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Trim some trailing whitspace

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Cyrano7 committed Nov 19, 2018
1 parent 6128fdf commit dff171eb91b943759b84cacd54fb353a32fa8277
Showing with 26 additions and 26 deletions.
  1. +10 −10 COMPILING-CMAKE.md
  2. +2 −2 COMPILING-MSYS.md
  3. +1 −1 COMPILING-VS-VCPKG.md
  4. +1 −1 COMPILING.md
  5. +4 −4 doc/CHANGELOG_GUIDELINES.md
  6. +1 −1 doc/JSON_FLAGS.md
  7. +3 −3 doc/NPCs.md
  8. +2 −2 doc/REGION_SETTINGS.md
  9. +2 −2 doc/VEHICLES_JSON.md
@@ -3,7 +3,7 @@
**WARNING**: CMake build is **NOT** official and should be used for *dev purposes ONLY*.
For official way to build CataclysmDDA See:
* The latest instructions on how to compile can be found on [our wiki](http://tools.cataclysmdda.com/wiki).
* The latest instructions on how to compile can be found on [our wiki](http://tools.cataclysmdda.com/wiki).
* [COMPILING.md](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/COMPILING.md)
@@ -65,7 +65,7 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
1. Follow steps from here: https://msys2.github.io/
2. Install CataclysmDDA build deps:
```
pacman -S mingw-w64-i686-toolchain msys/git \
mingw-w64-i686-cmake \
@@ -75,7 +75,7 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
gettext-devel
```
This should get your environment set up to build console and tiles version of windows.
This should get your environment set up to build console and tiles version of windows.
**NOTE**: This is only for 32bit builds. 64bit requires the x86_64 instead of the i686
packages listed above:
@@ -141,7 +141,7 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
For Mingw,MSYS,MSYS2 you should set [Makefiles generator](http://www.cmake.org/cmake/help/cmake-2.6.html#section_Generators)
Valid choices for MINGW/MSYS are:
* MSYS Makefiles
* MinGW Makefiles
@@ -178,12 +178,12 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
```
Shared libraries:
If you got `libgcc_s_dw2-1.dll not found` error you need to copy shared libraries
to directory with CataclysmDDA executables.
**NOTE**: For `-DRELEASE=OFF` development builds, You can automate copy process with:
```
$ mingw32-make install
```
@@ -233,7 +233,7 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
* `smpeg2.dll`
* `libvorbisfile-3.dll`
# Build Options
A full list of options supported by CMake, you may either run the `ccmake`
@@ -245,7 +245,7 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
```
## CMake specific options
## CMake specific options
* CMAKE_BUILD_TYPE=`<build type>`
@@ -262,7 +262,7 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
Installation prefix for binaries, resources, and documentation files.
## CataclysmDDA specific options
* CURSES=`<boolean>`
@@ -315,7 +315,7 @@ The following build systems are fully supported for compiling CataclysmDDA on Li
* GIT_BINARY=`<str>`
Override default Git binary name or path.
So a CMake command for building Cataclysm-DDA in release mode with tiles, sound and lua support will look as follows, provided it is run in build directory located in the project.
```
cmake ../ -DCMAKE_BUILD_TYPE=Release -DTILES=ON -DSOUND=ON -DLUA=ON
@@ -83,12 +83,12 @@ and
```bash
git clone https://github.com/CleverRaven/Cataclysm-DDA.git
cd Cataclysm-DDA
```
```
2. Compile with following command line:
```bash
make CCACHE=1 RELEASE=1 MSYS2=1 DYNAMIC_LINKING=1 LUA=1 SDL=1 TILES=1 SOUND=1 LOCALIZE=1 LANGUAGES=all LINTJSON=0 ASTYLE=0 RUNTESTS=0
make CCACHE=1 RELEASE=1 MSYS2=1 DYNAMIC_LINKING=1 LUA=1 SDL=1 TILES=1 SOUND=1 LOCALIZE=1 LANGUAGES=all LINTJSON=0 ASTYLE=0 RUNTESTS=0
```
**Note**: This will compile release version with Lua, Sound and Tiles support and all localization languages, skipping checks and tests and using ccache for faster build. You can use other switches, but `MSYS2=1`, `DYNAMIC_LINKING=1` and probably `RELEASE=1` are required to compile without issues.
@@ -58,7 +58,7 @@ vcpkg upgrade
```cmd
git clone https://github.com/CleverRaven/Cataclysm-DDA.git
cd Cataclysm-DDA
```
```
2. Open provided solution (`msvc-full-features\Cataclysm-vcpkg.sln`) in `Visual Studio`, select configuration (`Release` or `Debug`) an platform (`x64` or `x86`) and build it.
@@ -298,7 +298,7 @@ The Gradle project lives in the repository under `android/`. You can build it vi
* SDL2_image (tested with 2.0.3)
* libintl-lite (tested with a custom fork of libintl-lite 0.5)
* lua (tested with lua 5.1.5)
The Gradle build process automatically installs dependencies from [deps.zip](android/app/deps.zip).
### Setup
@@ -2,10 +2,10 @@ These are the categories used by Pull Request Summary lines as outlined in the [
In the end, it's up to the author to decide where *they* want their change to be listed, these are only guidelines, not rules.
#### Features
If it adds something new that the player can do, or that can happen to the player, it's a feature.
If it adds something new that the player can do, or that can happen to the player, it's a feature.
These will generally be edits to the C++ code in the game, though new json entities may be involved as well.
#### Content
If it adds new monsters, new map areas, new items, new vehicles, new doohickeys, it's content.
If it adds new monsters, new map areas, new items, new vehicles, new doohickeys, it's content.
These will generally be dominated by json edits, though there may be some new C++ code to support the new entities.
#### Interface
If it adjusts how the player interacts with the game, adding/adjusting menus, changing shortcuts, streamlining workflows, it's interface.
@@ -22,12 +22,12 @@ This applies equally C++ and JSON changes.
When there's no change at all except for less waiting, it's performance.
These will almost always happen in C++.
#### Infrastructure
These are changes for programmers, by programmers.
These are changes for programmers, by programmers.
Most players will never even know these happened, but they'll appreciate the improved stability and features that this kind of things enables.
All manner of refactor and overhaul oriented at making the game easier to work on fit in this category.
These will frequently be C++ changes, but json reorganization also fits, as does development of tools that run outside the game.
#### Build
If you can't build the game, you can't play the game.
If you can't build the game, you can't play the game.
These are the changes that make building the game better, faster, stronger.
#### I18N
We want everyone to play, so we do translations, and we have code to support translations.
@@ -252,7 +252,7 @@ Flags used to describe monsters and define their properties and abilities.
- ```GROUP_BASH``` Gets help from monsters around it when bashing.
- ```GROUP_MORALE``` More courageous when near friends.
- ```GUILT``` You feel guilty for killing it.
- ```HARDTOSHOOT``` It's one size smaller for ranged attacks, no less then MS_TINY
- ```HARDTOSHOOT``` It's one size smaller for ranged attacks, no less then MS_TINY
- ```HEARS``` It can hear you.
- ```HIT_AND_RUN``` Flee for several turns after a melee attack.
- ```HUMAN``` It's a live human, as long as it's alive.
@@ -160,7 +160,7 @@ The dynamic line is chosen based on whether the player character has a specific
### Based on mutation (trait) possessed by the NPC
The dynamic line is chosen based on whether the NPC has a specific trait. Both entries are optional, but you should make sure the NPC says something all the time. Both entries are parsed as `dynamic_line`. The `npc_has_trait` string should be a valid mutation ID. The line from `yes` will be shown if the character has the trait, otherwise the line from `no`.
```JSON
```JSON
{
"npc_has_trait": "ELFA_EARS",
"yes": "I am a forest protector, and do not speak to outsiders.",
@@ -405,7 +405,7 @@ Places 10 logs in the ranch garage, and makes the NPC unavailable for 1 day.
Places 100 logs in the ranch garage, and makes the NPC unavailable for 7 days.
### bionic_install
The NPC installs a bionic from your character's inventory onto your character, using very high skill, and charging you according to the operation's difficulty.
The NPC installs a bionic from your character's inventory onto your character, using very high skill, and charging you according to the operation's difficulty.
### bionic_remove
The NPC removes a bionic from your character, using very high skill , and charging you according to the operation's difficulty.
@@ -612,7 +612,7 @@ npc_service cash available. Useful to check if the player character can hire an
"topic": "TALK_EVAC_MERCHANT_NO",
"condition": { "and": [ { "not": { "u_has_intelligence": 7 } }, { "u_has_strength": 11 } ] }
},
{ "text": "[$2000, 1d] 10 logs", "topic": "TALK_DONE", "effect": "buy_10_logs", "condition":
{ "text": "[$2000, 1d] 10 logs", "topic": "TALK_DONE", "effect": "buy_10_logs", "condition":
{ "npc_service": 2000 } },
{ "text": "Maybe later.", "topic": "TALK_RANCH_WOODCUTTER", "condition": "npc_available" },
{
@@ -218,8 +218,8 @@ for the components are only relevant for the purposes of overriding them in regi
The terrain furniture are a collection of terrain ids with a chance of having furniture
picked from a weighted list for that given terrain and placed on it during mapgen after
the normal mapgen has completed. This is used, for example, to place cattails on fresh
water in swamps. Cattails could be simply placed in the `components` section and placed
during the normal forest mapgen, but that would not guarantee their placement on fresh
water in swamps. Cattails could be simply placed in the `components` section and placed
during the normal forest mapgen, but that would not guarantee their placement on fresh
water only, while this does.
### Fields
@@ -20,7 +20,7 @@ Vehicle prototypes do not currently accept copy-from
{ "x": 0, "y": 0, "part": "seat" }, // positive y is to the right
{ "x": 0, "y": 0, "part": "controls"}, // See vehicle_parts.json for part ids
{ "x": 0, "y": 1, "parts: [ "frame", "seat" ] }, // Arrays of parts on the same space
{ "x": 0, "y": 1, "parts: [ { "part": "tank", "fuel": "gasoline" }, "battery_car" },
{ "x": 0, "y": 1, "parts: [ { "part": "tank", "fuel": "gasoline" }, "battery_car" },
{ "x": 0, "y": 1, "part": "stereo" }, // parts arrays and part may be mixed on the same space
{ "x": 1, "y": 0, "parts: [ "frame, "wheel" ] },
{ "x": 1, "y": 1, "parts: [ "frame, "wheel" ] },
@@ -35,7 +35,7 @@ Vehicle prototypes do not currently accept copy-from
]
```
.* Important! *. Vehicle parts must be defined in the same order you would install them in the game (ie, frames and mount points first). You also cannot break the normal rules of installation (you can't stack non-stackable part flags).
.* Important! *. Vehicle parts must be defined in the same order you would install them in the game (ie, frames and mount points first). You also cannot break the normal rules of installation (you can't stack non-stackable part flags).
### Parts list
The part list contains an arbitary number of lines. Each line is of the form:

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