounter a crash, generate a backtrace using gdb. Must have gdb installed for this option."
echo -e "\t-p arg\tPath to wesnoth binary. By default assume it is with this script."
if [ $(uname) = "Darwin" ]; then
echo -e "\t \tThe special value xcode searches in XCode's DerivedProducts directory."
echo -e "\t \tThe special value xcode searches in XCode's DerivedProducts directory."
fi
echo -e "\t-l arg\tLoads list of tests from the given file."
echo -e "\t \tBy default, the file is wml_test_schedule."

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@ -2,12 +2,12 @@
Minimal libpng interface to save SDL_Surfaces as PNG files.
You might want to take a look in "savepng.h" - it is much shorter and simpler
You might want to take a look in "savepng.h" - it is much shorter and simpler
than this README.
## Install
Add "savepng.c" and "savepng.h" to your project.
Add "savepng.c" and "savepng.h" to your project.
Link the libpng library, i.e. add the `-lpng` LDFLAG (even if you already have
`-lSDL_image`).
@ -27,8 +27,8 @@ As you can see, `SDL_SavePNG` accepts an SDL_Surface and a filename for it's
input. Similar to SDL_SaveBMP, it is a wrapper around the actual RWops-based
`SDL_SavePNG_RW` function, so you could use that, if needed.
Lastly, there is `SDL_PNGFormatAlpha`, modeled after SDL_DisplayFormatAlpha,
that would convert *any SDL_Surface* to an *SDL_Surface suitable for PNG
Lastly, there is `SDL_PNGFormatAlpha`, modeled after SDL_DisplayFormatAlpha,
that would convert *any SDL_Surface* to an *SDL_Surface suitable for PNG
output*. Each call to `SDL_PNGFormatAlpha` produces a **new** SDL_Surface that
**must** be freed using `SDL_FreeSurface`.
@ -40,12 +40,12 @@ SDL_FreeSurface(tmp)
```
Such conversion is actually only required for *one* surface format (see below),
and would do **nothing** for all other formats, making it **very fast**. The
format in question is:
and would do **nothing** for all other formats, making it **very fast**. The
format in question is:
### 32-bpp surfaces without alpha
There is a interesting caveat of combining naive libpng and cunning SDL in a
There is a interesting caveat of combining naive libpng and cunning SDL in a
32-bpp video mode.
The *screen* surface (obtained by `SDL_SetVideoMode` or similarly) might (and
@ -60,21 +60,21 @@ transparent, as the alpha values for each pixel are set to 0.
Depending on your video mode, you might or might not need to first convert your
surface using `SDL_PNGFormatAlpha`. If you have absolute control over the video
surface, you can force it to 24bpp (or less) mode, which would avoid the
surface, you can force it to 24bpp (or less) mode, which would avoid the
problem.
If the surface passed to `SDL_PNGFormatAlpha` is already suitable, a no-op is
If the surface passed to `SDL_PNGFormatAlpha` is already suitable, a no-op is
performed. It is very fast, so you should probably always convert your surfaces
before saving.
### No text chunks
Unfortunately, a simplistic interface such as SDL_SavePNG provides no means to
write PNG meta-data. If you need to add iTXT chunks to your PNGs, you would
Unfortunately, a simplistic interface such as SDL_SavePNG provides no means to
write PNG meta-data. If you need to add iTXT chunks to your PNGs, you would
have to modify this code or write your own version.
If you have some kind of simple API, that would be thematically consistent with
SDL, in mind -- please share.
SDL, in mind -- please share.
## Demo
@ -86,9 +86,9 @@ README.
The problem in question is very simple, and this little piece of functionality
was implemented and re-implemented multiple times by multiple authors (notably,
Angelo "Encelo" Theodorou and Darren Grant, among others). I decided to write
my own version to ensure it's correctness, learn more about libpng, and to
provide a copy-pastable, maintained, libpng15-aware, palette-supporting
variation that I could link to. You can view it as a continuation of their
my own version to ensure it's correctness, learn more about libpng, and to
provide a copy-pastable, maintained, libpng15-aware, palette-supporting
variation that I could link to. You can view it as a continuation of their
efforts.
SDL_Image would've been perfect place for this, but that library has different

View file

@ -656,7 +656,7 @@ void addon_manager::execute_action_on_selected_addon(window& window)
void addon_manager::install_addon(const addon_info& addon, window& window)
{
addons_client::install_result result = client_.install_addon_with_checks(addons_, addon);
// Take note if any wml_changes occurred
need_wml_cache_refresh_ |= result.wml_changed;

View file

@ -446,7 +446,7 @@ unit::unit()
, upkeep_(upkeep_full())
, invisibility_cache_()
{
}
void unit::init(const config& cfg, bool use_traits, const vconfig* vcfg)
@ -692,7 +692,7 @@ void unit::clear_status_caches()
}
void unit::init(const unit_type& u_type, int side, bool real_unit, unit_race::GENDER gender)
{
{
type_ = &u_type;
race_ = &unit_race::null_race;
variation_ = type_->default_variation();

View file

@ -115,7 +115,7 @@ private:
// Copy constructor
unit(const unit& u);
unit();
public:
@ -143,7 +143,7 @@ public:
{
return unit_ptr(new unit(*this));
}
virtual ~unit();
void swap(unit&);

View file

@ -4,4 +4,3 @@ Wesnoth servers.
Tools that work on data (WML, maps, images, sounds) no longer belong here.
Go to data/tools for those.

View file

@ -74,4 +74,3 @@ for i in $filelist; do
fi
done
echo "RGBA: $rgba RGB: $rgb Gray+A: $graya Gray: $gray Index+A: $indexa Index: $index Other: $other"

View file

@ -65,4 +65,3 @@ do
done
rm $tmp

View file

@ -158,4 +158,3 @@ def wmlerr(finfo, message, errtype=WmlError):
def wmlwarn(finfo, message):
warnings.warn(finfo + ": " + message, WmlWarning)

View file

@ -69,10 +69,10 @@ for afile in $potfiles
do
for bfile in $potfiles
do
# The newer-than test is a klugy way to select
# only one of each two file pairs that are the
# same symmetrical set. This will give duplicate
# messages if the files were created in the same second.
# The newer-than test is a klugy way to select
# only one of each two file pairs that are the
# same symmetrical set. This will give duplicate
# messages if the files were created in the same second.
if [ $afile != $bfile -a $afile -nt $bfile ]
then
sort -u $afile >/tmp/sschk$$_afile

View file

@ -55,4 +55,3 @@ foreach ( sort @output ) {
print;
$last = $_;
}

View file

@ -100,9 +100,9 @@ subprocess.call( [
# Some cleanup
print("Cleaning up...")
# Some cleanup
to_cleanup = [
"../org.wesnoth.feature/build.xml",
"../org.wesnoth.dependencies.feature/build.xml",
to_cleanup = [
"../org.wesnoth.feature/build.xml",
"../org.wesnoth.dependencies.feature/build.xml",
"../org.wesnoth/build.xml",
"../org.wesnoth.ui/build.xml",
"../org.wesnoth/javaCompiler...args",
@ -117,7 +117,7 @@ except: pass
try: shutil.rmtree( "../org.wesnoth.dependencies.feature/feature.temp.folder" )
except: pass
# Local variables:
# mode: python
# end:

View file

@ -31,8 +31,8 @@ archivePrefix=wesnoth_umc_dev
# The location underwhich all of the build output will be collected.
collectingFolder=${archivePrefix}
# The list of {os, ws, arch} configurations to build. This
# value is a '&' separated list of ',' separate triples. For example,
# The list of {os, ws, arch} configurations to build. This
# value is a '&' separated list of ',' separate triples. For example,
# configs=win32,win32,x86 & linux,motif,x86
# By default the value is *,*,*
configs=win32, win32, x86 &\
@ -51,7 +51,7 @@ flattenDependencies = true
parallelCompilation=true
parallelThreadCount=2
parallelThreadsPerProcessor=1
#Set to true if you want the output to be ready for an update jar (no site.xml generated)
outputUpdateJars = true

View file

@ -3,10 +3,10 @@
<target name="main">
<available property="haveBaseLocation" file="${baseLocation}"/>
<fail unless="haveBaseLocation" message="Please set the base location for the eclipse installation." />
<available property="haveBuildDirectory" file="${buildDirectory}"/>
<fail unless="haveBuildDirectory" message="Please set the build location." />
<!-- Check that we have a deltapack -->
<available property="haveDeltaPack" file="${deltapack}"/>
<fail unless="haveDeltaPack" message="The deltapack is required to build this product. Please set the &quot;deltapack&quot; property." />

View file

@ -13,17 +13,17 @@ Eclipse plugin changelog
* The path for the Wesnoth binary is now automatically set correctly when using Mac OS X.
2.0.0
* The standalone version now has all the proper save/new/undo/redo
* The standalone version now has all the proper save/new/undo/redo
buttons in the menus.
* Added support for multiple wesnoth installations. This
allows the user to have UMC for different wesnoth version at the
* Added support for multiple wesnoth installations. This
allows the user to have UMC for different wesnoth version at the
same time in the workspace.
* Added a new property page for Wesnoth projects, that allows
one to select what wesnoth install that project use.
* Added the "Wesnoth Addons" view, which allows users to browse
through the existing addons on any wesnoth addon server and
download them ( and optionally create them as projects in the workspace).
* Each wesnoth projects now has attached a folder that points to the
* Each wesnoth projects now has attached a folder that points to the
wesnoth ``data/core" directory.
* The required Xtext version has been raised to 2.0.0
* The required Eclipse version has been raised to 3.7 ( Indigo )
@ -40,7 +40,7 @@ Eclipse plugin changelog
* Fixed bug #18080
* Fixed bug #18076
* Fixed bug #18025
1.0.2
* Fixed bug #17875 - Wesnoth projects is blank unless right-clicked
* Fixed bug #17882 - UTF-8 files with BOM not supported
@ -56,7 +56,7 @@ Eclipse plugin changelog
* Added tooltip to each preference in preferences page.
* Added marker support when checking with wmllint and wmlscope. The markers will appear
in each file, at the reported line and in the Problems Pane (usually the one under the editor)
* The user is asked at the workspace setup phase whether to create or not projects for
* The user is asked at the workspace setup phase whether to create or not projects for
mainline projects
* Fixed a problem when an empty project won't open after creating it.
* Fixed bug #16602.

View file

@ -151,7 +151,7 @@ This tests involve starting the plugin, and launching the tests after it started
\item For the \textbf{Test Class}, enter: ``org.wesnoth.tests.WMLPDETestsSuite" ( or ``Search..." for it. Just enter ``WMLTestsSuite" in the newly opened window, and select the item )
\item For the \textbf{Test method}, let it as it is by default: ``(all methods)"
\item In the ``Test runner" Combo Box select ``Junit 4"
\item Go to the ``Arguments" tab, and in the ``VM Arguments" text box, add the following arguments, separated by space:
\item Go to the ``Arguments" tab, and in the ``VM Arguments" text box, add the following arguments, separated by space:
\begin{enumerate}
\item $-DisTesting=true$
\item $-DwesnothWorkingDir=<path>$ ( Replace the $<path>$ token with the current path to the wesnoth working directory ( it contains the data directory ) )
@ -161,13 +161,13 @@ This tests involve starting the plugin, and launching the tests after it started
\item $-DpythonPath=<path>$ ( Replace the $<path>$ token with the current path to the python binary ( for *nix systems, 'pyhon' will suffice ) )
\end{enumerate}
\item Press ``Apply" and ``Run"
\end{enumerate}
\end{enumerate}
\textit{Note:} You can always launch last run configuration with F11 - Debug / CTRL+F11 - Run. Alternatively, you can launch them by clicking near the green bug/run icon, on the little down arrow, and selecting the run configuration.
\section{Building the plugin}
The plugin can be built as a zip archive (usually) for different operating systems. The built application can be launched without any Eclipse prerequisites. This plugin's version is called \textbf{Standalone}.
The plugin can be built as a zip archive (usually) for different operating systems. The built application can be launched without any Eclipse prerequisites. This plugin's version is called \textbf{Standalone}.
You now have 2 choices: Build the plugin from within Eclipse - this way you can build, say, just for your current OS/architecture - or you can use the already existing build script - that builds the plugin for all currently supported architectures.

View file

@ -234,7 +234,7 @@ The plugin is in fact something like a WML IDE ( \href{http://en.wikipedia.org/w
\item - It has wizards for new campaigns, scenarios, factions, eras, and everything else you might think of. You just complete the needed values and it generates the wml (with nice indentation).
\item - It has front-ends for launching wmltools (like wmllint, wmlscope, wmlindent on files/directories), the wesnoth game, and the map editor.
\item - It has a specialized WML editor that has syntax highlighting, tag folding and outline, autocompletion, navigation to macro definitions and so on.
\item - It has integrated addon management features that allow to upload or download arbitrary addons.
\item - It has integrated addon management features that allow to upload or download arbitrary addons.
\end{description}
\subsection{The IDE doesn't start anymore after update}

View file

@ -261,4 +261,3 @@ rm -f ${broken_file_list}
print_statistics
exit 0