CVS Commit Info
Moderator: Committer
Files affected:
universe/ServerUniverse.cpp
Purpose:
Added ASSERTions to catch uninitalised System Object vectors, which would result in an obscure Server crash
Files added:
Makefile.am
server/Makefile.am
client/Makefile.am
client/AI/Makefile.am
client/human/Makefile.am
autogen.sh
update-configure.sh
configure.ac
m4/boost.m4
m4/yg_get_path.m4
m4/yg_search_libs.m4
Description:
Source files for autotools. Users with autotools installed can run autogen.sh, users without can run update-configure.sh to download the files created by autotools.
Users of configure must make sure they do not accidently overwrite the hand-made Makefiles with the configure generated ones when doing a CVS commit!
Edit: CVS should now refuse to commit the changes if you try it with Makefiles generated by configure. Just delete these Makefiles before commiting and do a ./config.status afterwards to re-create the autoconfigured Makefiles. I will also write a script that does this for you.
universe/ServerUniverse.cpp
Purpose:
Added ASSERTions to catch uninitalised System Object vectors, which would result in an obscure Server crash
Files added:
Makefile.am
server/Makefile.am
client/Makefile.am
client/AI/Makefile.am
client/human/Makefile.am
autogen.sh
update-configure.sh
configure.ac
m4/boost.m4
m4/yg_get_path.m4
m4/yg_search_libs.m4
Description:
Source files for autotools. Users with autotools installed can run autogen.sh, users without can run update-configure.sh to download the files created by autotools.
Users of configure must make sure they do not accidently overwrite the hand-made Makefiles with the configure generated ones when doing a CVS commit!
Edit: CVS should now refuse to commit the changes if you try it with Makefiles generated by configure. Just delete these Makefiles before commiting and do a ./config.status afterwards to re-create the autoconfigured Makefiles. I will also write a script that does this for you.
Files affected:
all Makefile.am, except the root Makefile
configure.ac
m4/yg_search_libs.m4
autogen.sh
UI/EmpireSelect.cpp
UI/LinkText.{h,cpp}
UI/ServerConnectWnd.cpp
UI/ToolContainer.h
UI/ToolWnd.{cpp,h}
client/human/HumanClientApp.cpp
Purpose:
Updated for new version of GG, see also this post
all Makefile.am, except the root Makefile
configure.ac
m4/yg_search_libs.m4
autogen.sh
UI/EmpireSelect.cpp
UI/LinkText.{h,cpp}
UI/ServerConnectWnd.cpp
UI/ToolContainer.h
UI/ToolWnd.{cpp,h}
client/human/HumanClientApp.cpp
Purpose:
Updated for new version of GG, see also this post
-
- Pupating Mass
- Posts: 95
- Joined: Thu Jun 26, 2003 12:09 pm
- Location: Chicago
Files Affected:
dev files for all three Windows executables
WindowsKit.zip (added new GG dlls and DevIL dlls)
Purpose of Change:
The .dev files now link to the 3 GG dlls (there was only one before). WindowsKit.zip should have the 3 dlls, in the version you need to work with the latest contents of the GG repository.
dev files for all three Windows executables
WindowsKit.zip (added new GG dlls and DevIL dlls)
Purpose of Change:
The .dev files now link to the 3 GG dlls (there was only one before). WindowsKit.zip should have the 3 dlls, in the version you need to work with the latest contents of the GG repository.
-
- Pupating Mass
- Posts: 95
- Joined: Thu Jun 26, 2003 12:09 pm
- Location: Chicago
Files Affected:
Empire.h
Empire.cpp
Purpose of Change:
Made some changes in how ship designs are handled. Put them into a map instead of a list, added a function to lookup and copy a design into a design reference used during ship creation. Added handling of ship designs to the XML decode function. Cleaned up some warnings.
Empire.h
Empire.cpp
Purpose of Change:
Made some changes in how ship designs are handled. Put them into a map instead of a list, added a function to lookup and copy a design into a design reference used during ship creation. Added handling of ship designs to the XML decode function. Cleaned up some warnings.
Programming Lead
-
- Pupating Mass
- Posts: 95
- Joined: Thu Jun 26, 2003 12:09 pm
- Location: Chicago
Files Affected:
ClientUniverse.h
Fleet.cpp
Fleet.h
ServerUniverse.cpp
Ship.cpp
Ship.h
System.cpp
UniverseObject.cpp
UniverseObject.h
Purpose of Change
Added initial fleet creation when empires are created during universe generation. Also the ship designs available at game start are added to the empires (scout, colony ship, Mk I). This the first time that ships, ship designs, and fleets have been instantiated, so a number of previously unfinished areas of code needed to be filled in.
ClientUniverse.h
Fleet.cpp
Fleet.h
ServerUniverse.cpp
Ship.cpp
Ship.h
System.cpp
UniverseObject.cpp
UniverseObject.h
Purpose of Change
Added initial fleet creation when empires are created during universe generation. Also the ship designs available at game start are added to the empires (scout, colony ship, Mk I). This the first time that ships, ship designs, and fleets have been instantiated, so a number of previously unfinished areas of code needed to be filled in.
Programming Lead
Files Affected
Universe/Fleet.h
Universe/Fleet.cpp
Universe/Ship.h
Universe/Ship.cpp
util/Order.h
util/order.cpp
Purpose of Change: [\b]
Order:
Implemented the execute methods for the order classes. This code has not yet been unit tested, and will probably undergo changes as the turn processing code is hammered out, but is a good framework to build on.
Fleet:
Added ETA() method, which will return the fleet's ETA to destination but is presently stubbed out. Also added MoveOrders() which returns system ID of the system the fleet is moving to
Ship:
Added an enum for the 0.1 hardcoded ship designs. Added a method, WarpSpeed() which is stubbed out, but will return the design's max speed on the galaxy map.
Universe/Fleet.h
Universe/Fleet.cpp
Universe/Ship.h
Universe/Ship.cpp
util/Order.h
util/order.cpp
Purpose of Change: [\b]
Order:
Implemented the execute methods for the order classes. This code has not yet been unit tested, and will probably undergo changes as the turn processing code is hammered out, but is a good framework to build on.
Fleet:
Added ETA() method, which will return the fleet's ETA to destination but is presently stubbed out. Also added MoveOrders() which returns system ID of the system the fleet is moving to
Ship:
Added an enum for the 0.1 hardcoded ship designs. Added a method, WarpSpeed() which is stubbed out, but will return the design's max speed on the galaxy map.
Empire Team Lead
Files Added
UI/GalaxyMapScreen.h
UI/GalaxyMapScreen.cpp
UI/MapWnd.h
UI/MapWnd.cpp
UI/SystemIcon.h
UI/SystemIcon.cpp
default/art/small/starfield1.png
default/art/small/starfield2.png
default/art/small/starfield3.png
DIRECTORY: default/art/small/stars
default/art/small/stars/yellow1.png
default/art/small/stars/yellow2.png
default/art/small/stars/red3.png
default/art/small/stars/red4.png
default/art/small/stars/blue2.png
Files Affected
client/human/HumanClient.dev
UI/Introscreen.cpp
UI/ClientUI.h
UI/ClientUI.cpp
universe/ClientUniverse.cpp
Purpose of Change
- Revised ClientUI ScreenMap function so that it takes no arguments. Also implemented this function
- IntroScreen now activates the map screen after Empire setup
- There is now 3 classes that make up the map screen:
GalaxyMapScreen - the container window that holds the map
MapWnd - the window that controls drawing the map
SystemIcon - windows that represent stars on the map
- Added graphics files to represent the map objects and backgrounds
- actually implemented a preliminary map screen
- implemented parallax scrolling of 3 layers of background starfields
- implemented scrolling via left-mouse drag
Notes
This is a very preliminary build. It appears to be stable, but I am not building the galaxy from ClientUniverse...I am setting up a temporary object list. Since ClientUniverse doesn't get any info from the server at this point, I couldn't display that data. I have hard-coded temporary values for now.
UI/GalaxyMapScreen.h
UI/GalaxyMapScreen.cpp
UI/MapWnd.h
UI/MapWnd.cpp
UI/SystemIcon.h
UI/SystemIcon.cpp
default/art/small/starfield1.png
default/art/small/starfield2.png
default/art/small/starfield3.png
DIRECTORY: default/art/small/stars
default/art/small/stars/yellow1.png
default/art/small/stars/yellow2.png
default/art/small/stars/red3.png
default/art/small/stars/red4.png
default/art/small/stars/blue2.png
Files Affected
client/human/HumanClient.dev
UI/Introscreen.cpp
UI/ClientUI.h
UI/ClientUI.cpp
universe/ClientUniverse.cpp
Purpose of Change
- Revised ClientUI ScreenMap function so that it takes no arguments. Also implemented this function
- IntroScreen now activates the map screen after Empire setup
- There is now 3 classes that make up the map screen:
GalaxyMapScreen - the container window that holds the map
MapWnd - the window that controls drawing the map
SystemIcon - windows that represent stars on the map
- Added graphics files to represent the map objects and backgrounds
- actually implemented a preliminary map screen
- implemented parallax scrolling of 3 layers of background starfields
- implemented scrolling via left-mouse drag
Notes
This is a very preliminary build. It appears to be stable, but I am not building the galaxy from ClientUniverse...I am setting up a temporary object list. Since ClientUniverse doesn't get any info from the server at this point, I couldn't display that data. I have hard-coded temporary values for now.
Last edited by tsev on Mon Aug 04, 2003 6:59 pm, edited 1 time in total.
FreeOrion Programmer
Files Affected:
WindowsKit.zip
GG sources*
Purpose of Change:
WindowsKit.zip has the latest version of the GG dlls, upated instructions, and the GG headers, so we'll be more in sync than a boy band from now on.
* I committed a few new things to the GG repository tonight, and a lot of stuff over the weekend. Windows users should ignore this stuff, unless they want to see the sources, since the WindowsKit.zip now has the GG headers in it as well. Linux users need to be patient (sorry) and wait 24 hours for Sourceforge's public CVS update.
WindowsKit.zip
GG sources*
Purpose of Change:
WindowsKit.zip has the latest version of the GG dlls, upated instructions, and the GG headers, so we'll be more in sync than a boy band from now on.
* I committed a few new things to the GG repository tonight, and a lot of stuff over the weekend. Windows users should ignore this stuff, unless they want to see the sources, since the WindowsKit.zip now has the GG headers in it as well. Linux users need to be patient (sorry) and wait 24 hours for Sourceforge's public CVS update.
Files Affected
UI/FleetWindow.h
UI/FleetWindow.cpp
UI/GalaxyMapScreen.cpp
Purpose of Change:
Initial commit of fleet management window. Window compiles and runs but much work remains to be done.
Added temporary code to GalaxyMapScreen to display the fleet window for testing and demostration purposes.
JB
UI/FleetWindow.h
UI/FleetWindow.cpp
UI/GalaxyMapScreen.cpp
Purpose of Change:
Initial commit of fleet management window. Window compiles and runs but much work remains to be done.
Added temporary code to GalaxyMapScreen to display the fleet window for testing and demostration purposes.
JB
Empire Team Lead
Files Affected
client/human/SDL_mixer.h
WindowsKit.zip
Purpose of Change:
I removed SDL_mixer.h from the project. I had a conflict in Linux between the version of this header and the version of the shared library installed on my system. We should be using whatever header is installed on Linux systems, and should only need to include this file for the Windows users, who rely on it for use with the SDL_mixer.dll in WindowsKit.zip; so I moved the file into WindowsKit.zip.
client/human/SDL_mixer.h
WindowsKit.zip
Purpose of Change:
I removed SDL_mixer.h from the project. I had a conflict in Linux between the version of this header and the version of the shared library installed on my system. We should be using whatever header is installed on Linux systems, and should only need to include this file for the Windows users, who rely on it for use with the SDL_mixer.dll in WindowsKit.zip; so I moved the file into WindowsKit.zip.
Files Affected:
WindowsKit.zip
HumanClient.dev
About.cpp
CUIControls.h
CUI_Wnd.cpp
ClientUI.cpp
ClientUI.h
EmpireSelect.cpp
GalaxyMapScreen.cpp
GalaxySetupWnd.cpp
IntroScreen.cpp
ServerConnectWnd.cpp
ServerConnectWnd.h
FleetWindow.cpp
HumanClientApp.cpp
config.xml
Various GG files
Files Added:
CUIControls.cpp
CUIDrawUtil.h
CUIDrawUtil.cpp
Pupose of Change:
Changed controls to be new FO-style controls instead of basic GG controls. This includes the creation of CUIControls.cpp, CUIDrawUtil.h, and CUIDrawUtil.cpp.
Added new color variables and changed the names of some existing ones to leave fewer possiblities for name clashes. This affects ClientUI.h and ClientUI.cpp.
The other changes were all to files that needed to start using the new FO controls, instead of the default GG ones. Everyone please use the new FO controls from now on. I have done most of the controls we'll need, and I'll do others as the need arises. Let me know if there is a GG control you want me to do in FO style.
I also fixed a few minor bugs in GG, and the library should be ready to checkout as I write this; I waited a day to commit the FO files so the GG repository would be available at the same time. There is another bug that I fixed today, so check out GG again (or just wait until) tomorrow.
Windows user of course will not need to touch the GG repository, just use the headers and .dlls included in WindowsKit.zip. They are the most current files.
WindowsKit.zip
HumanClient.dev
About.cpp
CUIControls.h
CUI_Wnd.cpp
ClientUI.cpp
ClientUI.h
EmpireSelect.cpp
GalaxyMapScreen.cpp
GalaxySetupWnd.cpp
IntroScreen.cpp
ServerConnectWnd.cpp
ServerConnectWnd.h
FleetWindow.cpp
HumanClientApp.cpp
config.xml
Various GG files
Files Added:
CUIControls.cpp
CUIDrawUtil.h
CUIDrawUtil.cpp
Pupose of Change:
Changed controls to be new FO-style controls instead of basic GG controls. This includes the creation of CUIControls.cpp, CUIDrawUtil.h, and CUIDrawUtil.cpp.
Added new color variables and changed the names of some existing ones to leave fewer possiblities for name clashes. This affects ClientUI.h and ClientUI.cpp.
The other changes were all to files that needed to start using the new FO controls, instead of the default GG ones. Everyone please use the new FO controls from now on. I have done most of the controls we'll need, and I'll do others as the need arises. Let me know if there is a GG control you want me to do in FO style.
I also fixed a few minor bugs in GG, and the library should be ready to checkout as I write this; I waited a day to commit the FO files so the GG repository would be available at the same time. There is another bug that I fixed today, so check out GG again (or just wait until) tomorrow.
Windows user of course will not need to touch the GG repository, just use the headers and .dlls included in WindowsKit.zip. They are the most current files.