From df9a7b1c2fff9d3a9253ad300655fe3292b848a5 Mon Sep 17 00:00:00 2001 From: Mischa POSLAWSKY Date: Thu, 8 Mar 2007 00:23:01 +0100 Subject: [PATCH] indent lists in documentation with one tab --- CHANGES | 314 ++++++++++++++++++++++++++++---------------------------- TODO | 226 ++++++++++++++++++++-------------------- 2 files changed, 270 insertions(+), 270 deletions(-) diff --git a/CHANGES b/CHANGES index 4386e4b..4c8bfdb 100644 --- a/CHANGES +++ b/CHANGES @@ -8,260 +8,260 @@ v0.8: 2007-03-04 - * gravity off by default - * code cleanup - * revert stupid whitespace changes in 0.7.A2 - * only use tabs for block indenting - * cleanup Configure script, rename to more customary ./configure - * only use ascii drawstyles with --ascii - * help shows default values - * fix --dropmode without specified value - * customizable chat key - * translatable messages + * gravity off by default + * code cleanup + * revert stupid whitespace changes in 0.7.A2 + * only use tabs for block indenting + * cleanup Configure script, rename to more customary ./configure + * only use ascii drawstyles with --ascii + * help shows default values + * fix --dropmode without specified value + * customizable chat key + * translatable messages v0.7.A27 - * clientspecific playerdata seperated from general playerdata (PlayerDisp[]) - * player names printed over top field grid + * clientspecific playerdata seperated from general playerdata (PlayerDisp[]) + * player names printed over top field grid v0.7.A21 - * used curses to invert pause text instead of stdout() so it works in screen - * some code cleaned up + * used curses to invert pause text instead of stdout() so it works in screen + * some code cleaned up v0.7.A20 - * last gcc warning fixed - * messages now scroll bottom to top - * your own input is echoed on screen, _ marks cursor in typing mode - * long messages can be displayed over multiple lines - * typing messages longer than message window moves cursor over old text - * empty messages are escaped - * key and network handling in main loop in functions - * started moving messages to seperate file + * last gcc warning fixed + * messages now scroll bottom to top + * your own input is echoed on screen, _ marks cursor in typing mode + * long messages can be displayed over multiple lines + * typing messages longer than message window moves cursor over old text + * empty messages are escaped + * key and network handling in main loop in functions + * started moving messages to seperate file v0.7.A19 - * Sets struct for settings - * dropmode settings in single var, cleaned up + * Sets struct for settings + * dropmode settings in single var, cleaned up v0.7.A5 - * all robot-stuff removed - * standard includefiles for each file instead of generated proto.h + * all robot-stuff removed + * standard includefiles for each file instead of generated proto.h v0.7.A2 - * different source identing, tabs of 8 chars - * a couple of botcalls removed - * server switches quadra mode with --quadra parameter + * different source identing, tabs of 8 chars + * a couple of botcalls removed + * server switches quadra mode with --quadra parameter v0.7.96 - * field messages were slightly corrupted sometimes, somehow :P - * handler which redraws when window resizes :) + * field messages were slightly corrupted sometimes, somehow :P + * handler which redraws when window resizes :) v0.7.91 - * buffered message history, can be redrawn - * you can send messages, enter key toggles chat mode - * messages can contain multiple color tags - * in chat mode, backspace backspaces, escape cancels message + * buffered message history, can be redrawn + * you can send messages, enter key toggles chat mode + * messages can contain multiple color tags + * in chat mode, backspace backspaces, escape cancels message v0.7.831 - * fix bugs in free blocks detection routine - * correct J stickiness - * players' names displayed in teamcolor - * correct Z stickiness, correct check below mask - * client reports winner+time and player stats (ppm+apm), calc client-side + * fix bugs in free blocks detection routine + * correct J stickiness + * players' names displayed in teamcolor + * correct Z stickiness, correct check below mask + * client reports winner+time and player stats (ppm+apm), calc client-side v0.7.830 - * shapes stick vertically as well (not physically visible yet though) - * quadra style gravity (shape falls down when possible) - * alternate scoring method used in gravity mode - * junklines stick horizontally so they don't drop into each other + * shapes stick vertically as well (not physically visible yet though) + * quadra style gravity (shape falls down when possible) + * alternate scoring method used in gravity mode + * junklines stick horizontally so they don't drop into each other v0.7.828 - * server places unteamed players in first unused team - * fields are resized to half width if they don't fit on screen - * instadrop is default (as in $any::decent::tetris) - * dropmodes as options --slidedrop and --dropmode (-d and -D) + * server places unteamed players in first unused team + * fields are resized to half width if they don't fit on screen + * instadrop is default (as in $any::decent::tetris) + * dropmodes as options --slidedrop and --dropmode (-d and -D) v0.7.826 - * new pieces appear near middle again - * junklines have the color of the player/team that added them - * fix bug causing wrong number of junklines being sent after 1st game - * --nick parameter changes nick from default login name - * can turn field spying back on on redraw - * new messages on top, old messages scroll down + * new pieces appear near middle again + * junklines have the color of the player/team that added them + * fix bug causing wrong number of junklines being sent after 1st game + * --nick parameter changes nick from default login name + * can turn field spying back on on redraw + * new messages on top, old messages scroll down v0.7.825 - * shapes are now stored as bitmaps, and slightly altered to match quadra - * extensive simplification of many routines because of this - (binary just ~1500 bytes smaller) - * next piece indicator aligns piece to the right - * blocks of a piece are grouped horizontally - displays 1 block as [], 2 blocks [[]], 3 blocks [[[]]], stick [[[[]]]] - * falling blocks not stored differently from frozen blocks - (might cause problems with robot, but i'll deal with that later) - * if piece can't be rotated (ie near the edge) it tries to slide it right - * fix multiplay transmission of (new) pieces - * field reset to 'empty' when player leaves (not 'ready') + * shapes are now stored as bitmaps, and slightly altered to match quadra + * extensive simplification of many routines because of this + (binary just ~1500 bytes smaller) + * next piece indicator aligns piece to the right + * blocks of a piece are grouped horizontally + displays 1 block as [], 2 blocks [[]], 3 blocks [[[]]], stick [[[[]]]] + * falling blocks not stored differently from frozen blocks + (might cause problems with robot, but i'll deal with that later) + * if piece can't be rotated (ie near the edge) it tries to slide it right + * fix multiplay transmission of (new) pieces + * field reset to 'empty' when player leaves (not 'ready') v0.7.821 - * colorcoding altered a bit (server messages white, player stuff colored) - * when no team specified, server assigns a team and sends it to player - * client displays teamname of joining players - * client disconnects also transmitted to g/o players - * lag could delay changes to another game, desyncing clients - now game info is not transmitted when game has stopped + * colorcoding altered a bit (server messages white, player stuff colored) + * when no team specified, server assigns a team and sends it to player + * client displays teamname of joining players + * client disconnects also transmitted to g/o players + * lag could delay changes to another game, desyncing clients + now game info is not transmitted when game has stopped v0.7.820 - * server doesn't quit, but just stops game when 1 player/team left - * when a game stops, all players are paused and their fields reset - * server handles disconnecting clients correctly again - * 'player quit' displayed when a client disconnects from server - * game ended messages not displayed when a game was ready but not yet started - * server sends new game seed at game stop - * players' scores and (next) pieces and stuff are reset at new game - * scores are erased instead of not drawn (apm/ppm remained at new game) + * server doesn't quit, but just stops game when 1 player/team left + * when a game stops, all players are paused and their fields reset + * server handles disconnecting clients correctly again + * 'player quit' displayed when a client disconnects from server + * game ended messages not displayed when a game was ready but not yet started + * server sends new game seed at game stop + * players' scores and (next) pieces and stuff are reset at new game + * scores are erased instead of not drawn (apm/ppm remained at new game) v0.7.819 - * shadow piece (preview current piece dropped down) - * new players' fields are cleared at start - * players are now 'fragged' by the player last adding them lines - * ^ when that last player was himself(m/f) (s)he just 'died' - * 'Close connection' message no longer displayed - * players in teams are displayed in their teamcolor + * shadow piece (preview current piece dropped down) + * new players' fields are cleared at start + * players are now 'fragged' by the player last adding them lines + * ^ when that last player was himself(m/f) (s)he just 'died' + * 'Close connection' message no longer displayed + * players in teams are displayed in their teamcolor v0.7.817 - * went g/o when one player of a team went g/o instead of all of 'em - * improved handling of closing connections in server - * naw player's name refreshed on join - * clients don't receive death signal from rejected player anymore + * went g/o when one player of a team went g/o instead of all of 'em + * improved handling of closing connections in server + * naw player's name refreshed on join + * clients don't receive death signal from rejected player anymore v0.7.815 - * server started w/o --continuous exits when just 1 player or team left - * players can't join a started non-continuous game - * game starts if non-ready player leaves and everybody else is ready - * message when you or enemies add junklines + * server started w/o --continuous exits when just 1 player or team left + * players can't join a started non-continuous game + * game starts if non-ready player leaves and everybody else is ready + * message when you or enemies add junklines v0.7.814 - * show (paused) game right after receiving game data, before receiving players - * server starts game after receiving minimum number of players (--min-players) - * client altered to receive players during game loop - * server has --max-players option for player limit (default is 8) - * (empty) fields are drawn for maximum number of players - * server quits correctly, client quits only when no players are left - * players join paused when game hasn't started yet - * player's pause state is transmitted by server - * server does not keep repeating goahead on every join - * ^l (by default) redraws screen (doesn't work correctly on all terms yet) - * before game has started, '(not) ready' is displayed instead of 'pause' - * 'empty' message over empty fields, 'game over' over dead players - * player rejoin fixed + * show (paused) game right after receiving game data, before receiving players + * server starts game after receiving minimum number of players (--min-players) + * client altered to receive players during game loop + * server has --max-players option for player limit (default is 8) + * (empty) fields are drawn for maximum number of players + * server quits correctly, client quits only when no players are left + * players join paused when game hasn't started yet + * player's pause state is transmitted by server + * server does not keep repeating goahead on every join + * ^l (by default) redraws screen (doesn't work correctly on all terms yet) + * before game has started, '(not) ready' is displayed instead of 'pause' + * 'empty' message over empty fields, 'game over' over dead players + * player rejoin fixed v0.7.813 - * blocks are normal text in !curses (not bold or anything) - * server handles incoming connections as events too (continuously) + * blocks are normal text in !curses (not bold or anything) + * server handles incoming connections as events too (continuously) v0.7.811 - * title bar inverted - * scorebar less wide (now 3 fields take 82 chars) + * title bar inverted + * scorebar less wide (now 3 fields take 82 chars) v0.7: 2002-08-10 - * display game over over dead player's field - * number of connections can be set with server -c - * exiting client automatically goes game over - * dead players can't pause the game - * -t sets team. players in same team don't get junklines from each other - * client no longer displays seed - * doesn't display fields which don't fit on screen automatically - * quit key (q by default) + * display game over over dead player's field + * number of connections can be set with server -c + * exiting client automatically goes game over + * dead players can't pause the game + * -t sets team. players in same team don't get junklines from each other + * client no longer displays seed + * doesn't display fields which don't fit on screen automatically + * quit key (q by default) v0.6.810 - * seed and initspeed given by server - * exits when only 1 player left (or 0 in singleplayer) - * version_string in netris.h - * fixed pause for multiple players - * paused message displayed over pausing player's field - * all players start paused in multiplayer - * your own hostname isn't displayed + * seed and initspeed given by server + * exits when only 1 player left (or 0 in singleplayer) + * version_string in netris.h + * fixed pause for multiple players + * paused message displayed over pausing player's field + * all players start paused in multiplayer + * your own hostname isn't displayed v0.6.89 - * server receive fixed (checked nonexisting sock) - * host generates and distributes player's host string - * handle sigint correctly (not just exit(0)) - * fix multiplay g/o (close connection at g/o or server signal) - * spy=n0 in configfile disables spying for player n + * server receive fixed (checked nonexisting sock) + * host generates and distributes player's host string + * handle sigint correctly (not just exit(0)) + * fix multiplay g/o (close connection at g/o or server signal) + * spy=n0 in configfile disables spying for player n v0.6.88 - * player 1 always leftmost - * server seperate program + * player 1 always leftmost + * server seperate program v0.6.87 - * multiplay can handle over 2 players! + * multiplay can handle over 2 players! v0.6.86 - * server doesn't play + * server doesn't play v0.6.85 - * titlebar somewhat improved - * pause stops time - * junklines doesn't move pieces up (unless inside ground) - * improved (insta)drop handling - * drop/down at bottom forces drop - * updated help messages (-[hH]) + * titlebar somewhat improved + * pause stops time + * junklines doesn't move pieces up (unless inside ground) + * improved (insta)drop handling + * drop/down at bottom forces drop + * updated help messages (-[hH]) v0.6.84 - * same handler for configfile/parameters - * linedraw characters unless --ascii specified - * levelup handeled correctly - * handicap with --level (affects yourself only, unlike --speed) - * some variables moved and altered - * displays name+host above opponent field + * same handler for configfile/parameters + * linedraw characters unless --ascii specified + * levelup handeled correctly + * handicap with --level (affects yourself only, unlike --speed) + * some variables moved and altered + * displays name+host above opponent field v0.6.83 - * conffile can have comments (#) and tabs instead of spaces - * level up every 10 lines (speed x1.2) + * conffile can have comments (#) and tabs instead of spaces + * level up every 10 lines (speed x1.2) v0.6.82 - * counts score (as in gameboy version) - * reads default parameters from netris.conf (or other file specified with -f) + * counts score (as in gameboy version) + * reads default parameters from netris.conf (or other file specified with -f) v0.6.81 - * shows next piece - * displays elapsed time instead of clock - * shows ppm, apm and yield - * uses arrow keys by default (linux workaround, doesn't work on all systems) + * shows next piece + * displays elapsed time instead of clock + * shows ppm, apm and yield + * uses arrow keys by default (linux workaround, doesn't work on all systems) v0.6: 2002-07-31 - * -D enables instant-drop (classic drop), original -D is now -d - * addition key for rotating pieces counterclockwise - * displays number of pieces dropped and lines made + * -D enables instant-drop (classic drop), original -D is now -d + * addition key for rotating pieces counterclockwise + * displays number of pieces dropped and lines made diff --git a/TODO b/TODO index 0fd1f9e..cb96b07 100644 --- a/TODO +++ b/TODO @@ -1,131 +1,131 @@ possible bugs - * fail on insufficient space + * fail on insufficient space near-future - * only global pause (handled by server in mp) - every client still has readiness flag - * correct cursorposition at quit - * echo \r - * transmit player fields of game in progress to new player - * server has to maintain copy of player fields - * server also handles endgame stats - * completely fix redraw - * server should deny duplicate nicks - * display total frags for players (by server?) - * spacebar toggles readiness as well - * seperate set of key bindings during pause? - * wrong time after first match at second player - * toggleable message window + * only global pause (handled by server in mp) + every client still has readiness flag + * correct cursorposition at quit + * echo \r + * transmit player fields of game in progress to new player + * server has to maintain copy of player fields + * server also handles endgame stats + * completely fix redraw + * server should deny duplicate nicks + * display total frags for players (by server?) + * spacebar toggles readiness as well + * seperate set of key bindings during pause? + * wrong time after first match at second player + * toggleable message window asap - * MENUTHINGY :) - * write options to file - * all messages in single include file - * timestamps - * backtrace... - * multiple players using a single (larger) field - * wrap multiline messages at word end - * commands - * basic irc / tetrinet client: /me, /msg - * basic tetrinet client: /move - * server info: /who (also in tetrinet), /version, /whois - * /nick, /team (requires server passing) - * remaining tetrinet: /join, /list, /op, /kick, - /winlist, /setwinlist, /start, /stats, /tstats, - /rules, /news, /faqs, /features, /motd - * observers (join as g/o player) - * bot as seperate client - * time-based singleplayer leveling? - * fix -f (both client+server) - * more server options (field size..) - * save hiscores + * MENUTHINGY :) + * write options to file + * all messages in single include file + * timestamps + * backtrace... + * multiple players using a single (larger) field + * wrap multiline messages at word end + * commands + * basic irc / tetrinet client: /me, /msg + * basic tetrinet client: /move + * server info: /who (also in tetrinet), /version, /whois + * /nick, /team (requires server passing) + * remaining tetrinet: /join, /list, /op, /kick, + /winlist, /setwinlist, /start, /stats, /tstats, + /rules, /news, /faqs, /features, /motd + * observers (join as g/o player) + * bot as seperate client + * time-based singleplayer leveling? + * fix -f (both client+server) + * more server options (field size..) + * save hiscores distant future - * server can rate players (skill ranking) - * persistent data (retain info if players quit) - * store data when server quits (and prolly at interval) - * reliably identify players (login? identd?) - * inter-server exchange? (global rank) - * different key procedure? (allowing for multiple keys simoultaniously?) - * vertical cropping of enemy fields (merging two lines into one!) - * server can add lines after specified time - * sounds - * graphics.... (or at least x version for keys) - * extra alarm event for effects - * line clear animations (flash) - * multiple next pieces - * hold - * special blocks - * inventory - * player keys - * delete key? - * blocks+actions - abcd.fg_i..lmnopqrs__v_x.z + * server can rate players (skill ranking) + * persistent data (retain info if players quit) + * store data when server quits (and prolly at interval) + * reliably identify players (login? identd?) + * inter-server exchange? (global rank) + * different key procedure? (allowing for multiple keys simoultaniously?) + * vertical cropping of enemy fields (merging two lines into one!) + * server can add lines after specified time + * sounds + * graphics.... (or at least x version for keys) + * extra alarm event for effects + * line clear animations (flash) + * multiple next pieces + * hold + * special blocks + * inventory + * player keys + * delete key? + * blocks+actions + abcd.fg_i..lmnopqrs__v_x.z + * tetrinet: + * a: add (junk)line + * b: remove specials on field + * c: clear (bottom) line + * g: gravity (move all blocks down) + * n: nuke field + * o: block bomb (3x3 blocks around any bombs on field are cleared) + * q: quake (shift lines left or right) + * r: remove 10 blocks at random + * s: swap fields + * suggested: + * d (w): donate (next inv block given to other player) + * f (u): flip (symetric vertical inversion) + * h: hide (replaces inventory blocks by ?) + (one block restored per line added?) + * l: lower (all specials from field going down (g)) + * p: purge (half remove special blocks from inventory) + * t: take (take 2 specials from target player field) + * ?: mystery (block only revealed in inventory) + * tetrinet 2: + * d: darkness (temporarily blackens your field except + around current piece) + * f: confusion (temporarily rearranges controls) + * i: attack immunity (invincible to attacks) + * m: mutated pieces (gives several difficult pieces) + * v: clear column (erases vertical line) + * blocktrix: + * l: left gravity (pulls all blocks to the left) + * p: piece change (randomly changes player's currently falling piece) + * z: zebra field (clear every second column) + * ideas: + * x: seperate blocks (cut all shared pieces in quadra) + * quadra compatible? + * tetrinet compatible? (prolly not) + * new+better bot? + * ipv6 + * replay ability? (tspec replay and/or quadra rec compatible?) + * demo playable as intro + * create record spelling out netris logo + * completely customizable window layout + * adjustable player order (maybe even in config by nick/hostname) + * multiple channels per server + * /join and /part + * hold piece + * multiple level block preview + * customizable colors + * original: + BT_I=RED, O=BLUE, T=ORANGE, L=MAGENTA, J=WHITE, S=GREEN, Z=CYAN + * sega: + BT_I=RED, O=YELLOW, T=CYAN, L=ORANGE, J=BLUE, S=MAGENTA, Z=GREEN + * atari: + BT_I=RED, O=BLUE, T=GREEN, L=MAGENTA, J=YELLOW, S=CYAN, Z=ORANGE + * quadra: + BT_I=GREEN, O=ORANGE, T=BLUE, L=MAGENTA, J=YELLOW, S=CYAN, Z=RED * tetrinet: - * a: add (junk)line - * b: remove specials on field - * c: clear (bottom) line - * g: gravity (move all blocks down) - * n: nuke field - * o: block bomb (3x3 blocks around any bombs on field are cleared) - * q: quake (shift lines left or right) - * r: remove 10 blocks at random - * s: swap fields - * suggested: - * d (w): donate (next inv block given to other player) - * f (u): flip (symetric vertical inversion) - * h: hide (replaces inventory blocks by ?) - (one block restored per line added?) - * l: lower (all specials from field going down (g)) - * p: purge (half remove special blocks from inventory) - * t: take (take 2 specials from target player field) - * ?: mystery (block only revealed in inventory) - * tetrinet 2: - * d: darkness (temporarily blackens your field except - around current piece) - * f: confusion (temporarily rearranges controls) - * i: attack immunity (invincible to attacks) - * m: mutated pieces (gives several difficult pieces) - * v: clear column (erases vertical line) - * blocktrix: - * l: left gravity (pulls all blocks to the left) - * p: piece change (randomly changes player's currently falling piece) - * z: zebra field (clear every second column) - * ideas: - * x: seperate blocks (cut all shared pieces in quadra) - * quadra compatible? - * tetrinet compatible? (prolly not) - * new+better bot? - * ipv6 - * replay ability? (tspec replay and/or quadra rec compatible?) - * demo playable as intro - * create record spelling out netris logo - * completely customizable window layout - * adjustable player order (maybe even in config by nick/hostname) - * multiple channels per server - * /join and /part - * hold piece - * multiple level block preview - * customizable colors - * original: - BT_I=RED, O=BLUE, T=ORANGE, L=MAGENTA, J=WHITE, S=GREEN, Z=CYAN - * sega: - BT_I=RED, O=YELLOW, T=CYAN, L=ORANGE, J=BLUE, S=MAGENTA, Z=GREEN - * atari: - BT_I=RED, O=BLUE, T=GREEN, L=MAGENTA, J=YELLOW, S=CYAN, Z=ORANGE - * quadra: - BT_I=GREEN, O=ORANGE, T=BLUE, L=MAGENTA, J=YELLOW, S=CYAN, Z=RED - * tetrinet: - BT_I=BLUE, O=YELLOW, T=YELLOW, L=MAGENTA, J=GREEN, S=RED, Z=BLUE - * guideline: - BT_I=CYAN, O=YELLOW, T=MAGENTA, L=ORANGE, J=BLUE, S=GREEN, Z=RED + BT_I=BLUE, O=YELLOW, T=YELLOW, L=MAGENTA, J=GREEN, S=RED, Z=BLUE + * guideline: + BT_I=CYAN, O=YELLOW, T=MAGENTA, L=ORANGE, J=BLUE, S=GREEN, Z=RED consider -- 2.30.0