Clean up some trailing whitespace
This commit is contained in:
parent
e9a69b6bc9
commit
14b31911dc
32 changed files with 69 additions and 79 deletions
|
@ -622,5 +622,3 @@ These are all the things I fixed when changing the bad to the good:
|
|||
- There should always be a space on either side of a {
|
||||
- There should always be a new line after a ;
|
||||
- The closing function bracket should be on a line by itself
|
||||
|
||||
|
||||
|
|
|
@ -63,7 +63,7 @@ Attack: You are limited by the mobility of the attacking sector
|
|||
according to the mob-cost to move the mil into the target sector.
|
||||
Assault: If the target sector contains mil, then you may only attack with
|
||||
1/10th of your mil on board, unless your ship has "semi-land"
|
||||
capability in which case it is 1/4th, -or- if your ship has
|
||||
capability in which case it is 1/4th, -or- if your ship has
|
||||
"land" capability in which case there is no limitation.
|
||||
Board: When boarding from a sector, the sector must have mob. When
|
||||
boarding from either a ship or a sector, the number of mil
|
||||
|
|
|
@ -47,12 +47,12 @@ as your fishing grounds.
|
|||
You can also use a global '*' or a fleet letter here.
|
||||
"order * level 1 start food 30"
|
||||
"order * level 1 end food 30"
|
||||
|
||||
|
||||
"order F level 1 start food 30"
|
||||
"order F level 1 end food 30"
|
||||
|
||||
NOTE: You should set BOTH start and end fields to insure
|
||||
autofish will work correctly and set them at the
|
||||
autofish will work correctly and set them at the
|
||||
same levels!
|
||||
|
||||
NOTE: Fishing boats and oil derricks are a special case
|
||||
|
@ -75,7 +75,7 @@ For oil derricks, step 2b becomes:
|
|||
.nf
|
||||
"order 0 level 1 start food 30"
|
||||
"order 1 level 2 end oil 1"
|
||||
|
||||
|
||||
Note: If food is not required, food cargo levels can be zeroed.
|
||||
|
||||
Note: In this configuration, the end oil level is not important
|
||||
|
|
|
@ -136,4 +136,3 @@ For the above, use this table:
|
|||
and a flakscale of 1.75
|
||||
.fi
|
||||
.SA "bomb, fly, recon, paradrop, nation, Planes, Interception, Combat"
|
||||
|
||||
|
|
|
@ -153,7 +153,7 @@ improvements to many commands, rewrote missile, navigation, and march
|
|||
code. Consolidated launch/bomb and missile/plane interdiction so that
|
||||
hit chance and damage is the same whether it's a mission or done "by
|
||||
hand". Added collateral damage, interdiction nuke detonation,
|
||||
"friendly" trade relations, BIG_CITY, ATT_INTERDICT,
|
||||
"friendly" trade relations, BIG_CITY, ATT_INTERDICT,
|
||||
Consolidated sail, navi, and order. Added toggle, flash, wall,
|
||||
shutdown, strength. Other contributers:
|
||||
Chad Zabel (ship anti-missile defense)
|
||||
|
@ -219,7 +219,7 @@ place to keep the server source free forever. Yee-haw!
|
|||
|
||||
In addition, the server was made run-time configurable (yes, including
|
||||
WORLD_X and WORLD_Y) so that you didn't have to re-build an entire server
|
||||
each time you changed an option (you just have to rebuild the world
|
||||
each time you changed an option (you just have to rebuild the world
|
||||
sometimes. ;-) )
|
||||
|
||||
2006 Empire 4.3, Wolfpack
|
||||
|
|
|
@ -105,7 +105,7 @@ where
|
|||
mintech = min tech level required to build plane
|
||||
and
|
||||
placc = plane accuracy
|
||||
and if the target is a ship and the plane is an ASW plane, then
|
||||
and if the target is a ship and the plane is an ASW plane, then
|
||||
placc = placc - 20
|
||||
and if the target is a ship and the plane does not have tactical capability
|
||||
placc = placc + 35
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
.\"
|
||||
.\" pop off the enviornment
|
||||
.\"
|
||||
.de TH
|
||||
.de TH
|
||||
.ds Ts \\$1\\\\0:\\\\0\\$2
|
||||
.ev 1
|
||||
.cs \\*N
|
||||
|
@ -39,7 +39,7 @@
|
|||
.de EX \" Start of macro EX
|
||||
.nf
|
||||
.ti +0.3i \" Temporary indent of 3/10 inch
|
||||
.\" Constant spacing for EF font = 26/36 ems
|
||||
.\" Constant spacing for EF font = 26/36 ems
|
||||
.cs \*(EF 26
|
||||
.nr CS 1 \" Indicate constant spacing on
|
||||
.lg 0 \" Turn off ligature mode
|
||||
|
|
|
@ -10,11 +10,11 @@ if you type in the following.
|
|||
.s1
|
||||
.nf
|
||||
.in +1i
|
||||
telnet your.local.empire.machine 6666
|
||||
coun <NAME>
|
||||
pass <PASSWORD>
|
||||
telnet your.local.empire.machine 6666
|
||||
coun <NAME>
|
||||
pass <PASSWORD>
|
||||
kill
|
||||
quit
|
||||
quit
|
||||
.in -1i
|
||||
.fi
|
||||
.s1
|
||||
|
|
|
@ -33,4 +33,3 @@ the unit or plane id. So for example, to load ship #1 with land unit
|
|||
.EX "load land 1 2"
|
||||
.s1
|
||||
.SA "Mobility, Transportation"
|
||||
|
||||
|
|
|
@ -81,7 +81,7 @@ bombers These were basically an intermediate stage between the light &
|
|||
These planes were essentially compromises, and were phased out
|
||||
as time went on. They could not bomb as precisely as a light
|
||||
bomber, nor as heavily as a heavy bomber.
|
||||
|
||||
|
||||
transports
|
||||
|
||||
Initially, these were basically similar to civilian airliners.
|
||||
|
|
|
@ -11,7 +11,7 @@ Sector-types:
|
|||
- wilderness h harbor l library/school
|
||||
c capital/city w warehouse e enlistment center
|
||||
p park u uranium mine ! headquarters
|
||||
COMMUNICATIONS * airfield
|
||||
COMMUNICATIONS * airfield
|
||||
+ highway a agribusiness FINANCIAL
|
||||
) radar installation o oil field b bank
|
||||
j light manufacturing
|
||||
|
|
|
@ -10,13 +10,13 @@
|
|||
- wilderness h harbor l library/school
|
||||
~ plains w warehouse e enlistment center
|
||||
c capital/city u uranium mine ! headquarters
|
||||
p park * airfield
|
||||
p park * airfield
|
||||
a agribusiness FINANCIAL
|
||||
COMMUNICATIONS o oil field b bank
|
||||
+ highway j light manufacturing
|
||||
+ highway j light manufacturing
|
||||
) radar installation k heavy manufacturing
|
||||
# bridge head % refinery
|
||||
= bridge span
|
||||
# bridge head % refinery
|
||||
= bridge span
|
||||
@ bridge tower
|
||||
.FI
|
||||
.s1
|
||||
|
|
|
@ -54,7 +54,7 @@ battleship While the names change, the purpose remained the same: a ship
|
|||
fighting men at any desired point. Small squadrons of these
|
||||
ships could (and did) take over towns, attack fortresses by
|
||||
surprise, and generally make life miserable for the defense).
|
||||
|
||||
|
||||
The pre-dreadnought was a battleship with a limited number
|
||||
(usually 4) of heavy guns, numerous lighter guns ('secondary'
|
||||
and 'tertiary' armament), and heavy armor on vital portions
|
||||
|
@ -77,7 +77,7 @@ battleship While the names change, the purpose remained the same: a ship
|
|||
|
||||
The battleship of the 1918-1945 period was faster, and carried
|
||||
a new AA capacity, especially in the latter years of the period.
|
||||
|
||||
|
||||
After 1945, the class died out (except for 4 ships)
|
||||
|
||||
For our purposes, a battleship 1 is a ship of the line, a
|
||||
|
@ -97,7 +97,7 @@ battlecruiser These special ships existed in the 1905-1920 period, prior to
|
|||
With this (and with the introduction of oil fuel, which made
|
||||
battleships their equal in speed), they were phased out.
|
||||
|
||||
ASW cruiser These ships came into being in the 1965-present period in
|
||||
ASW cruiser These ships came into being in the 1965-present period in
|
||||
response to a need for a large ASW ship to carry ASW helicopters
|
||||
and command equipment. It typically carries full ASW armament,
|
||||
as well as a minor ASuW capability.
|
||||
|
@ -113,7 +113,7 @@ missile cruiser These ships range in size from 100t missile boats (the modern
|
|||
The missile frigate and cruiser also serve as SAM ships.
|
||||
|
||||
landing craft These ships are relatively unique, being used mainly in the
|
||||
1942-1950 period. Before that, landings were carried out by
|
||||
1942-1950 period. Before that, landings were carried out by
|
||||
frigates, ships-of-the-line, light & heavy cruisers, &
|
||||
pre-dreadnoughts, all of which could land a large number of
|
||||
men. With the introduction of the concept of beach-defense by
|
||||
|
@ -144,7 +144,7 @@ escort carrier These ships are designed for various purposes. At first,
|
|||
submarine The submarine was originally intended, in the 1900-1910 period,
|
||||
to fill the same role as the torpedo boat, using stealth to
|
||||
get to the battleships instead of speed. It was a strictly
|
||||
defensive weapon, without much speed or endurance.
|
||||
defensive weapon, without much speed or endurance.
|
||||
|
||||
In the 1910-1925 period, the sub was much enlarged, and use in
|
||||
a combination anti-battleship (sank at least 20)/anti-commerce
|
||||
|
|
|
@ -37,7 +37,7 @@ tip the balance in favour of the attacker.
|
|||
|
||||
6) Is it important?
|
||||
|
||||
If the change involves adding detail to the game, is the detail
|
||||
If the change involves adding detail to the game, is the detail
|
||||
important enough? Does the change go beyond the general level of Empire
|
||||
abstraction? For example, a change to allow you to name each of your mil
|
||||
would obviously be beyond Empire's general detail level. A command to name
|
||||
|
|
|
@ -60,7 +60,7 @@ mech artillery but less damage. Hvy artillery has less mobility, but more
|
|||
All artillery is bad at attacking, but can usually defend in
|
||||
a not-horrible fashion. Artillery units are, however, pretty
|
||||
vulnerable to shelling and bombing. (except for mech artillery)
|
||||
|
||||
|
||||
engineers Engineers are the most versatile unit. They can lay mines,
|
||||
mech engineers clear mines, defend well, attack well, work on sectors, etc.
|
||||
The drawbacks? Well, they're VERY expensive and not very
|
||||
|
|
|
@ -38,7 +38,7 @@ Some effects happen right away, and last until you use
|
|||
the \*Qcapital\*U command to create a new capital. The effects are:
|
||||
|
||||
.NF
|
||||
3) You will not be able to use many commands (use the
|
||||
3) You will not be able to use many commands (use the
|
||||
'list of commands' command to see the pitiful few you may still use)
|
||||
|
||||
4) The rate at which you gain BTUs will dramatically decrease (see
|
||||
|
|
|
@ -12,7 +12,7 @@ will replace the existing distribution sector.
|
|||
For example,
|
||||
.EX distribute 2,0 8,4
|
||||
.NF
|
||||
highway at 2,0 delivers to 8,4.
|
||||
highway at 2,0 delivers to 8,4.
|
||||
Distribution sector? 7,-1
|
||||
highway 2,0 new path distributes to 7,-1 (cost 0.200)
|
||||
Current best path is 'gguh'
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
# ---
|
||||
#
|
||||
# findsubj.pl: Find info subjects, update subjects.mk
|
||||
#
|
||||
#
|
||||
# Known contributors to this file:
|
||||
# Ken Stevens (when it was still info.pl)
|
||||
# Markus Armbruster, 2006-2008
|
||||
|
@ -140,7 +140,7 @@ sub parse_file {
|
|||
|
||||
open(F, "<$filename")
|
||||
or die "Can't open $filename: $!";
|
||||
|
||||
|
||||
$_ = <F>;
|
||||
if (/^\.TH (\S+) (\S.+\S)$/) {
|
||||
$chapter{$topic} = $1;
|
||||
|
|
|
@ -45,7 +45,7 @@ shown here (no partial pattern matching is done.)
|
|||
fuel obsolete, retained for backwards compatibility, always zero
|
||||
tech technology of unit
|
||||
retr retreat %age of unit
|
||||
react current reaction radius
|
||||
react current reaction radius
|
||||
xl # of x-light planes loaded onto unit
|
||||
nland # of land units loaded onto unit
|
||||
land land unit # this unit is loaded on
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#!/usr/local/bin/perl
|
||||
#!/usr/local/bin/perl
|
||||
|
||||
use strict;
|
||||
use warnings;
|
||||
|
|
|
@ -20,7 +20,7 @@ Capital is 100% efficient and has 87 civilians and 80 military
|
|||
Education.......... 9.20 Happiness....... 2.01
|
||||
Technology......... 16.81 Research........ 19.82
|
||||
Technology factor : 30.81% Max population : 556
|
||||
|
||||
|
||||
Plague factor : 1.05%
|
||||
Max safe population for civs/uws: 427/483
|
||||
Happiness needed is 4.385283
|
||||
|
|
|
@ -24,31 +24,31 @@ Which will print the news for the last two days.
|
|||
You can select whose news to see with the ?actor or ?victim selectors,
|
||||
and what news to see with the ?action selector. Actions are:
|
||||
.nf
|
||||
1) Successful sector attack
|
||||
2) Unsuccessful attack
|
||||
3) Spy shot
|
||||
4) Telegram sent
|
||||
5) Treaty signing
|
||||
6) Loan made
|
||||
7) Loan repaid
|
||||
8) Goods sold
|
||||
9) Airspace violated
|
||||
10) Artillery fire on sectors
|
||||
11) Artillery fire on ships
|
||||
12) Attacking unowned land
|
||||
13) Ship torpedoed
|
||||
14) Gunners firing in self-defense
|
||||
15) Breaking sanctuary
|
||||
16) Planes bombing sectors
|
||||
17) Planes bombing ships
|
||||
18) Successful boarding actions
|
||||
19) Unsuccessful boarding actions
|
||||
21) Collecting on loans
|
||||
22) Considering treaty violation
|
||||
23) Actual treaty violation
|
||||
25) Ships hitting mines
|
||||
26) Alliance declaration
|
||||
28) War declarations
|
||||
1) Successful sector attack
|
||||
2) Unsuccessful attack
|
||||
3) Spy shot
|
||||
4) Telegram sent
|
||||
5) Treaty signing
|
||||
6) Loan made
|
||||
7) Loan repaid
|
||||
8) Goods sold
|
||||
9) Airspace violated
|
||||
10) Artillery fire on sectors
|
||||
11) Artillery fire on ships
|
||||
12) Attacking unowned land
|
||||
13) Ship torpedoed
|
||||
14) Gunners firing in self-defense
|
||||
15) Breaking sanctuary
|
||||
16) Planes bombing sectors
|
||||
17) Planes bombing ships
|
||||
18) Successful boarding actions
|
||||
19) Unsuccessful boarding actions
|
||||
21) Collecting on loans
|
||||
22) Considering treaty violation
|
||||
23) Actual treaty violation
|
||||
25) Ships hitting mines
|
||||
26) Alliance declaration
|
||||
28) War declarations
|
||||
29) Alliance dissolving
|
||||
30) War ending
|
||||
31) Plague outbreaks
|
||||
|
|
12
info/order.t
12
info/order.t
|
@ -37,7 +37,7 @@ again.
|
|||
.s1
|
||||
To declare an order you have 3 options.
|
||||
.NF
|
||||
1) Order a ship to any sector on the map.
|
||||
1) Order a ship to any sector on the map.
|
||||
When it arrives it will clear its orders.
|
||||
|
||||
2) Order a ship to any sector, load goods,
|
||||
|
@ -50,7 +50,7 @@ To declare an order you have 3 options.
|
|||
|
||||
Example: You have a cargo ship (#6) in your harbor at sector 6,0
|
||||
You want to move good between that harbor and another harbor at
|
||||
sector 14,0.
|
||||
sector 14,0.
|
||||
|
||||
order 6 d 6,0 14,0
|
||||
|
||||
|
@ -80,7 +80,7 @@ scuttle themselves at sea.
|
|||
.EX order <SHIP/FLEET> l <hold> <start/end> <COMM> <amount>
|
||||
.s1
|
||||
Set cargo Levels.
|
||||
.NF
|
||||
.NF
|
||||
Example: Cargo ship #109 is at your harbor in sector 10,0.
|
||||
You have agreed to trade 200 lcm and 100 hcm to your friend and
|
||||
he will give you 100 shells each update. His harbor is at -10,2.
|
||||
|
@ -88,9 +88,9 @@ Using 'order declare' you set up your start point 10,0 and end point -10,2
|
|||
|
||||
order 109 l 1 start lcm 200
|
||||
order 109 l 2 start hcm 100
|
||||
order 109 l 1 end shell 100
|
||||
order 109 l 1 end shell 100
|
||||
|
||||
When your finished the output would look like this.
|
||||
When your finished the output would look like this.
|
||||
|
||||
sorder 109
|
||||
shp # type x,y start end len eta
|
||||
|
@ -100,7 +100,7 @@ qorder 109
|
|||
shp # type [Starting] (Ending)
|
||||
109 cargo ship 2 [1-l:200 2-h:100 ] , (1-s:100 )
|
||||
|
||||
.FI
|
||||
.FI
|
||||
.s1
|
||||
AutoNav Features.
|
||||
.s1
|
||||
|
|
|
@ -15,7 +15,7 @@ The report indicates:
|
|||
shp# ship type [Starting] , (Ending)
|
||||
6 cargo ship 1 [1-s:50 2-l:500] , ( 1-g:50 )
|
||||
54 cargo ship 1 [ ] , (1-h:1000)
|
||||
1003 destroyer 2 [1-s:40] , ( )
|
||||
1003 destroyer 2 [1-s:40] , ( )
|
||||
.FI
|
||||
This report reads.
|
||||
Cargo Ship #6 will sail to its starting sector, displayed
|
||||
|
|
|
@ -15,7 +15,7 @@ report.
|
|||
|
||||
0) POGO Allied Allied
|
||||
1) 1 Neutral Neutral
|
||||
2) Groonland At War Hostile
|
||||
2) Groonland At War Hostile
|
||||
|
||||
.FI
|
||||
.EX relations 2
|
||||
|
@ -25,7 +25,7 @@ report.
|
|||
|
||||
0) POGO Neutral Neutral
|
||||
1) 1 Allied Neutral
|
||||
3) MGM Hostile At War
|
||||
3) MGM Hostile At War
|
||||
|
||||
.FI
|
||||
.s1
|
||||
|
|
|
@ -10,4 +10,3 @@ commodities that are on the market.
|
|||
your goods off the market and return them to your harbor or warehouse.
|
||||
.sp
|
||||
.SA "buy, sell, Commerce"
|
||||
|
||||
|
|
|
@ -21,4 +21,3 @@ Note that ships are not \*Qdelivered\*U to the purchaser,
|
|||
but planes, land units and nukes are.
|
||||
.sp
|
||||
.SA "trade, Commerce"
|
||||
|
||||
|
|
|
@ -12,4 +12,3 @@ of the switch. After the loan is transfered you may collect on it as
|
|||
normal.
|
||||
.sp
|
||||
.SA "offer, consider, collect, financial, Loans"
|
||||
|
||||
|
|
|
@ -131,4 +131,3 @@ cens_hdr(void)
|
|||
pr("ter ");
|
||||
pr("fall coa\n");
|
||||
}
|
||||
|
||||
|
|
|
@ -428,4 +428,3 @@ lwpSetName(struct lwpProc *proc, char *name)
|
|||
|
||||
proc->name = strdup(name);
|
||||
}
|
||||
|
||||
|
|
|
@ -90,7 +90,7 @@ do_map(int bmap, int unit_type, char *arg1, char *arg2)
|
|||
return res;
|
||||
|
||||
map_flags = parse_map_flags(bmap, arg2);
|
||||
if (map_flags < 0)
|
||||
if (map_flags < 0)
|
||||
return RET_SYN;
|
||||
|
||||
if (map_flags & MAP_BMAP_REVERT)
|
||||
|
@ -451,7 +451,7 @@ display_region_map(int bmap, int unit_type, coord curx, coord cury,
|
|||
return res;
|
||||
|
||||
map_flags = parse_map_flags(bmap, arg2);
|
||||
if (map_flags < 0)
|
||||
if (map_flags < 0)
|
||||
return RET_SYN;
|
||||
} else {
|
||||
snxtsct_around(&ns, curx, cury);
|
||||
|
|
|
@ -99,7 +99,6 @@ satmap(int x, int y, int eff, int range, int flags, int type)
|
|||
snxtsct_dist(&ns, x, y, range);
|
||||
if (type == EF_SECTOR && !snxtsct_use_condarg(&ns))
|
||||
return RET_SYN;
|
||||
|
||||
|
||||
blankfill(radbuf, &ns.range, 1);
|
||||
if (flags & P_S) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue