Liquid War 6, a unique multiplayer wargame.
Introduction
User's manual
Hacker's guide
Reference
Appendices
Read this chapter to discover Liquid War 6.
Liquid War 6 is a unique multiplayer wargame. Your army is a blob of liquid and you have to try and eat your opponents. Rules are very simple yet original, they have been invented by Thomas Colcombet. It is possible to play alone against the computer but the game is really designed to be played with friends, on a single computer, on a LAN, or on Internet.
An older version, Liquid War 5, is available, but is not part of the GNU Project. Only Liquid War 6 is part of the GNU Project, it is a complete rewrite.
Yor more information, you can read the Wikipedia article about Liquid War.
As of today, the game is in beta state. It can be installed, and you can toy arround with, but it's far from being complete.
What works:
In the near future:
In the long run:
Please remember that development of Liquid War 6 is a volunteer effort, and you can also contribute to its development. For information about contributing to the GNU Project, please read How to help GNU.
Here's a short list of todo items. It is probably too early to start hacking the core engine itself, for it is still under heavy development, might undergo major rewrites, and it's hard for documentation to keep up with the reality of the code. However, there are still many things to do.
Feel free to join the mailing-lists or contact Christian Mauduit if you are interested.
The Liquid War 6 user's manual hopefully contains any usefull information to install the program and play the game. If you just want to enjoy Liquid War 6 without diving into map creation and programming, this is just for you.
The main discussion list is <help-liquidwar6@gnu.org>, and is used to discuss all aspects of Liquid War 6, including installation, development, game strategies, and whatever subject players and hackers might want to talk about, provided it is Liquid War 6 related. If you don't know on which list to subscribe, this is the one.
To subscribe to it, please send an empty mail with a Subject: header line of just "subscribe" to the -request list, that is
<help-liquidwar6-request@gnu.org>.
You can also subscribe to the list using the Mailman web interface for help-liquidwar6 and consult help-liquidwar6 archives.
Announcements about LiquidWar 6 are made on <info-liquidwar6@gnu.org>. Subscribe to it to be informed of major releases, and other significant news.
To subscribe to it, please send an empty mail with a Subject: header line of just "subscribe" to the -request list, that is
<info-liquidwar6-request@gnu.org>.
You can also subscribe to the list using the Mailman web interface for info-liquidwar6 and consult info-liquidwar6 archives.
Please also consider reading the latest news on Savannah.
There is also a special list used for reporting bugs, <bug-liquidwar6@gnu.org>. Please try and describe the bug as precisely as possible. The more accurate the description, the more chances it will get to be fixed.
While this is the standard GNU way of reporting bugs, modern SPAM standards make it very hard to filter real bug reports from junk on this list. It is more convenient to report bugs on Savannah using a web interface.
Please take a look at the bug list before submitting new bugs.
Liquid War 6 can be found on http://download.savannah.gnu.org/releases/liquidwar6/ and http://www.ufoot.org/download/liquidwar/v6/.
Downloading the latest file from this place, and compile
it yourself on your computer with a classical
./configure && make && make install is the recommended
way to install Liquid War 6.
Some binary packages are available. As of today, only
GNU/Linux based systems are supported, through
Debian .deb and
Red Hat RPM
packages.
Using these files might save you time installing the game, but installing from source is still the safest and best supported way to install the game, as it is still in beta stage. Binary are also not necessarly available for the latest, most up to date versions of the game.
The list of all the available downloads is accessible on http://www.ufoot.org/liquidwar/v6/download.
Check out the MD5 checksums and GnuPG signatures to verify the integrity and authenticity of the files you download.
Latest work in progress versions can be obtained with GNU Arch. Here's a typical set of commands which will fetch the latest version:
tla register-archive http://arch.sv.gnu.org/archives/liquidwar6
tla get -A liquidwar6@sv.gnu.org liquidwar6--beta
Alternatively, you can directly download GNU Arch patches, and an Archzoom server allows you to browse the source interactively.
This section covers installation from source. Other ways of installing the program are not described here.
All these libraries are mandatory to compile the game. Liquid War 6 won't compile, let alone run, without them. Some of them could probably be replaced by equivalent tools, but this would certainly require a programming effort and some changes in Liquid War 6 source code.
snprintf...)
and Liquid War 6 might use them. In a general manner, Liquid War 6
is part of and designed for GNU. You might however manage to compile
it with limited libc support, this is the case with mingw32 for instance
but, do it at your own risk.
dlopen and dlclose. Check
that you have a /usr/include/ltdl.h file, or install
the corresponding package.
While all these libraries are theorically optional (the game will successfully compile without them), you'll obviously need, for instance, one graphics backend. Otherwise, you'll simply have no display. This is not acceptable. As of today, one can reasonnably consider all SDL-related libraries are required. The rest is truely optional.
OGG/Vorbis
file renderer.
You might find it convenient not to install all the requirements from source, but use your favorite GNU/Linux distribution packages.
On an RPM based GNU/Linux system, a typical command (tested with Fedora 11) could be:
yum install \
make gcc glibc glibc-devel binutils \
guile guile-devel gmp gmp-devel \
libtool libtool-ltdl libtool-ltdl-devel \
zlib zlib-devel expat expat-devel \
libpng libpng-devel libjpeg libjpeg-devel \
sqlite sqlite-devel \
ncurses ncurses-devel readline readline-devel \
libGL libGL-devel libGLU libGLU-devel \
SDL SDL-devel SDL_image SDL_image-devel \
SDL_mixer SDL_mixer-devel \
freetype freetype-devel SDL_ttf SDL_ttf-devel \
libcurl libcurl-devel \
perl lcov valgrind graphviz gv texinfo-tex
On a DEB package based GNU/Linux system this command (tested with Debian lenny) would be:
apt-get install \
make gcc libc6 libc6-dev binutils \
guile-1.8 guile-1.8-dev guile-1.8-libs libgmp3c2 libgmp3-dev \
libtool libltdl3 libltdl3-dev \
zlib1g zlib1g-dev libexpat1 libexpat1-dev \
libpng12-0 libpng12-dev libjpeg62 libjpeg62-dev \
libsqlite3-0 libsqlite3-dev \
libncurses5 libncurses5-dev libreadline5 libreadline5-dev \
libgl1-mesa-glx libgl1-mesa-dri libgl1-mesa-dev libglu1-mesa libglu1-mesa-dev \
libsdl1.2debian-alsa libsdl1.2-dev libsdl-image1.2 libsdl-image1.2-dev \
libsdl-mixer1.2 libsdl-mixer1.2-dev \
libfreetype6 libfreetype6-dev libsdl-ttf2.0-0 libsdl-ttf2.0-dev \
libcurl4-gnutls-dev \
perl lcov valgrind graphviz gv texinfo texlive-full
Note that those requirements really depend on the exact distribution you have, package names may vary from one to another.
Liquid War 6 uses GNU Automake, Autoconf and GNU Libtool.
Once all the requirements are installed, run:
./configure
make
make install
Liquid War 6 supports the standard ./configure --prefix=/my/path option
(in fact, it supports much more than that) so you can install the game
in any directory. You do not need to be root to install Liquid War 6.
The main package contains some maps so that you can try out
the game. Still, an additionnal package, called extra-maps
or liquidwar6-extra-maps is available, containing more maps.
It really does contain many of them, including most Liquid War 3
and Liquid War 5 legacy maps, plus new Liquid War 6 maps.
On GNU/Linux systems (and possibly any POSIX unixish system) running:
./configure
make
make install
will install the extra maps on your system automatically,
they will then be available in the extra/ sub-directory
when browsing maps.
The ./configure script has a --enable-liquidwar6 switch
which will try and find automatically if there's an existing liquidwar6
binary in the path. If there's such a binary, it will run it and
ask for its map-path and use this value automatically.
Another solution, which works on all platforms including MS-Windows
but also works on GNU/Linux, is to simply unpack the extra-maps
package (unzip or untar) in your custom map directory, or in the
system map directory. There's nothing else to do to install these maps
but simply put them on your hard drive in the right directory.
Typically on an MS-Windows system, you would unpack the extra maps in
C:\Program Files\Liquid War 6\map\ (system directory)
and on a GNU/Linux or POSIX system
you would unpack them in $HOME/.liquidwar6/map/ (user directory).
Next time you run the game, the maps should be browsable.
If you can't see them, run liquidwar6 --audit and check that
the place where you unpacked the files is actually searched by the binary.
./configure. Running ./configure > configure.log 2> configure.err does help.
/etc/ld.so.conf and running ldconfig as root
can help if some dependencies are installed in exotic places.
CFLAGS, LDFLAGS and LD_LIBRARY_PATH.
./configure --enable-allinone, this will disable
some fancy but somewhat complicated dynamic .so file support,
it can help if shared libraries are handled differently on your system
than on a plain GNU/Linux box.
If none of these help, consider reporting a bug, or search the mailing-lists for help.
Here's a check-list to ensure that your installation is correct:
make install? make check?
liquidwar6 binary in your PATH environment variable?
It might be in /usr/games.
liquidwar6 --pedigree. Look at the output. Check the
compilation date & time, the version number.
liquidwar6 --audit. What do these paths look like?
Are they absolute paths? Do they exist? What's there?
Normally, once the game is installed, all of them should exist,
and be populated with sub-directories and files.
liquidwar6 --modules, to know which modules where compiled.
You need at least one graphical module, for instance mod-gl,
else the game won't run.
liquidwar6 --target, this displays informations about
the target system the binary has been built for.
Now, game looks correctly installed, but you have problems running it.
$HOME/.liquidwar6/ directory, you'll find two files, log.csv and dump.txt. They might contain valuable information, read them.
liquidwar6 --defaults. This will reset all options to defaults.
You might need to run this when upgrading from a version to another, since
some options might appear, disappear, or defaults values can change.
liquidwar6 --test. This should run a complete test suite, many functions in the game will be tested automatically, and errors reported.
liquidwar6 --show-script-file. Are you really running the right code?
make uninstall && make clean && make && make install.
Many problems can come from using a wrong shared module,
especially with beta versions.
gdb liquidwar6. Type run and watch output.
stdout or stderr.
You can change this
by modifying some environment variables: export LD_DEBUG=all.
This is very verbose but does help finding bugs.
./configure --enable-valgrind and
then run it using Valgrind.
find / -type d -a -name "liquidwar6*" 2> /dev/null to ensure you don't
have an old version of Liquid War 6 somewhere else...
Once the game is installed, run it,
click on Quick start with the mouse, and control
the red 'a' cursor with the mouse, or keyboard, both work.
Try and surround the green team, it's a stupid bot, you should win ;)
You army is formed by all the red pixels on the screen, they should
try and rejoin the cursor (the blinking 'a' letter) using the
shortest path. When red and green meet, they fight. Try it, toy arround.
The Quick start button will always make you play red against
a green stupid bot, whatever other options you have set up.
Todo...
Liquid War 6 can be controlled using a reduced set of keys. This is to make the game more portable and allow possible ports to platforms where a full keyboard is not available. Depending on the graphics backend, exact mapping might change, they should be obvious and intuitive.
Those keys are:
up : the arrow up key
down : the down arrow key
left : the left arrow key
right : the right arrow key
enter : the enter / return key
esc : the escape key
pgup : the page up key
pgdown : the page down key
It's also possible to control the game with the mouse only, or with a joystick. By default the interface will trap all events and respond on any of these possible devices.
The mouse follows these rules:
enter, it validates an item
esc, it goes back, cancels, ...
pgup
pgdown
The joytick bindings is done as follows:
A is equivalent to the keyboard enter, it validates an item
B is equivalent to the keyboard esc, it goes back, cancels, ...
C is equivalent to the keyboard pgup
D is equivalent to the keyboard pgdown
What these buttons are exactly on your joystick depends on your hardware and driver. Note that Liquid War 6 converts any analog joystick input to a digital pad-like information.
There's also an (almost) hardcoded shortcut which will quit the game immediately, or at least as quickly as possible, without any prompt or warning.
It is the F10 key.
Think of this feature as the procastinator's “whoops, here comes my boss!!!” emergency function.
Not implemented yet.
Liquid War 6 will try and pick up a default resolution when the game is launched the first time. It won't use your maximum screen resolution but will instead list all available fullscreen modes, and pick up one which is usually something like two thirds of the highest mode. This is to allow switching back and forth between fullscreen and windowed mode using the same settings. This automatically picked-up resolution really depends on your hardware and driver. It is called “standard” in the graphics options menu.
Then it is possible to automatically select the minimum and maximum resolution
your hardware allows in fullscreen mode. These are called “low” and “high”
in the graphics options menu. Just click on the button that display the
resolution, it will change and use the next setting. In windowed mode, the game
won't accept the highest available mode but will instead use a percentage of it,
defined by the --windowed-mode-limit parameter.
You might still be in a case where this is not enough. For instance your maximum resolution is 1600x1200, Liquid War 6 picks a default mode of 1280x960 for you but for some reason you want to play in 800x600, fullscreen. In this case, simply switch to windowed mode, resize the window with the mouse (the resolution button will show you the current resolution) and just choose a resolution near 800x600. It does not even need to be exactly 800x600, 798x603 would probably fit. Then when switching back to fullscreen, you'll be in 800x600, the game will automatically pick up the fullscreen mode which is closest to the current windowed mode resolution.
By default the game will try and run at 60 frames per second. Given the nature of Liquid War 6, this is probably enough. Higher values will maybe give a slightly smoother display, but barely noticeable.
You can activate the display of frames per seconds (aka “fps”) through the menu (“options -> system”) or with the command line (“–display-fps”).
On a single processor system, reducing the number of frames per second might
allow the rest of the game run faster. So if you notice the game is really
slow, in terms of “fighters move slowly” then you might be happy reducing
the display rate and therefore giving power back to the other parts of the
program. On a dual-core (or more) or on a multi-processor system, this is
probably useless since the game is threaded and has a dedicated thread for
display purposes. The command line option to reduce the number of frames
per second is --target-fps.
Additionnally, the parameter --gfx-cpu-usage allows you to force
the display thread to “take a rest” and go idle for some time. This is
advanced settings, most users won't touch this.
As of today, the game is capable of playing Ogg Vorbis audio files. That's it.
In the long run, what is planned is to support Csound which would allow very cool effects, such as dynamically changing the music while the game is running, typically following the action. If there's a lot of fight, the music could reflect this.
For now this is only vaporware, just a nice idea among others, nothing implmented yet.
The config file is a simple XML file. It uses XML only to benefit standard parsing tools, but it's not a structured XML file, in the sense that the tree is so simple that all items are at the same level. It is just a simple key-value binding.
This file is in $HOME/.liquidwar6/config.xml, you're free to
edit it manually, but all parameters are changeable with command line
options. The program will overwrite this file each time it exits, so
if you put comments in it, they will disappear. The advantage of this
is that if you mispell something, or if for some reason the game does
not understand a value, then when rewriting the file, it will show
you it just did not get it.
The file embeds the documentation for all its entries,
it is therefore rather verbose. The documentation is the same you will
find online or by quering the game with the --about option,
also the same you would get reading this manual.
Liquid War 6 uses stdout to output important messages,
and stderr to log warnings and errors.
It will also use syslog if available.
Additionnally, a verbose log is available in $HOME/.liquidwar6/log.csv.
You can read this using any spreadsheet software capable of reading
csv file. It uses the tab (\t) character as a separator.
It contains valuable informations including version and most default
values for the game, and for each line logged, it says where in the
code the log function was called. A must-have for debugging.
There are two ways to report bugs:
The latter (Savannah) is much preferred, because the mailing-list is bloated with spam... It also offers a list of bugs which you should read before submitting a new one.
This hacker's guide is for anyone who is curious about the game, and wants to know how it works. It covers many aspects from simple map creation to technical program internals. A great effort has been done in Liquid War 6 so that it should be much more hackable than previous versions. Any feedback is welcome.
As of Liquid War 5, most levels have been contributed by players. While the maintainer of Liquid War 6 has technical knowledge to develop the game, artistic talent and taste might not be his domain of excellence 8-)
Therefore contribution are truely welcomed when they take the form of a new, original, fun and good looking level. It's believed the levels often make the game much more than its engine. This is true for any type of game, and Liquid War is no exception.
So this section is here to help players understand how to hack existing levels, and create new ones, in the hope that 1) they can enjoy their own creations and 2) possibly share their work with others.
Note that this manual might refer to levels and maps: they are just two different names to describe the very same thing. It's an alias.
Liquid War 6 stores level information in a plain directory.
There is no such thing as an opaque .dat binary file.
The name of the level is the name of the directory itself,
and its elements are the files contained in it.
Files must follow a precise naming scheme. For instance
Liquid War 6 expects a map.png file to be present
in each map directory.
All image files in a level use the
Portable Network Graphics
or JPEG format.
It is possible that in the long term, Liquid War 6 will
be able to handle levels as .tar.gz or .zip
files. In that case these files will only be a compressed
image of the actual level directory.
See the ./map/ directory of the source Liquid War 6
distribution to see example of maps.
This is the only required file in a level.
In fact, the existence of map.png makes a
directory a level. When checking wether a directory
is a correct level, Liquid War 6 simply tests the
existence and validity of map.png.
This image is a simple black & white area, where white zones are the background, the sea, the places where fighters can move, and black zones are the foreground, the walls, the places where fighters can't go.
This informations can be stored in a 2-color indexed file, or in a grayscaled or even truecolor RGB file, but color information won't be used. Internally, Liquid War 6 will read the color of every point. If it is over 127 on a 0 to 255 scale, it will be considered as background, if it is below 127, it will be considered as foreground.
Liquid War 6 can handle mutiple layer maps. Think of a pile of maps, one being on top of the other. This allows you to create a volume, the game considers every layer has two axis x and y, and the z axis is to travel through layers. First layer corresponds to z=0, second layer to z=1, and so on.
Here are the files you can use to define layers:
map.png this one is on top, it's always defined (z=0)
layer2.png (z=1)
layer3.png (z=2)
layer4.png (z=3)
layer5.png (z=4)
layer6.png (z=5)
layer7.png (z=6)
A layerX.png file should be designed exactly like map.png.
In fact, map.png could simply have been called layer1.png.
Up to 6 extra layers can be defined
(from layer2.png to layer7.png).
This is a hardcoded limit.
It allows you to define 7 different layers, including
the top map.png layer.
Keep in mind this layer system is not real 3D,
it's more a “2D and a half”
model. Adding layers can considerably slow down the game, so it's
wise to try and use as few layers as possible. Technically, 3 layers
will allow you to build bridges and tunnels, which is probably
the most usefull construction using layers. Fighters can also
have difficulties navigating through layers so piling up layers
in narrow “vertical” z-axis based tunnels is probably not a
great idea.
The ufoot/concept/pass map of the liquidwar6-extra-maps
demonstrates basic layer usage.
It is possible to define a texture for the map by
putting a texture.png or texture.jpeg file.
It does not need to have the
same dimensions as the map itself. Indeed, textures can
be much more precise than the actual logical map.
There's no theorical limit on how big a texture can be, more precisely, it can be much bigger than any hardware/driver maximum texture size. In practice, a too big texture will waste your video card RAM, and slow everything down. Sizes ranging from 640x480 to 1600x1200 are reasonable texture sizes.
If you don't define this, the map.png file will
be used as the texture, and also import colors from
style.xml if defined.
Note that the shape of the texture defines the shape of the map, that is, the ratio with which it will appear on the screen.
The PNG alpha layer will be used for transparency.
But to save disk space, it can be convienient to prefer the JPEG
format, use texture.jpeg instead of texture.png
and store the alpha layer in a separated file,
called texture-alpha.jpeg. This avoids handling heavy
PNG files, PNG compression not being performant on most textures.
In texture-alpha.jpeg, white is considered opaque,
black is transparent. Different levels of gray correspond to
different levels of opacity.
Whereas style.xml is only about the appearance
of the map, options.xml allows the map designer
to change pretty much any parameter.
Ultimately, the player can still ignore these settings and overide them with its own values, but the idea is: most game options are only pertinent in a given context. For instance, on some maps it's interesting to move slowly, on some other it's interesting to move fast. Some maps might be playable packed with fighters everywhere, some other might be much more fun with almost nobody on them.
The approach in Liquid War 5 was to make the options available, but let the player himself find the right settings for the right map. The consequence is that no one ever used all those cryptic options in the advanced options menu, and probably 99% of the players ended up playing with default settings. This is not that bad, but given the fact that changing a few parameters one can totally transform the gameplay, it has decided been that in Liquid War 6, the map designer suggests the right options that matches his map.
This does not prevent the player from toying with options himself, he can still do it.
There's also one important point to note: all these options are
technically implemented as integer parameters. We certainly do not
want any float here, since, and it is a Liquid War specific behavior,
the game must be 100,00% predictable and behave the same on every platform.
As there is nothing like exactness when speaking of floats, those are
forbidden here. As for strings, we are dealing here with low-level
internals, and this section is not about telling a story. They
are technical options only. Booleans are implemented with the usual
false = 0 and true = 1 convention. Note that other
config files in Liquid War 6 might rely on floats, strings, and
booleans with conventionnal true and false values,
but not this one. rules.xml is special.
See rules.xml reference.
This XML file gives hints to the map loader. It will for instance allow the user to modify the resolution on the fly, force a minimum, a maximum surface (resolution) for the map. It can seriously change gameplay, but parameters set here never appear directly in the loaded map, changing them afterwards makes no sense.
See hints.xml reference.
This is a simple XML file defining various appearance parameters. It has absolutely no effect on gameplay. These settings can ultimately be overriden by the player, but the idea is that if the map designer thinks this level looks better with this or that option, let him say it in this file.
See style.xml reference.
Liquid War 6 uses GNU gettext for all
its messages. There's an online manual
about this tool. In practice, what you have to do as a translator is to
edit the po/xx.po file with xx being your language / country code.
For instance, to translate the game in French, one needs to edit po/fr.po.
This is very important, you might already be aware of it if you are familiar
with gettext, but still it's worth mentionning : when a string contains special
characters such as %d or %s (in a general manner, anything with
a % it's important that all translations contain exactly the same number
of %ds and %ss than the original.
For instance:
"foo has %d bars (%s)"
can be translated to:
"ziblug zdonc %d zuc - %s - tac"
The number, order and type of % entries is preserved. To learn more
about these formats, use info printf or man 3 printf. In a
general manner, get informations about printf.
Additionnally, some strings are used by Scheme (Guile) code and not
by C code. Thus, they don't use the standard C/printf convention.
In these strings, what you must preserve and be aware of is the tilde
character ~. Very often you'll see ~a in a string. As
with the printf %, you must preserve the number, order and type
of those. There is a complete
online reference
about this way of formatting strings.
Liquid War 6 has thousands and thousands of messages which could theorically be translated. In practise it's counter-productive to spend time to translate those, as the game is still evolving constantly, and as most of these messages are technical messages which inform about rare bugs and strange conditions. All sort of informations which, while valuable, are not intented for end-users and are more destinated to be reported in bug reports. To select only the interesting messages to translate, the current gettext configuration only uses a reduced set of files.
src/scriptpo.c : the most important file. It contains the definitions used
by all the Guile code, this is where you'll find all the menu labels.
src/lib/sys/sys-log.c : log messages and keywords.
src/lib/sys/sys-mem.c : memory error messages, probably the most important ones.
src/lib/lw6-print.c : contains some messages printed on the console.
As a side note, the file src/lib/hlp/hlp-reference.c contains all the
entries for the various configuration options, anything that can be queried
by liquidwar6 --about=<keyword>. This is several hundred messages. It
might be interesting to translate them some day, but it's obviously not a
priority today.
Technically, Liquid War 6 is a collection of C functions which are exported to Guile. The main binary embeds a Guile interpreter, which will run a Guile script. This script calls the exported C functions, and glues them together.
It should be possible to implement the game without using Guile at all, using C code to make the various modules communicate together. This might seem an easier way to go, not involving several languages. However, using this script level is a good way to achieve several important goals:
Having Guile to implement high-level stuff also decreases, to some extent, the need for object-oriented features of C++. The big picture is : low level code that require speed, optimized data processing, is written in C. Code which is more high level and requires abstraction is written in scheme.
Liquid War 6 makes a heavy usage of threads. Early versions of the game did not have this feature but starting with 0.0.7beta, one can really consider the game is heavily threaded.
There's basically:
So globally, if you have an SMP system, the game will be happy with it. It will also run on a single processor, as the program uses POSIX pthreads it's capable to run on any computer which has pthreads implemented for it.
But, and this is a strong limitation, without pthreads, the game won't run. At all. Or at least, not unless it's almost completely rewritten.
The C code is splitted into several internal libraries. This allow independant testing of various game modules.
The main module, the most important one, is ker (stands for “kernel”).
This is were the core algorithm is. To some extent, the rest of the code is
just about how to provide this module with the right data and environment.
Logically, if you profle the game, you should find out that a great part
of the CPU time is spent here. Code here is about spreading gradients, moving
fighters and cursors.
The map module is here to handle maps, it contains the code to manipulate
maps in memory. But it does not know how to load them from disk. This is the
responsability of another module, ldr, which is linked against libraries
such as libpng or
libjpeg and does the job of transforming those
standard formats into a usable in-memory structure. There's still a third
moduled involved in map handling, it's tsk, whose job is to load a
level in the background. It has a 2-steps asynchronous loading system which allows
the game to load maps while the user interface is still responsive, and give
a preview of the map as soon as possible, when loading continues in the background,
building optimizing structures which are usefull when playing but not mandatory
just to show the map.
At the other end of the algorithm-chain, the pil module will “pilot”
things. It's this module which will translate text readable orders (typically
adapted for network usage) into function calls. It has event lists, keeps
them in the right order, and will also permanently maintain
three different states of the game. A backup state which can be used any time
to go back in time and get the game in a stable 100% sure state. A reference state which
is correct but ever changing. Basically backup plus all the orders received
between backup and reference gives reference. And finally a draft state which
is as up to date as possible but might be wrong. This is typically interesting
in network game, where we want to show something moving, something fast, even
if there's lag on the network and other computers fail to send information in time.
In this case we display draft while still keeping reference and updating it
when we finally receive valid informations. Backup would be used to send
bootstrap information when people are joining a new game, or to check up if
things are going right.
A special bot module is here to handle bot algorithms. A bot is just
a simple move function which takes a game state as an input, and returns
an x,y position, just the way a mouse handler would. How complex a
bot is “under the hood” depends on the type of bot. Current bots are really
basic.
The gfx module handles all the graphics stuff. It is itself splitted
in several sub-modules, that is, it does not do anything but load a module
such as mod-gl which will actually contain the implementation. In an
object-oriented language, it would be an abstract class, an inteface. The
implementation does not need to be thread-safe. It's better if it is, for
theorically it could be possible to fire Liquid War 6 with two display
backends running at the same time on the same game instance, but this code
has yet to be written, and it's a rare dual headed configuration which
probably has no real-life usage. If only one graphics backend is activated
at a time, the rest of the implementation garantees there will never
be two concurrent calls to a function is this module. It is the
dsp (“display”) which handles this. It fires a thread for
rendering purposes, and sends information to this thread, detecting
automatically if it's necessary to acquire a mutex and update rendering
informations. For the caller, this is transparent, one just has to
call an update function from time to time. The module will even perform
“dirty-reads” on a game state being calculated, to render things
in real time, as soon as possible.
To ease up the implementation of different graphics backends, a gui
module contains code which is meant to be used by any graphics backend.
It's just a factorisation module, containing common code and interfaces,
related to displaying things. This is where, for instance, one can find
a high level menu object.
The snd module handles sound. It's also an abstract class, an interface,
which uses dynamic backends as implementations.
The net module is a wrapper over different network APIs, it
handles Winsock and POSIX sockets in a uniform manner.
The cli and srv contain network client and server code,
implementing the various protocols in dynamically loadable sub-modules.
It's the role of p2p to glue this together, handle the list
of available servers, the message queue, verifying nobody is cheating,
and so on.
The sys contains most system and convenience functions, it handles
logs, type conversions, timer, memory allocation, it's the fundamental
module every other module depends on.
The hlp is used to handle keywords and internal self-documentation
(this is what is used by --list and --about), cfg
knows how to read and save config files, cns handles the console,
and dyn can load .so shared files dynamically.
Finally the img module is just here to make screenshots of the game,
it's been separated for this feature required to link against a dedicated
library.
So well, this is a lot of modules. The list might move a bit, but the big picture is here. Each module is testable separately.
The most important memory structures in Liquid War 6 are:
lw6map_level_t) : this contain the map immutable informations.
This is what resides in memory after a map has been loaded from the disk.
It contains all the various .png and .jpeg files stored
as pixel arrays, resampled if need, and also contains the various map
attributes. Once this structure is ready, the game is capable of displaying
the map on the screen, but it can not do anything with it yet.
lw6ker_game_struct_t) : this one contains the same informations
as the previous structure, only the information has been post-treated so that it's
ready for use by the core algorithm. It will, for instance, contain the famous
mesh structure, which groups squares by packets of 1, 4, 16, 64 or more. The reason
it's been separated from the level is that operations such as creating the mesh
might require a lot of time. So to allow players to see the level while black magic
is still running in the background, it was required to make a difference between
what is required to view the map (“level”) and what is required to play on
it (“game_struct”).
lw6ker_game_state_t) : contains all the variable, ever
changing game data. This is where the position of fighters is stored, their
health, and such things. It is designed to be synchronizable by using mostly
simple calls to memcpy. It heavily relies on the previous structures,
the idea is that one can have several “game_state” plugged on a
single “game_struct”.
All these structures are defined in the ker/ker.h header.
The core Liquid War 6 algorithm is 100% predictable, that is to say, given the same input, it will produce the same results, on any computer. Previous versions of the game also had this property. This is very important for network games, since in a network only informations such as “cursor A is at position x,y” are transmitted. Every node maintains its own internal game state, so it's very important that every node comes with the same output given the same input.
For this reason Liquid War 6 never uses floating point numbers for its core algorithm, it uses fixed point numbers instead. It also never relies on a real “random” function but fakes random behavior by using predictable pseudo-random sources, implementation independant, such as checksums, or modulos.
There are also some optimizations which are not possible because of the predictability requirement, for instance one can not spread a gradient and move the fighters in concurrent threads, or move fighters from different teams in different threads.
If you read the code, you'll find lots of checksums here and there, a global checksum not being enough for you never know where the problem happened. The test suite uses those facilities to garantee that the game will run the same on any platform.
Not being able to rely on a predictable algorithm would require to send whole game states on the network, and this is certainly way too much data to transmit. A moderate 200x200 map has a memory footprint of possibly several megabytes, so serializing this and sending it to multiple computers at a fast-paced rate is very hard, if possible at all, even with a high bandwidth. We're talking about Internet play here.
Liquid War 6 has a modular architecture which allows the programmer (and the player) to plug pretty much any rendering/graphics backend, provided this one is... developped.
As of 2009 the only available backend is still mod-gl, it will
display the game using 3D acceleration, if available, through the
SDL library, using its GL bindings.
Additionnally, versions available for MS-Windows and Mac OS X will
probably never any other backends available. For technical reasons, those
platforms do not have the flexibility of GNU/Linux and do not allow
graphical libraries to be loaded dynamically. In practice, both of them
require hacks that override the standard main function. MS-Windows
has its WinMain instead, and Mac OS X is even more pedantic,
requiring graphical functions to be executed in the main thread.
So mod-gl is just linked statically in those versions, and
the modularity of the game is purely theorical on these platforms.
This mod-gl module is really one of the key stones of
Liquid War 6, and if you want to change graphical things, it's definitely
the place to hack on. The source is in src/lib/gfx/mod-gl.
The mod-gl backend requires “moderate” hardware, but it
still does require hardware acceleration. Pure software rendering
through mesa for instance, won't
be enough.
So if you're running Xorg on GNU/Linux and there's a DRI driver for your card, the game should run fine.
On the programmer side, the counterpart is that one should not rely
on fancy OpenGL features. Textures have a maximum size of 512x512
for instance. Of course some maps are bigger than this but this
means that internally, mod-gl splits them into smaller tiles,
and displays those tiles one by one.
Inside the mod-gl backend, the src/lib/gfx/mod-gl/gl-utils
directory contains lots of common structures, factorized functions which
can (and should, if appliable) be used.
In addition to all the common
Autoconf switches
such as --prefix, Liquid War 6 has some custom switches:
--enable-optimize: will turn on optimizations. This will
turn on compiler options such as -fomit-frame-pointer
but also disable some code in the program. Indeed, most of
the advanced memory checking in the game - which ensures it
does not leak - will be turned of. This will certainly speed up
things, however, it's not recommended to turn this on until
program is not stable enough so that memory leaks and other
problems can be declared 'impossible'. Turn this on if you
really have some speed problem, otherwise it's safer to use
the full-featured 'slow' version of the game.
--enable-allinone: will stuff all the internal libraries
into one big executable.
Very convenient for profiling. The major drawback is that
you need to have all the optional libraries installed
to compile all the optional modules. Another side effect is that
with this option there's no more dynamic loading of binary modules,
so if your platform has a strange or buggy support for .so
files, this option can help.
--enable-fullstatic: will build a totally static
binary, that is using the --static option
for gcc and the -all-static option
for libtool. Currently broken, this option could
in the future allow for building binaries that run
pretty much everywhere, without requiring any dependency
but a Kernel.
--enable-gprof: will enable profiling informations.
This will activate --enable-allinone, else you would
only track the time spent in functions
in the main liquidwar6 executable, and exclude lots
of interesting code contained in dynamic libraries.
--enable-instrument: will instrument functions for
profiling. This will turn on the -finstrument-functions
switch when compiling, so that the hooks
__cyg_profile_func_enter and __cyg_profile_func_exit
are called automatically. Then you can link against tools like
cprof or
FunctionCheck.
--enable-profiler: will enable
Google Performance Tools
support. Basically, this means linking against libtcmalloc
and libprofiler. You could activate those by using
LD_PRELOAD or by using your own LDFLAGS but
using this option will also make the game tell you if
CPUPROFILE or HEAPPROFILE are set
when it starts. The pprof -gv output is very handy.
--enable-gcov: will enable coverage informations,
to use with gcov
and lcov.
This is for developpers only. It will activate --enable-allinone,
else there would be some link errors when opening dynamic libraries.
--enable-valgrind: will enable some CFLAGS
options which are suitable for the use of
Valgrind, to track
down memory leaks and other common programming errors.
Use for debugging only, usually together with
--enable-allinone.
This section describes how to compile the game from source under Microsoft Windows. Note that players are encouraged to use a free system such as GNU/Linux, which is the platform Liquid War 6 is being hacked on by default. If you encounter problems with this port, you'll probably save time by installing a double-boot with GNU/Linux coexisting with your previous Microsoft Windows install.
Basically, Liquid War 6 requires
MinGW.
More precisely, it requires MSYS.
A standard Cygwin installation won't
work, because it is too UNIXish to allow third party libraries
like SDL to compile natively.
You might argue that SDL is available for Cygwin, but in reality,
the Cygwin port of SDL is a MinGW port. Indeed, Cygwin brings
all standard POSIX functions including the use of main
instead of WinMain and I suspect this is a problem for
graphical libraries like SDL which do require some sort of direct
access to the OS low-level functions. Therefore, MinGW is more
adapted for it does not define all these functions, and
allows any library to hook on Microsoft Windows internals directly.
Point is then, you also loose the cool effect of Cygwin which
is to have a complete glibc
available,
including network functions like select defined the
POSIX way, and not the WinSock way. If you ever ported code from
POSIX sockets to WinSock 2, you know what I mean. Using MinGW
is also embarassing for some libraries won't compile easily, and
for instance programs which heavily rely on a real TTY
interface to work are usually hard to port. This includes
ncurses
and
GNU readline.
Liquid War 6 tries to have workarrounds for all this, and in
some cases the workarround is simply that embarassing code
is not compiled on Microsoft Windows. For this reason, some
features are not available on this platform. Period.
Now the reason you need MSYS and not only MinGW is that MSYS
will allow ./configure scripts to run, and this eases
up the porting process a lot. MinGW and MSYS packages are
downloadable on the
SourceForge MinGW download page. Alternatively, there is a
mirror on ufoot.org,
but files might be outdated.
To compile Liquid War 6, first download and unzip all the
following files in
the same directory, for instance C:\MSYS.
If you do not have any tool to handle .tar.gz and .tar.bz2
files under Microsoft Windows, which is likely to be the case
when MSYS is not installed yet, you can untar these on any GNU/Linux box,
then upload the whole directory to the target Windows host.
This file list might contain file which are not absolutely mandatory for Liquid War 6, for instance the Fortran 77 compiler is absolutely useless, but installing it won't harm either. Some packages might unzip things the right way, but some do it in a subfolder. You might need to run commands like:
cp -r coreutils*/* .
rm -rf coreutils*
Get rid of useless files:
rm ._.DS_Store .DS_Store
It's also mandatory to move everything that has been installed in
/usr or /usr/local to / since MSYS has some
builtin wizardry which maps /usr on /.
You need to do this if you don't unzip files from a MinGW shell,
which is obviously the case when you first install it. Usefull command
can be:
mv usr/* .
rmdir usr
Next, libintl is not correctly handled/detected by LW6,
and can raise an error like
"gcc.exe: C:/msys/local/lib/.libs/libintl.dll.a: No such file or directory"
so one needs to copy some libraries in /usr/local/lib/.libs/:
mkdir local/lib/.libs
cp local/lib/libintl.* local/lib/.libs/
Another step is to edit /etc/profile and add lines like:
export CFLAGS="-g -I/usr/local/include"
export LDFLAGS="-L/usr/local/lib"
export GUILE_LOAD_PATH="C:\\MSYS\\local\\share\\guile\\1.8\\"
Close and re-launch your msys shell (rxvt) so that these changes take effect. Check that those values are correctly set:
env | grep FLAGS
env | grep GUILE
Finally, your MSYS environment is (hopefully...) working.
Now you need to compile the following programs, from source.
Files are mirrored on ufoot.org for your convenience, however these might be outdated.
Still, there are known to work.
Proceed like if you were under a POSIX system.
Some packages use the --disable-rpath swith, there are various
reasons for which rpath is an issue.
In the same manner, --disable-nls when linking against libintl
or libiconv was painful.
make clean GC; cp pthread.h sched.h /usr/local/include/; cp pthreadGC2.dll /usr/local/bin/; cp libpthreadGC2.a /usr/local/lib/
gmp-4.2.2.tar.gz
then ./configure && make && make install
guile-1.8.5.tar.gz.
Edit libguile/guile.c
and insert #undef SCM_IMPORT
just before #include <libguile.h>.
Edit ./libguile/threads.c and place struct timespec { long tv_sec; long tv_nsec; }; just before #include "libguile/_scm.h".
Then ./configure --disable-nls --disable-rpath --disable-error-on-warning --without-threads && make && make install. The GUILE_LOAD_PATH value must be correctly
set for guile-config to work. For unknown reasons, running guile
can throw a stack overflow error. Don't panic.
See bug 2007506 on SourceForge.net for an explanation on
why the Guile binary shipped with MSYS is not suitable for Liquid War 6.
expat-2.0.1.tar.gz
then ./configure && make && make install
sqlite-amalgamation-3.5.9.tar.gz
then ./configure && make && make install
libpng-1.2.29.tar.gz
then ./configure && make && make install
jpegsrc.v6b.tar.gz
then ./configure && make && make install && make install-lib
curl-7.18.1.tar.gz
then ./configure --without-ssl && make && make install
freetype-2.3.5.tar.gz
then ./configure && make && make install
libogg-1.1.3.tar.gz
then ./configure && make && make install
libvorbis-1.2.0.tar.gz
then LDFLAGS="$LDFLAGS -logg" && ./configure && make && make install
SDL-1.2.13.tar.gz
then ./configure && make && make install
SDL_image-1.2.6.tar.gz
then ./configure && make && make install
SDL_mixer-1.2.8.tar.gz
then ./configure && make && make install
SDL_ttf-2.0.9.tar.gz
then ./configure && make && make install
For your convenience, a zip file containing a complete MSYS "Liquid War 6 ready"
environment is available. It is simply the result of all the operations
described above.
Simply unzip msys-for-liquidwar6-20080819.zip
(about 240 megs) in C:\MSYS\.
All dependencies compiled in /local have been generated
using the command:
cd /usr/local/src
./msys-for-liquidwar6-build.sh > ./msys-for-liquidwar6-build.log 2>&1
Note that this script does't do everything, you'll still need to edit Guile source code and patch it manually.
It might even be possible to use this MSYS environment
under Wine.
Simply unzip it under $HOME/.wine/drive_c, and run
wine "$HOME/.wine/drive_c/windows/system32/cmd.exe" /c "c:\\msys\\msys.bat" and with
luck, you'll get a working shell. Note that this might allow you to compile
the game, but running it is another story. Consider this MSYS over Wine trick
as a hack enabling the use of free software only when compiling for
Microsoft proprietary platform. It is not a reasonnable way to run the game.
If running under a UNIXish platform, or better, GNU, simply run native code.
Use the Windows 32-bit port only if you are jailed on a Microsoft system.
Now, let's come to the real meat, untar the Liquid War 6 source tarball, launch your MSYS shell, and:
./configure
make
make install
Now the binary is in src/.libs/liquidwar6.exe
(beware, src/liquidwar6.exe is only a wrapper).
This binary is an MSYS/MinGW binary, so it read paths “Ã la”
Microsoft, that is, it has no knowledge of what /usr is,
for instance. It requires paths starting by C:\.
This is still experimental. Basically, install MacPorts, and most dependencies with,
except for SDL which you compile from source. The idea is to compile SDL using
the native OS X bindings (and not some other GL files you could have in /opt/local
installed by MacPorts), then compile the game and other SDL dependencies
against this SDL.
The SDL_mixer library might need to be told to compile itself without dynamic ogg support.
By default it seems that it tries to load libvorbisfile.dylib at runtime, and it can fail.
To disable this dynamic loading, use for instance :
/configure --prefix=/opt/extra --enable-music-ogg --disable-music-ogg-shared
Also, it might seem obvious for Mac OS X users, but there are some important issues related to compiling options and handling dynamic libraries at runtime.
ldd does not exist, run otool -L instead.
LD_LIBRARY_PATH is DYLD_LIBRARY_PATH.
.dylib and not .so.
OBJCFLAGS environment variable along with CFLAGS
because the Mac OS X port uses some Objective-C code.
It is very important to have the right SDL flags when linking the Liquid War 6 binaries. For instance it could be:
-I/opt/extra/include -I/opt/local/include -Wl,-framework -Wl,CoreFoundation -I/opt/local/include -D_THREAD_SAFE -Wl,-framework -Wl,Cocoa -Wl,-framework -Wl,OpenGL -Wl,-framework -Wl,Cocoa
The point is to have Cocoa and OpenGL support. Depending on the way you installed SDL,
you might also need to include an SDL framework support, this is mostly if you installed SDL from
.dmg binary images, and not from source with the command line. A typical output of sdl-config --libs is:
-L/opt/extra/lib -lSDLmain -lSDL -Wl,-framework,Cocoa
Another important issue is to include SDL.h, which in turn includes SDLmain.h, in
all the .c source files defining the standard main function. This is done in liquidwar6 but
should you try to link yourself on liquidwar6 libraries and/or hack code, you must do this or
you'll get errors when running the game. Such errors look like:
*** _NSAutoreleaseNoPool(): Object 0x420c90 of class NSCFNumber autoreleased with no pool in place - just leaking
The reason is that SDL replaces your main with its own version of it. One strong implication
is that all the dynamic loading of SDL, which works on sandard GNU/Linux boxes, won't work under
Mac OS X, since SDL hard codes itself by patching main with #define C-preprocessor commands.
As of today, there's still no nice .dmg package containing
a Liquid War 6.app folder with its info.plist file.
One of the purposes of Liquid War 6 is to make a cleaner implementation of Liquid War than the previous one, namely Liquid War 5. While the latter has achieved the practical goal of providing a playable implementation of the game, it failed at providing an evolutive platform. Network capabilities where finally added to Liquid War 5, but anyone who played on Internet with someone a few hundreds of milliseconds away would agree that it's far from being perfect. The main reason for this is that it is really had to hack on Liquid War 5, especially when you are not the core developper. The core developper himself, even knowing all the various hacks in the game, is very quickly lost when trying to implement major changes.
To put it short, Liquid War 5 is a global variable hell, a pile of hacks on top of a quick and dirty implementation. Still, it works.
With Liquid War 6, the idea is to take the time to make something stable, something nice which will enable developpers to implement the cool features, and have fun along the way. Of course, this is only a dream, and in the (hopefully "very") long run, Liquid War 6 will also end up as a big unmaintainable mess, like any real-life program, until then, it should remain hackable.
Here are a few guidelines which I think are common sense advice, but they are still worth mentionning:
strcpy or sprintf anywhere in the code.
Nowhere. Use their equivalent strncpy and snprintf systematically,
as they are part of the glibc and are an order of magnitude safer.
Moreover, Liquid War 6 provides wrappers, such as lw6sys_new_sprintf
which handles all the nasty dirty memory allocation stuff for you;
Each of the internal libraries in Liquid War has a “test” program
associated with it. For instance liquidwar6sys-test is
associated to libliquidwar6sys, and its purpose is to
test the features of this library.
While it is fairly easy to test out unitary functions which require no peculiar context, testing high-level functions which requires files, graphical and possibly network contexts to exist is obviously harder to achieve. There's no easy way to draw the line, but the idea is to put in these test executables as many features as possible, to be sure that what is tested in them is rock solid, bullet proof, and that one can safely rely on it and trust that code when running it in a more complex environnement.
These test executables are also very good places to see a library API in action, find code fragments, and make experiments.
Liquid War 6 provides macros to allocate and free memory. One should use them systematically, except when trying to free something allocated by another library, and in very special cases, mostly concerning low-low level operations which are seldom hacked on.
Usage of macros LW6SYS_MALLOC,
LW6SYS_CALLOC and LW6SYS_FREE is straightforward,
read any random chunk of code, for instance ./src/lib/sys/sys-test.c
to see them in action. They are defined in sys/sys.h.
Once used, these macros will track every single call to malloc and free,
and if there's a difference, it will report it. It will also help you by
showing what's in the non-freed memory area, at which line of code
it has been allocated, and when. This is very usefull to track down memory leaks.
Of course a debugger could tell you some of these informations, but experience
shows than when you encounter a memory bug, it's very often impossible to
reproduce it. So you one wastes time trying to reproduce the bug, whereas
with this tool you have the information reported just when the problem happens.
Each library exports a public interface and hides its internal.
Since Liquid War 6 uses standard C and no C++, there's no
real standard way to handle public/private features. The
convention used in Liquid War 6 is to show internal structures
as opaque pointers (void *) whenever some function needs
to operate on a structure which has possibly private fields.
This way the caller function has no way to access the internals,
and we are sure that no reference to any internal implementation
specific feature will appear.
Here's a code excerpt from src/gfx/setup.c:
void _lw6gfx_quit(_LW6GFX_CONTEXT *context) {
/*
* Implementation here.
*/
[...]
}
void lw6gfx_quit(void *context) {
_lw6gfx_quit((_LW6GFX_CONTEXT *) context);
}
The function _lw6gfx_quit (note the “_”) is internal,
declared in internal.h whereas the function lw6gfx_quit
is public, and is therefore exported in gfx.h.
This way, functions in the program using lw6gfx_quit
do not know what is in the _LW6GFX_CONTEXT structure,
and they need not know it.
This does not mean it is not possible to have public structures, only these structures must reflect some truely public, accessible and safe to access structures.
The console can be activated by passing --display-console when starting
the game or by using the system options menu.
When the console is activated, a lw6> prompt should appear in the
terminal which launched the program. If you started Liquid War 6 by clicking
on an icon, console probably won't work at all since stdout and
stdin won't be attached to anything.
The console allows you to type arbitray Scheme/Guile code.
Try, for instance:
(+ 1 2)
(display "foo\n")
You can really break things with this console, it gives you a direct access to all the program internals. At least, all the values which are accessible through the script interface, that is, many of them.
You can call any internal C function which has been exported to Guile, here are some examples:
(c-lw6sys-timestamp)
(c-lw6bot-get-backends)
(c-lw6sys-sleep 2.0)
(lw6-config-get-number "zoom")
(lw6-config-set-number! "zoom" 0.9)
(lw6-config-get-number "zoom")
While syntax (and possibly other) errors will be trapped by the interpreter, note that if you break things inside the game by, say, changing some global value, or in a general manner cause an error elsewhere in the code, the game will really raise a fatal error and stop. That's how you can “break things”.
Still, this console is a very powerfull tool, very usefull for debugging but also for tweaking the game without restarting it and/or navigating through the menu interface.
Liquid War 6 tries to have as few hardcoded data as possible. So many
constants, and pretty much all the image files, are accessible in the
data directory. You can know where it is by launching
liquidwar6 --show-data-dir. If you look in this directory
you'll find different files, among
them XML files.
Let's take an example. Try and find the file gfx/gl/hud/floating/gl-floating-const.xml.
Edit the line with the clock-y1 entry. Change the number after "value".
Re-run the program. Play a game. What happens? Logically you should see that
“something” is not displayed at the same place than before.
You could also modify the textures (JPEG and PNG files). In a general manner it's more cautious to keep them the same size but it depends, sometimes other sizes will work as well.
Many of these parameters are really too technical and obscure to have their place in the main config file (which is already rather big). Use at your own risks, you can really break things touching this, but you can also find out lots of things can be tuned.
Todo...
Todo...
Todo...
This section describes how Liquid War 6 handles network messages. Note that for now this is purely theorical, more of a draft, a plan, it might change before being implemented.
Bare technical stuff.
Out of band messages:
TCP messages:
LW6 <passwd> <client-id> MSG1 MSG2
UDP messages:
LW6 <passwd> <client-id> MSG1 LW6 <passwd> <client-id> MSG2
HTTP messages:
/lw6/<passwd>/<client-id>/MSG1 /lw6/<passwd>/<client-id>/MSG2
HTTP public URLs:
error 404 -> /lw6/ /lw6/ -> HTML human readbable page /favicon.ico /lw6/favicon.ico /lw6/screenshot.jpg /lw6/<oob>
MSG syntax:
<serial>-<i>-<n> COMMAND
COMMAND format:
<round> <server-id> <command> <arg1> ... <argN>
COMMAND examples:
2 1234abcd1234abcd REGISTER 3 1234abcd1234abcd ADD 5678 YELLOW 4 1234abcd1234abcd SET 5678 20 5 10 1234abcd1234abcd NOP 400 1234abcd1234abcd REMOVE 5678 1000 1234abcd1234abcd UNREGISTER
There is no CVS or SVN repository for Liquid War 6. Instead, a GNU Arch repository is used to follow the different versions. Read the GNU Arch tutorial to learn how Arch works. Note that there are many other source control managers available, some of which provide functionnalities similar to GNU Arch / tla. GNU Arch has been chosen for Liquid War 6 because:
The repository for Liquid War 6 is accessible on http://arch.savannah.gnu.org/archives/liquidwar6. This is a read-only access, but with the distributed nature of GNU Arch, it still allows you to keep track of your own changes, and submit patches. Accessing it in read/write mode with sftp requires a Savannah account and special rights on the Liquid War 6 project.
Here are typicall commands one can use to get Liquid War 6 source from the GNU Arch repository:
tla register-archive http://arch.savannah.gnu.org/archives/liquidwar6
tla get -A liquidwar6@sv.gnu.org liquidwar6--beta
All the patches in the archive are signed with GnuPG, so you can check their authenticity with my public key.
You might need to edit your $HOME/.arch-params/signing/=default.check
file and put the following text in it:
tla-gpg-check gpg_command="gpg --verify-files -"
This section is for those who want to hack the game and set up their own repositories. This will enable you to keep track of your patches, package them, and help the core maintainer merging them in the main repository.
You can introduce yourself and create a repository by issuing commands like:
You can introduce yourself and create a repository by issuing commands like:
tla my-id me@home.net
tla register-archive me@home.net--2008 /home/me/tla-archives
Then, you can get create your own repository, with a command like:
tla tag -S liquidwar6@sv.gnu.org/liquidwar6--beta--0.1 me@home.net--2008/liquidwar6--beta--0.4
The idea is that you create, locally, a depot which has a name that matches the name on savannah (this is for convenience, you could technically give it any name...) and indicate that they represent, today, the same thing.
You can get a working copy of your depot with the command:
tla get me@home.net--2008/liquidwar6--beta--0.4
This will create a complete source tree, which you are free to modify, this is where you should hack.
To synchronize yourself with upstream developments, go into
your copy (the directory created by tla get) and type:
tla star-merge liquidwar6@sv.gnu.org/liquidwar6--beta--0.1
This will apply locally all the changes that happened since the
last synchronization. Of course this is one way to work, you
can decide to cherry pick patches and such stuff, but for most
dayly uses, a good'ol star-merge is fine.
Not that star-merge will only apply patches on your
working copy, not on your repository. The only way to actually
commit the modifications on the repository is to use the
commit command.
When using Arch, you can of course still send patches created
with diff, or even send updated files directly, the way
you would without revision control.
But it can be more convenient to either
/home/me/tla-archives
in our example).
tla mkpatch.
Here's an example of an mkpatch command, and which will
compute the differences between a previous
liquidwar6--beta--0.4--patch-2 snapshot and a not yet
commited latest version:
tla mkpatch {arch}/++pristine-trees/unlocked/liquidwar6/liquidwar6--beta/liquidwar6--beta--0.4/me@home.net--2006/liquidwar6--beta--0.4--patch-2 . my-patch
This will create a my-patch directory, which can be gzipped
and sent by mail.
Sometimes, when signing a patch, you might enter the wrong passphrase several times, or you might press CTRL+D inadvertantly. In that case, tla will be in a half-broken state, telling you it can't acquire revision lock... A quick workarround for this is to go to the depot, find the latest patch, and in this repository, create the following folders:
++revision-lock/+contents
Both are directories, note the two ++ and the single +. the +contents
directory can be empty. Once you've done this, try to re-commit.
This chapter is a technical reference. Most of its content
is self-generated by the program itself. That is to say, most
if its content is already available to you if you have the game
installed. Running liquidwar6 --list
and liquidwar6 --about=<keyword> is very likely to give
you the very same informations, the advantage being that you'll
be sure the information is up-to-date and corresponds to the exact
version of the program you have. However, publishing this in
a reader-friendly way is convenient, plus it enables web search
engines to harvest the content.
--about=<value>Type: string.
Will allow you to get informations about a given keyword. Let's say that, for instance, you want informations about the keyword 'map-path'. Simply run 'liquidwar6 –about=map-path'. Note that this internal self-documentation system can describe command line switches as well as XML config file parameters or environment variables, and even some Guile script functions. The '–list' command line switch will give you the list of all available keywords.
--debugEnables debug mode. This will turn on maximum log information, and display everything on stderr, even messages which are normally only stored in the log file.
--defaultsClears the config file and run the game with default settings. Use this if you suspect you have broken something by tweaking user settings, or when upgrading the game to a new version.
--listReturns the list of all keywords which can be queried for information. This includes command-line options, environment variables, and so on. This is the companion option of '–about'. Results obtained with '–list' can be passed to '–about'.
--testRuns a (hopefully) complete test suite which will call most internal Liquid War 6 functions and check out wether they work, in a simple context, without any game interference. Usefull for troubleshooting.
--versionReturns the version of the program, as defined by the GNU Coding Standards.
--example-hints-xmlDumps on stdout an example hints.xml file. Such a file is normally shipped with the game. It is indeed generated using this command.
--example-rules-xmlDumps on stdout an example options.xml file. Such a file is normally shipped with the game. It is indeed generated using this command.
--example-style-xmlDumps on stdout an example style.xml file. Such a file is normally shipped with the game. It is indeed generated using this command.
--list-docList documentation-related command line options. These commands allow you to list all the keywords related to a given domain.
--list-funcsList the C-functions which are exported to Guile, thus usable in scripts.
--list-inputList input (AKA controls) related options. Use these to change keyboard, joystick and mouse settingds.
--list-mapList map-related entries, excluding rules.xml, hints.xml and style.xml entries.
--list-map-hintsList 'hints.xml' entries. These parameters enable you to modify the behavior of the map loader.
--list-map-rulesList 'options.xml' entries. These parameters enable you to modify the gameplay.
--list-map-styleList 'style.xml' entries. These parameters enable you to modify the aspect of the game.
--list-pathList parameters which allow you to override the defaults of the game, and force the game your own file paths and directories.
--list-quickList quick help entries, this includes the GNU standard options and a few troubleshooting tools.
--list-showList command-line options which begin with '–show-...'. These will display on the console many internal parameters. Usefull when debugging.
--list-tuningList advanced options which can be used for fine-tuning the game.
--show-build-cflagsShows what value you should put in 'CFLAGS' (environment variable) if you want to compile programs that use Liquid War 6 as a library, and include 'liquidwar6.h'.
--show-build-codenameShows the codename associated with this version, generally the name of someone famous who is war-related (a general, an emperor...).
--show-build-configure-argsShows the arguments that have been passed to the GNU Autoconf './configure' script when building the program. This can be very usefull if you want to know how the program has been built.
--show-build-datadirShows the 'datadir' value as passed to the GNU Autoconf './configure' script when compiling the program. Default is '/usr/local/share'. This is the generic, non Liquid War 6 specific data directory. Liquid War 6 related data is stored elsewhere (usually in a sub-directory) see the 'data-dir' switch for more information. 'datadir' is not 'data-dir'. That's the point.
--show-build-docdirShows the 'docdir' value as passed to the GNU Autoconf './configure' script when compiling the program. Default is '/usr/local/share/doc/liquidwar6'.
--show-build-enable-allinoneShows wether the 'allinone' option has been chosen when building the game. This depends on parameters passed to './configure'.
--show-build-enable-consoleShows wether the console has been enabled when building the game. This depends on parameters passed to './configure' and also on the presence of ncurses and readline.
--show-build-enable-fullstaticShows wether the 'fullstatic' option has been chosen when building the game. This depends on parameters passed to './configure'.
--show-build-enable-gcovShows wether the game was build with suitable informations for gcov. This depends on parameters passed to './configure'.
--show-build-enable-gprofShows wether the game was build with suitable informations for gprof. This depends on parameters passed to './configure'.
--show-build-enable-instrumentShows wether the game was build with the '-finstrument-functions' GCC switch. This depends on parameters passed to './configure'.
--show-build-enable-mod-csoundShows wether the mod-csound audio backend has been enabled when building the game. This depends on parameters passed to './configure' and also on the presence of the csound library.
--show-build-enable-mod-glShows wether the mod-gl graphical backend has been enabled when building the game. This depends on parameters passed to './configure' and also on the presence of SDL and related libraries.
--show-build-enable-mod-httpShows wether the mod-http network backend has been enabled when building the game. This depends on parameters passed to './configure' and also on the presence of libCurl.
--show-build-enable-mod-oggShows wether the mod-ogg audio backend has been enabled when building the game. This depends on parameters passed to './configure' and also on the presence of SDL and related libraries.
--show-build-enable-optimizeShows wether the 'optimize' option has been chosen when building the game. This depends on parameters passed to './configure'.
--show-build-enable-paranoidShows wether the game was build with paranoid memory management. This is for debugging purposes, the default already includes some controls, with turned it's really... paranoid.
--show-build-enable-profilerShows wether the game was build with Google Profiler support. This depends on parameters passed to './configure'.
--show-build-enable-valgrindShows wether the game was build with valgrind later use in mind. This depends on parameters passed to './configure'.
--show-build-endiannessReturns the endianness. 'little' corresponds to x86-like systems, 'big' to ppc-like systems.
--show-build-gcc-versionReturns the version of the GNU C compiler which was used to compile the program.
--show-build-hostnameShows the name of the host where the binary was compiled.
--show-build-includedirShows the 'includedir' value as passed to the GNU Autoconf './configure' script when compiling the program. Default is '/usr/local/include'.
--show-build-ldflagsShows what value you should put in 'LDFLAGS' (environment variable) if you want to link programs against libliquidwar6.
--show-build-libdirShows the 'libdir' value as passed to the GNU Autoconf './configure' script when compiling the program. Default is '/usr/local/lib'. This is the generic, non Liquid War 6 specific library directory. Dedicated Liquid War 6 modules are stored elsewhere (usually in a sub-directory) see the 'mod-dir' switch for more information.
--show-build-localedirShows the 'localedir' value as passed to the GNU Autoconf './configure' script when compiling the program. Default is '/usr/local/share/locale'.
--show-build-mac-os-xReturns 1 (true) if target OS is Mac OS X, 0 (false) if not.
--show-build-md5sumShows the MD5 checksum, which has been calculated from the C source files. Complementary with 'show-build-stamp'.
--show-build-ms-windowsReturns 1 (true) if target OS is Microsoft Windows 32-bit platform, 0 (false) if not.
--show-build-package-stringShows the package string, that is, 'Liquid War 6 <version>
--show-build-pointer-sizeReturns the pointer size, in bytes. Should be 4 on 32-bit systems and 8 on 64-bit systems.
--show-build-prefixShows the 'prefix' value as passed to the GNU Autoconf './configure' script when compiling the program. Default is '/usr/local'.
--show-build-stampShows the build stamp. A very usefull value, more precise than the version to track down binaries. It is incremented each time the core C code is updated. It won't reflect all the programs for it does not take scripts in account, but if you are running a work-in-progress version, it might be very convenient to use this to know what your are running exactly.
--show-build-target-cpuShows the target CPU, as defined by 'target_cpu' in GNU Autoconf.
--show-build-target-osShows the target OS, as defined by 'target_os' in GNU Autoconf.
--show-build-top-srcdirShows the top source directory on the machine where the binary was compiled.
--show-build-versionShows the version. Note that this is different from the standard GNU 'version' command line option which shows a complete message with a short copyright notice. This one will just return the version, without the package tarname or anything else.
--show-config-fileShows the config file path. Default is '$HOME/.liquidwar6/config.xml'.
--show-cwdShows the current working directory, the value that the pwd command would return.
--show-data-dirShows the data directory path. This is where the games searches for most of its data,the most important exception being maps, which are stored elsewhere. Default is '/usr/local/share/liquidwar6-<version>/data'.
--show-default-config-fileShows the default config file path. Default is '$HOME/.liquidwar6/config.xml'.
--show-default-data-dirShows the default data directory path. This is where the games searches for most of its data,the most important exception being maps, which are stored elsewhere. Default is '/usr/local/share/liquidwar6-<version>/data'.
--show-default-log-fileShows the default log file path. Default is '$HOME/.liquidwar6/log.csv'.
--show-default-map-dirShows the default map directory. This is where builtin maps are stored. Default is '/usr/local/share/liquidwar6-<version>/map'.
--show-default-map-pathShows the default map search path. This is where the game searches for maps. It's the combination of command-line arguments and builtin paths. Might return more directories than the one specified in a single 'map-path=dir1:dir2' argument.
--show-default-mod-dirShows the default module directory path. This is where all dynamically loaded modules are stored. Default is '/usr/local/lib/liquidwar6-<version>'.
--show-default-prefixShows the default prefix used. This should logically be the value passed to the GNU Autoconf ./configure script when building the game. Most other path are deduced from this one. Default is '/usr/local'.
--show-default-script-fileShows the default main script file path. This file is very important, since the program is more or less a hudge scheme interpreter, and this file is the file loaded by Guile. In short, it is the main program. Default is '/usr/local/share/liquidwar6-<version>/script/liquidwar6.scm'.
--show-default-user-dirShows the default user directory path. This is where run-time data, config files, log files, are stored. Default is '$HOME/.liquidwar6/'.
--show-log-fileShows the log file path. Default is '$HOME/.liquidwar6/log.csv'.
--show-map-dirShows the map directory. This is where builtin maps are stored. Default is '/usr/local/share/liquidwar6-<version>/map'.
--show-map-pathShows the map search path. This is where the game searches for maps. It's the combination of command-line arguments and builtin paths. Might return more directories than the one specified in a single 'map-path=dir1:dir2' argument.
--show-mod-dirShows the module directory path. This is where all dynamically loaded modules are stored. Default is '/usr/local/lib/liquidwar6-<version>'.
--show-prefixShows the prefix used. This should logically be the value passed to the GNU Autoconf ./configure script when building the game. Most other path are deduced from this one. Default is '/usr/local'.
--show-run-dirShows the run directory, usually the path where the binary is. It depends on how and where the program is launched. It is guessed from the argc/argv values at runtime.
--show-script-fileShows the main script file path. This file is very important, since the program is more or less a hudge scheme interpreter, and this file is the file loaded by Guile. In short, it is the main program. Default is '/usr/local/share/liquidwar6-<version>/script/liquidwar6.scm'.
--show-user-dirShows the user directory path. This is where run-time data, config files, log files, are stored. Default is '$HOME/.liquidwar6/'.
--config-fileLW6_CONFIG_FILEType: string.
Default value: $HOME/.liquidwar6/config.xml.
Set the config file path. This enables you to use whatever config file you like, keeping all other informations in the same place.
--data-dirLW6_DATA_DIRType: string.
Default value: /usr/local/share/liquidwar6-<version>/data.
Set the data directory. By changing ths value you'll be able to use an alternative data directory.
--log-file=<value>LW6_LOG_FILElog-fileType: string.
Default value: $HOME/.liquidwar6/log.csv.
Set the log file path. This enables you to use whatever log file you like, keeping all other informations in the same place.
--map-dirLW6_MAP_DIRType: string.
Default value: /usr/local/share/liquidwar6-<version>/map.
Set the map directory path. By changing this value you'll be able to play with your own maps in your own directory. Note that there are other ways to achieve that, but using this option will work. However, a side effect is that you might not see builtin maps anymore.
--map-path=<value>LW6_MAP_PATHmap-pathType: string.
Default value: $HOME/.liquidwar6/map:/usr/local/share/liquidwar6-<version>/map.
Set the map search path. By changing this value you'll be able to play with your own maps in your own directory. This is different from 'map-dir', since it includes 'map-dir', plus it adds a number of other search paths. Unlike most other parameters, the values given from the command-line, from the environment variables, or from the config file, are not overwritten, but appended. That is to say if you specify a 'map-path' with the command-line argument 'map-path=path', but also define the 'LW6_MAP_PATH' value and finally edit 'config.xml' to change the 'map-path' entry in it, you'll end up with the game searching for maps in all these directories. Additionnally, 'map-dir' and '<user-dir>/map' will always be in the list. Any given value can itself include several pathes, separated by the path separator. This separator is ':' on GNU/Linux, and ';' on Microsoft Windows. For instance, on a GNU/Linux box, you could use the command-line argument 'map-path=/foo/bar/map:/home/user/map/:/map'.
--mod-dirLW6_MOD_DIRType: string.
Default value: /usr/local/lib/liquidwar6-<version>.
Set the module directory path. By changing this you will load dynamic shared libraries (game specific modules such as the graphical backend) from an alternative place. Use this at your own risks, for there can always be a binary incompatibility. You've been warned.
--prefixLW6_PREFIXType: string.
Default value: /usr/local.
Override the prefix value given to the GNU Autoconf ./configure script when building the game. Not all path will be changed, some of them might remain the same, for instance message translations (localedir). But most game-specific data including maps, graphics, sounds, will be searched according to the new given parameter.
--script-fileLW6_SCRIPT_FILEType: string.
Default value: /usr/local/share/liquidwar6-<version>/script/liquidwar6.scm.
Set the main script file path. This file is very important, since the program is more or less a hudge scheme interpreter, and this file is the file loaded by Guile. In short, it is the main program.
--user-dir=<value>LW6_USER_DIRuser-dirType: string.
Default value: $HOME/.liquidwar6.
Set the user directory path. This is where run-time data, config files, log files, are stored. If you override this value, other parameters such as where the config and log files reside, will change.
--fullscreen=<value>LW6_FULLSCREENfullscreenType: boolean.
Default value: false.
Force the game to fun fullscreen. Note that the graphics backend might ignore this hint.
--gfx-backend=<value>LW6_GFX_BACKENDgfx-backendType: string.
Default value: gl.
Sets the graphics backend AKA 'gfx' to use. For now the only choice is 'gl' and will use an OpenGL/SDL 3D-accelerated driver.
--height=<value>LW6_HEIGHTheightType: integer.
Default value: -1.
Run the game with the given screen height.Note that the graphics backend might ignore this hint. Use with its companion option 'width'. A negative value will force the use of a default value.
--width=<value>LW6_WIDTHwidthType: integer.
Default value: -1.
Run the game with the given screen width. Note that the graphics backend might ignore this hint. Use with its companion option 'height'.A negative value will force the use of a default value.
--windowed-mode-limit=<value>LW6_WINDOWED_MODE_LIMITwindowed-mode-limitType: float.
Default value: 0.95.
When switching back from fullscreen mode to windowed mode, if we're in maximum resolution, then this coefficient will be applied before resizing the window. The idea is that (obviously) a windowed mode is prefered when a little smaller that totally fullscreen. So set this to a value just below 1.0.
--music-volume=<value>LW6_MUSIC_VOLUMEmusic-volumeType: float.
Default value: 0.6. Min value: 0. Max value: 1.
Set the music volume.This is a floating point value. 0 is mute. Maximum value is 1.
--snd-backend=<value>LW6_SND_BACKENDsnd-backendType: string.
Default value: ogg.
Sets the sound backend AKA 'snd' to use. Can be 'ogg' or 'csound' but only 'ogg' will produce sound in the current release.
--sound-volume=<value>LW6_SOUND_VOLUMEsound-volumeType: float.
Default value: 0.3. Min value: 0. Max value: 1.
Set the sound volume.This is a floating point value. 0 is mute. Maximum value is 1.
--chosen-map=<value>LW6_CHOSEN_MAPchosen-mapType: string.
Default value: strange-new-world.
The last map chosen by the player, locally. This is the map which will be used for a quick-start game, a local game, or a game started as a server.
--force=<value>LW6_FORCEforceType: string.
Default value: respawn-team,color-conflict-mode.
A comma separated list of options which should be ignored when reading map XML files. For instance, if this contains 'rounds-per-sec,moves-per-round' then whatever values were defined for this in 'rules.xml', then game will ignore them and use the user's values, stored in 'config.xml', running the game at the requested speed. This ultimately allows the player to control everything despite the values set by the map designer.
--use-hints-xml=<value>LW6_USE_HINTS_XMLuse-hints-xmlType: boolean.
Default value: true.
If set, then hints will be picked up from the map defined hints.xml, if it exists. This is the default.
--use-rules-xml=<value>LW6_USE_RULES_XMLuse-rules-xmlType: boolean.
Default value: true.
If set, then rules will be picked up from the map defined rules.xml, if it exists. This is the default. Use force-time and force-size to override this and use user-defined values anyway.
--use-style-xml=<value>LW6_USE_STYLE_XMLuse-style-xmlType: boolean.
Default value: true.
If set, then style will be picked up from the map defined style.xml, if it exists. This is the default. Use force-time and force-background to override this and use user-defined values anyway.
--use-texture=<value>LW6_USE_TEXTUREuse-textureType: boolean.
Default value: true.
Defines wether the map texture should be used. Of course if there's no map texture, the texture... won't be used. But if there is one, this parameter will force the game to ignore it and play with solid colors. This probably won't look as nice as the textured map in most cases, but some players might find it more readable and confortable to play when throwing eye candy away.
--color-conflict-mode=<value>LW6_COLOR_CONFLICT_MODEcolor-conflict-modeType: integer.
Default value: 1. Min value: 0. Max value: 2.
How to handle color conflicts, that is, when a player requests a color, but this color is already used, what should be done? If 0, wether a color already exists won't affect the color of a new cursor. If 1, then two players on the same computer will be allowed to share the same color/team, but if another computer is already playing with a color, any new computer will need to use another team. If 2, then it's impossible for a new cursor to use a pre-existing color, any new cursor will require a new color, if that color is already used, a new color will be picked randomly.
--cursor-pot-init=<value>LW6_CURSOR_POT_INITcursor-pot-initType: integer.
Default value: 100000. Min value: 5000. Max value: 500000.
Defines the cursor potential at startup. Not really any reason to change it. Theorically, there could be maps where the default value doesn't fit, but none has been seen yet.
--fighter-attack=<value>LW6_FIGHTER_ATTACKfighter-attackType: integer.
Default value: 500. Min value: 1. Max value: 10000.
Defines how hard fighters will attack others, that is, in one attack, how many life-points the attacked fighter will loose. Increasing this will cause your opponents to melt faster when you attack them. With a low value, it will take ages to take on your opponents. Different styles of game. Can radically change the gameplay.
--fighter-defense=<value>LW6_FIGHTER_DEFENSEfighter-defenseType: integer.
Default value: 50. Min value: 0. Max value: 10000.
Defines how fast fighters will regenerate after an attack. When this parameter is set low, an attacked fighter, which is very dark and almost dead will take a very long time to regain energy. If the parameter is set high, it can almost instantaneously regain energy.
--fighter-new-health=<value>LW6_FIGHTER_NEW_HEALTHfighter-new-healthType: integer.
Default value: 5000. Min value: 1. Max value: 10000.
Defines how healthy fighters will be when they appear on the map. This can be either at the beginning of the game of when a fighter changes team. Setting this low will allow battefields to switch from one side to another very fast, for freshly gained fighters will be feeble and very likely to return to their original camp. To calibrate this parameter, keep in mind that the absolute maximum health a fighter can have is always 10000 (ten-thousands).
--fighter-regenerate=<value>LW6_FIGHTER_REGENERATEfighter-regenerateType: integer.
Default value: 5. Min value: 0. Max value: 10000.
Defines at which speed fighters will self-regenerate, without even begin packed together. This will allow lone fighters to regenerate a bit by hiding somewhere in the map. This is typically a low value, might even be 0.
--max-cursor-pot=<value>LW6_MAX_CURSOR_POTmax-cursor-potType: integer.
Default value: 1000000. Min value: 50000. Max value: 5000000.
Defines the maximum cursor potential. Not really any reason to change it. Any high value should produce the same results. Low values might reveal algorithm bugs and inconsistencies.
--max-cursor-pot-offset=<value>LW6_MAX_CURSOR_POT_OFFSETmax-cursor-pot-offsetType: integer.
Default value: 100. Min value: 1. Max value: 10000.
Defines the maximum cursor potential offset. The idea is that in some cases, the potential of a cursor can increase in burst mode, for instance to make this cursor more important than others, so that fighters rally to it, neglecting other cursors (talking about a multi-cursor controlled team). This parameter is here to limit this burst effect and avoid bugs.
--max-nb-cursors=<value>LW6_MAX_NB_CURSORSmax-nb-cursorsType: integer.
Default value: 26. Min value: 2. Max value: 26.
Defines the maximum number of cursors who can enter the game. Really makes sense in network games. Default value is 26, the maximum.
--max-nb-servers=<value>LW6_MAX_NB_SERVERSmax-nb-serversType: integer.
Default value: 10. Min value: 2. Max value: 26.
Defines the maximum number of servers who can enter the game. Really makes sense in network games. Default value is 10, and should fit in most cases. Can be raised up to 26.
--max-nb-teams=<value>LW6_MAX_NB_TEAMSmax-nb-teamsType: integer.
Default value: 10. Min value: 2. Max value: 10.
Defines the maximum number of teams who can enter the game. Really makes sense in network games. Default value is 10, the maximum.
--max-round-delta=<value>LW6_MAX_ROUND_DELTAmax-round-deltaType: integer.
Default value: 1000. Min value: 1. Max value: 10000.
This is the companion value of 'round-delta'. Will put an absolute limit to the delta, which (what did you think?) is of course incremented in some cases by the core algorithm. If in doubt, don't touch.
--max-zone-size=<value>LW6_MAX_ZONE_SIZEmax-zone-sizeType: integer.
Default value: 8. Min value: 1. Max value: 64.
Defines the maximum zone size, which is an internal and rather technical parameter. The idea is that to optimize things, Liquid War 6 divides the battlefield in squares, where it can, and tries to make these squares as big as possible, the idea being that everywhere in this square, fighters follow the same intructions. Just a technical optimization. The problem is that setting it too high will reveal the optimization and its tradeoffs to the player, who will see the fighter behave strangely, following invisible paths. Plus, it's ugly. Depending on your tastes (speed, look'n'feel) you'll prefer something nice or something fast. Note that anyways passed a certain value, this does not optimize anything anymore. In doubt, don't touch it.
--moves-per-round=<value>LW6_MOVES_PER_ROUNDmoves-per-roundType: integer.
Default value: 2. Min value: 1. Max value: 10.
Defines how many times fighters move per round. Increasing this will just make fighters move faster, but won't change anything for the rest, that is keyboard and mouse responsivity, and network traffic will stay the same. Multiplying the number of moves per round by the number of rounds per second will give the number of moves per second, which is, in fact, how fast fighters move on the screen.
--nb-attack-tries=<value>LW6_NB_ATTACK_TRIESnb-attack-triesType: integer.
Default value: 3. Min value: 1. Max value: 7.
Defines how many tries a fighter will do before giving-up attacking and choosing another behvior (defense). By tries we mean: how many directions it will try. Going North? Going North-West? Setting this to a low value will make fighters somewhat less aggressive. This idea is that they'll prefer to switch to the next option, that is, defense/regeneration, if there's no opponent right in front of them.
--nb-defense-tries=<value>LW6_NB_DEFENSE_TRIESnb-defense-triesType: integer.
Default value: 1. Min value: 1. Max value: 7.
Defines how many tries a fighter will do before giving-up attacking and choosing another behavior (do nothing). By tries we mean: how many directions it will try. Going North? Going North-West? Setting this to a low value, you'll need a very compact pack of fighters for regeneration to operate, else fighters will hang arround unhealthy.
--nb-move-tries=<value>LW6_NB_MOVE_TRIESnb-move-triesType: integer.
Default value: 5. Min value: 3. Max value: 7.
Defines how many tries a fighter will do before giving-up moving and choosing another behvior (attack or defense). By tries we mean: how many directions it will try. Going North? Going North-West? Setting this to a low value, your fighters will look very stubborn and always try to move in one direction, neglecting the fact that they could dodge. This can lead to queues of fighters and other strange behaviors. On the other hand, setting it too high will cause fighter to always avoid the enemy, and groups of fighters will just pass each other without any fight. Matter of taste.
--respawn-team=<value>LW6_RESPAWN_TEAMrespawn-teamType: integer.
Default value: 1. Min value: 0. Max value: 1.
Defines what to do when a team dies. If set to 0, team disappears forever, if set to 1, team reappears automatically with fresh fighters. It's a deathmatch mode, where the winner is not the one who stays alive the longest time, since it makes no real sens in this case, but the one who has died less often than others.
--round-delta=<value>LW6_ROUND_DELTAround-deltaType: integer.
Default value: 1. Min value: 0. Max value: 100.
Conditions by how much the cursor potential will be incremented each time gradient is spreaded. Sounds cryptic? It is. The idea is that at each time you move your cursor of 1 pixel, theorically, you'll need in the worst case to move of 1 more pixel to reach any point on the map. Of course this is not true but this is the default asumption, and gradient spread will fix that. Only in Liquid War 6 this is not even the worst case, for you can control your cursor with the mouse and cross walls. Whenever you cross a wall, you might have done a great distance from the fighters' point of view, if the map is a maze. Thus this parameter, which corrects things, experience shows it does give acceptable results to increase the cursor potential by more than one at each turn. Toy arround with this if you find fighters take wrong paths on some given map. If in doubt, don't touch.
--rounds-per-sec=<value>LW6_ROUNDS_PER_SECrounds-per-secType: integer.
Default value: 50. Min value: 1. Max value: 100.
Defines the overall speed of the game. All other settings being equal, raising this value will cause the game to behave faster. Everything will be faster, except probably the display since your computer will calculate more game positions in a given time and spend more CPU time. It will also increase network traffic. Values between 10 and 50 really make sense.
--side-attack-factor=<value>LW6_SIDE_ATTACK_FACTORside-attack-factorType: integer.
Default value: 20. Min value: 0. Max value: 100.
Defines how hard fighters will attack sideways. It's an algorithm trick, fighters attack by default the opponent right in front, but if there's no fighter there, they will still try to attack someone else, maybe sideways. But doing this their attack is not as strong. This parameter enables you to tune this. This is a percentage.
--side-defense-factor=<value>LW6_SIDE_DEFENSE_FACTORside-defense-factorType: integer.
Default value: 20. Min value: 0. Max value: 100.
Defines how fast fighters will regenerate, when being side by side instead of being right in front of the other. This is a percentage.
--single-army-size=<value>LW6_SINGLE_ARMY_SIZEsingle-army-sizeType: integer.
Default value: 30. Min value: 1. Max value: 95.
Defines the proportion of the whole available space, which will be occupied by an army at the beginning of the game. You can either imagine playing with almost empty maps, or play very crowded with almost no space left. This is a percentage, but will be multiplied by itself to get the actual surface. That is, 50 means 50%*50%, that is, a square of 1/2 the size of a square map, so it represents 25% (1/4) of the total surface.
--spread-thread=<value>LW6_SPREAD_THREADspread-threadType: integer.
Default value: 0. Min value: 0. Max value: 1.
If set to 1, the core algorithm with fire a separate thread to spread the gradient. By default this is turned off (set to 0). Consider this as an experimental feature, the program is already rather heavily threaded, turning this on will probably not offer any significant performance gain, even on SMP systems. This might change in the future.
--spreads-per-round=<value>LW6_SPREADS_PER_ROUNDspreads-per-roundType: integer.
Default value: 3. Min value: 1. Max value: 12.
Defines how many times the gradient is spread per round. Gradient spread is a very Liquid War 6 specific feature, just remember that the more often you do it, the more accurately fighters will move. That is, you will be sure they really take the shortest path. Usually this does not have much effect, the default value should fit in most cases, but you might want to decrease it on very simple maps where the gradient is obvious, or increase it on complex maps where you want fighters to be real smart.
--start-blue-x=<value>LW6_START_BLUE_Xstart-blue-xType: integer.
Default value: 90. Min value: 0. Max value: 100.
X start position for the blue team. This is a percentage of map width, value between 0 and 100.
--start-blue-y=<value>LW6_START_BLUE_Ystart-blue-yType: integer.
Default value: 10. Min value: 0. Max value: 100.
Y start position for the blue team. This is a percentage of map height, value between 0 and 100.
--start-cyan-x=<value>LW6_START_CYAN_Xstart-cyan-xType: integer.
Default value: 35. Min value: 0. Max value: 100.
X start position for the cyan team. This is a percentage of map width, value between 0 and 100.
--start-cyan-y=<value>LW6_START_CYAN_Ystart-cyan-yType: integer.
Default value: 10. Min value: 0. Max value: 100.
Y start position for the cyan team. This is a percentage of map height, value between 0 and 100.
--start-green-x=<value>LW6_START_GREEN_Xstart-green-xType: integer.
Default value: 90. Min value: 0. Max value: 100.
X start position for the green team. This is a percentage of map width, value between 0 and 100.
--start-green-y=<value>LW6_START_GREEN_Ystart-green-yType: integer.
Default value: 90. Min value: 0. Max value: 100.
Y start position for the green team. This is a percentage of map height, value between 0 and 100.
--start-lightblue-x=<value>LW6_START_LIGHTBLUE_Xstart-lightblue-xType: integer.
Default value: 35. Min value: 0. Max value: 100.
X start position for the lightblue team. This is a percentage of map width, value between 0 and 100.
--start-lightblue-y=<value>LW6_START_LIGHTBLUE_Ystart-lightblue-yType: integer.
Default value: 90. Min value: 0. Max value: 100.
Y start position for the lightblue team. This is a percentage of map height, value between 0 and 100.
--start-magenta-x=<value>LW6_START_MAGENTA_Xstart-magenta-xType: integer.
Default value: 65. Min value: 0. Max value: 100.
X start position for the magenta team. This is a percentage of map width, value between 0 and 100.
--start-magenta-y=<value>LW6_START_MAGENTA_Ystart-magenta-yType: integer.
Default value: 90. Min value: 0. Max value: 100.
Y start position for the magenta team. This is a percentage of map height, value between 0 and 100.
--start-orange-x=<value>LW6_START_ORANGE_Xstart-orange-xType: integer.
Default value: 65. Min value: 0. Max value: 100.
X start position for the orange team. This is a percentage of map width, value between 0 and 100.
--start-orange-y=<value>LW6_START_ORANGE_Ystart-orange-yType: integer.
Default value: 10. Min value: 0. Max value: 100.
Y start position for the orange team. This is a percentage of map height, value between 0 and 100.
--start-pink-x=<value>LW6_START_PINK_Xstart-pink-xType: integer.
Default value: 10. Min value: 0. Max value: 100.
X start position for the pink team. This is a percentage of map width, value between 0 and 100.
--start-pink-y=<value>LW6_START_PINK_Ystart-pink-yType: integer.
Default value: 50. Min value: 0. Max value: 100.
Y start position for the pink team. This is a percentage of map height, value between 0 and 100.
--start-position-mode=<value>LW6_START_POSITION_MODEstart-position-modeType: integer.
Default value: 0. Min value: 0. Max value: 2.
Defines how teams or set up on the map at game startup. 0, the default, means teams respect the pre-defined start positions. 1 means that a random position will be picked, among the existing positions. That is, red could take green's place. 2 means total randomness, teams can appear anywhere.
--start-purple-x=<value>LW6_START_PURPLE_Xstart-purple-xType: integer.
Default value: 90. Min value: 0. Max value: 100.
X start position for the purple team. This is a percentage of map width, value between 0 and 100.
--start-purple-y=<value>LW6_START_PURPLE_Ystart-purple-yType: integer.
Default value: 50. Min value: 0. Max value: 100.
Y start position for the purple team. This is a percentage of map height, value between 0 and 100.
--start-red-x=<value>LW6_START_RED_Xstart-red-xType: integer.
Default value: 10. Min value: 0. Max value: 100.
X start position for the red team. This is a percentage of map width, value between 0 and 100.
--start-red-y=<value>LW6_START_RED_Ystart-red-yType: integer.
Default value: 10. Min value: 0. Max value: 100.
Y start position for the red team. This is a percentage of map height, value between 0 and 100.
--start-yellow-x=<value>LW6_START_YELLOW_Xstart-yellow-xType: integer.
Default value: 10. Min value: 0. Max value: 100.
X start position for the yellow team. This is a percentage of map width, value between 0 and 100.
--start-yellow-y=<value>LW6_START_YELLOW_Ystart-yellow-yType: integer.
Default value: 90. Min value: 0. Max value: 100.
Y start position for the yellow team. This is a percentage of map height, value between 0 and 100.
--total-armies-size=<value>LW6_TOTAL_ARMIES_SIZEtotal-armies-sizeType: integer.
Default value: 60. Min value: 1. Max value: 95.
Defines the proportion of the whole available space, which can be occupied by all the armies present together. Setting this low, whenever a new team arrives on the map, fighters might be stolen to other teams, otherwise the ame would get too crowded. This allows you to play with reasonnably enough fighters with 2 players, while still allowing interesting gameplay with many players. This is a percentage, but will be multiplied by itself to get the actual surface. That is, 50 means 50%*50%, that is, a square of 1/2 the size of a square map, so it represents 25% (1/4) of the total surface.
--total-time=<value>LW6_TOTAL_TIMEtotal-timeType: integer.
Default value: 900. Min value: 10. Max value: 864000.
Defines the maximum time of the game, in seconds. Note that in some cases, the game can end much earlier if some player has managed to win before the bell rings. Also, technically, this value will be translated into rounds and moves, and the game engine will wait until enough rounds and moves have been played. So if the computer is too slow and the desired speed is not reached, then the game will last for a longer time.
--vertical-move=<value>LW6_VERTICAL_MOVEvertical-moveType: integer.
Default value: 1. Min value: 0. Max value: 7.
Defines when to process a vertical move (along the Z 'depth' axis). If set to 0, fighters never spontaneously move along this axis. If set to 1, it will be tried just after the first move failed. If set to 2, it will be tried just after the second move failed. And so on.
--x-polarity=<value>LW6_X_POLARITYx-polarityType: integer.
Default value: 0. Min value: -1. Max value: 1.
Defines how the map will be wrapped on the X (horizontal) axis. If set to 0, nothing is wrapped. If set to 1, the right and left borders are connected, any fighter can disappear on the right border and reappear on the left border, for instance. If set to -1, it will be wrapped but also inversed, that is on a 320x240 map, a fighter disappearing on the left border at position (0,60) will reapper on the right border at position (319,180). You can combine it with 'y-polarity'.
--y-polarity=<value>LW6_Y_POLARITYy-polarityType: integer.
Default value: 0. Min value: -1. Max value: 1.
Defines how the map will be wrapped on the Y (vertical) axis. If set to 0, nothing is wrapped. If set to 1, the top and bottom borders are connected, any fighter can disappear on the top border and reappear on the bottom border, for instance. If set to -1, it will be wrapped but also inversed, that is on a 320x240 map, a fighter disappearing on the bottom border at position (40,239) will reapper on the top border at position (280,0). You can combine it with 'x-polarity'.
--z-polarity=<value>LW6_Z_POLARITYz-polarityType: integer.
Default value: 0. Min value: 0. Max value: 1.
Defines how the map will be wrapped on the Z (deep) axis. If set to 0, nothing is wrapped. If set to 1, when using a 4 layer map, for instance, fighters on layer 1 will be able to go directly to layer 4 even if layers 2 and 3 are filled with walls. A value of -1 is forbidden, this is not like x and y axis, it does not really make sense. Consider this an advanced setting which might save a layer in some tricky cases, the default value of 0 should fit in most cases.
--background-color-auto=<value>LW6_BACKGROUND_COLOR_AUTObackground-color-autoType: boolean.
Default value: true.
Defines wether hud colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then hud_color_frame_bg, hud_color_frame_fg, hud_color_text_bg and hud_color_text_fg will be automatically set.
--fighter-scale=<value>LW6_FIGHTER_SCALEfighter-scaleType: float.
Default value: 4.0.
Defines how wide (in pixels) fighters must be. This parameter is very important and will largely condition the number of fighters on the map. It is used when loading the map. If it is, for instance, set to 1, there will be exactly a fighter per pixel on the screen. That is, if you play 640x480 on an empty map, the maximum fighters you could have is about 300000. The idea is that by changing the resolution, you also define the density of the map. In pratice, this is done in the hope that someone with a slow computer will pick up a low resolution and therefore play small levels. Conversely, someone with a brand new computer with powerfull CPU & GPU will use great resolutions and be happy with many fighters on the map. Still, changing the resolution after loading the map will not affet the number of fighters. Same for network games, the first player, who loads the map, defines its properties according to its own settings.
--guess-colors=<value>LW6_GUESS_COLORSguess-colorsType: boolean.
Default value: true.
Defines wether colors should be set automatically from texture colors. If set to true, then the program will try to pick up colors automatically from the texture, and will override the values of the color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg parameters. How these colors are picked up can't be garanteed, so if the map does not have strong contrast or if there can be any form of ambiguity, it's safe to set this to false and define one's own colors.
--hud-color-auto=<value>LW6_HUD_COLOR_AUTOhud-color-autoType: boolean.
Default value: true.
Defines wether hud colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then hud_color_frame_bg, hud_color_frame_fg, hud_color_text_bg and hud_color_text_fg will be automatically set.
--max-map-height=<value>LW6_MAX_MAP_HEIGHTmax-map-heightType: integer.
Default value: 1200.
Allows you to give a maximum map height. When designing a map you might wonder: this is dumb I'm conceiving this map I know its height, why should I limit it? Now think of the play who plays on a old slowish computer with a tiny screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.
--max-map-surface=<value>LW6_MAX_MAP_SURFACEmax-map-surfaceType: integer.
Default value: 480000.
Allows you to give a maximum map surface. Map surface is simply (width * height). This parameter is just here to save you the hassle of defining both 'max-map-width' and 'max-map-height' in a consistent manner.
--max-map-width=<value>LW6_MAX_MAP_WIDTHmax-map-widthType: integer.
Default value: 1600.
Allows you to give a maximum map width. When designing a map you might wonder: this is dumb I'm conceiving this map I know its width, why should I limit it? Now think of the play who plays on a old slowish computer with a tiny screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.
--menu-color-auto=<value>LW6_MENU_COLOR_AUTOmenu-color-autoType: boolean.
Default value: true.
Defines wether menu colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then menu_color_default_bg, menu_color_default_fg, menu_color_selected_bg, menu_color_selected_fg, menu_color_disabled_bg and menu_color_disabled_fg will be automatically set.
--min-map-height=<value>LW6_MIN_MAP_HEIGHTmin-map-heightType: integer.
Default value: 30.
Allows you to give a minimum map height. When designing a map you might wonder: this is dumb I'm conceiving this map I know its height, why should I limit it? Now think of the player who decided to play with highly-defined maps because he has a super calculator and a hudge screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.
--min-map-surface=<value>LW6_MIN_MAP_SURFACEmin-map-surfaceType: integer.
Default value: 4800.
Allows you to give a minimum map surface. Map surface is simply (width * height). This parameter is just here to save you the hassle of defining both 'min-map-width' and 'min-map-height' in a consistent manner.
--min-map-width=<value>LW6_MIN_MAP_WIDTHmin-map-widthType: integer.
Default value: 40.
Allows you to give a minimum map width. When designing a map you might wonder: this is dumb I'm conceiving this map I know its width, why should I limit it? Now think of the player who decided to play with highly-defined maps because he has a super calculator and a hudge screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.
--resample=<value>LW6_RESAMPLEresampleType: boolean.
Default value: true.
If set to true, maps will always be resampled to a size which depends on your screen resolution, zoom factor, and the rest. If false, maps will be set at the exact resolution of map.png.
--system-color-auto=<value>LW6_SYSTEM_COLOR_AUTOsystem-color-autoType: boolean.
Default value: true.
Defines wether system colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then system_color_bg and system_color_fg will be automatically set.
--view-color-auto=<value>LW6_VIEW_COLOR_AUTOview-color-autoType: boolean.
Default value: true.
Defines wether view colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then view_color_cursor_bg, view_color_cursor_fg, view_color_map_bg and view_color_map_fg will be automatically set.
--animation-density=<value>LW6_ANIMATION_DENSITYanimation-densityType: float.
Default value: 1.0f. Min value: 0. Max value: 10.
Density of the background animation, that is, for instance, if the background animation is about displaying bubbles, using a high value will display many bubbles. A value of 1.0 corresponds to the default setting.
--animation-speed=<value>LW6_ANIMATION_SPEEDanimation-speedType: float.
Default value: 1.0f. Min value: 0. Max value: 10.
Speed of the background animation, that is, for instance, if the background animation is about displaying bubbles, using a high value will cause bubbles to move very fast. A value of 1.0 corresponds to the default setting.
--background-color-root-bg=<value>LW6_BACKGROUND_COLOR_ROOT_BGbackground-color-root-bgType: color.
Default value: #000.
Defines the main background color. This is, for instance, the color which will be used to clear the screen before drawing thing. Will be automatically guessed from the map texture if color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-color-root-fg=<value>LW6_BACKGROUND_COLOR_ROOT_FGbackground-color-root-fgType: color.
Default value: #ccc.
Defines a color which will be used together with color-base-bg to compose the background. It can be wise to have a minimum contrast between this color and color-base-bg, but it is not mandatory, especially if other colors are manually redefined. Will be automatically guessed from the map texture if color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-color-stuff-bg=<value>LW6_BACKGROUND_COLOR_STUFF_BGbackground-color-stuff-bgType: color.
Default value: #333.
Defines a color which will be used together with color-alternate-fg to draw things (animations, sprites, text, whatever) in the background. It should be different enough from color-alternate-fg so that one can really distinguish these colors. Will be automatically guessed from the map texture if color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-color-stuff-fg=<value>LW6_BACKGROUND_COLOR_STUFF_FGbackground-color-stuff-fgType: color.
Default value: #fff.
Defines a color which will be used to draw things (animations, sprites, text, whatever) in the background. It should be different enough from color-alternate-bg so that one can really distinguish these colors. Think of this as the sprite, the text, the whatever-needs-to-be-seen-uses-this color. Will be automatically guessed from the map texture if color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-style=<value>LW6_BACKGROUND_STYLEbackground-styleType: string.
Default value: bubbles.
The background defines, of course, what is displayed at the background, but it also conditions the colors used for other items, such as the menus for instance. The only possible value for now is 'bubbles'.
--color-alternate-bg=<value>LW6_COLOR_ALTERNATE_BGcolor-alternate-bgType: color.
Default value: #333.
Defines the alternate color, more precisely, its bg (background) part. Colors are always defined by a bg/fg pair. Most colors in the game can be deduced from this one, usually to color a map you only need to define color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg.
--color-alternate-fg=<value>LW6_COLOR_ALTERNATE_FGcolor-alternate-fgType: color.
Default value: #fff.
Defines the alternate color, more precisely, its fg (foreground) part. Colors are always defined by a bg/fg pair. Most colors in the game can be deduced from this one, usually to color a map you only need to define color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg.
--color-base-bg=<value>LW6_COLOR_BASE_BGcolor-base-bgType: color.
Default value: #000.
Defines the base color, more precisely, its bg (background) part. Colors are always defined by a bg/fg pair. Most colors in the game can be deduced from this one, usually to color a map you only need to define color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg.
--color-base-fg=<value>LW6_COLOR_BASE_FGcolor-base-fgType: color.
Default value: #ccc.
Defines the base color, more precisely, its fg (foreground) part. Colors are always defined by a bg/fg pair. Most colors in the game can be deduced from this one, usually to color a map you only need to define color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg.
--colorize=<value>LW6_COLORIZEcolorizeType: boolean.
Default value: true.
If set, then all background drawings including textures will use the bakground colors. This means, for instance, that if background colors are set automatically by color-auto from the map texture, then the background will adopt the same range of colors than the map itself. In short, the background will mimic the map.
--cursor-size=<value>LW6_CURSOR_SIZEcursor-sizeType: float.
Default value: 1.0f. Min value: 0. Max value: 10.
Size of the cursors on the map. 1 is the default, setting it to a higher value will make cursors bigger, a lower value will make them smaller.
--hidden-layer-alpha=<value>LW6_HIDDEN_LAYER_ALPHAhidden-layer-alphaType: float.
Default value: 0.1f. Min value: 0. Max value: 1.
Whenever players are supposed to be hidden behind a wall, for instance if they are in layer 2 and layer 1 is filled with walls, it's still possible to see them, but with a low alpha value (almost transparent). This parameter allows you to trick this value, 0 will make these players absolutely invisible, 1 will make them totally opaque, like if they were on layer 1.
--hud-color-frame-bg=<value>LW6_HUD_COLOR_FRAME_BGhud-color-frame-bgType: color.
Default value: #000.
Defines the background color for the hud frame. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-color-frame-fg=<value>LW6_HUD_COLOR_FRAME_FGhud-color-frame-fgType: color.
Default value: #ccc.
Defines the foreground color for the hud frame. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-color-text-bg=<value>LW6_HUD_COLOR_TEXT_BGhud-color-text-bgType: color.
Default value: #333.
Defines the background color for hud text. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-color-text-fg=<value>LW6_HUD_COLOR_TEXT_FGhud-color-text-fgType: color.
Default value: #fff.
Defines the foreground color for hud text. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-style=<value>LW6_HUD_STYLEhud-styleType: string.
Default value: floating.
The hud is where informations about the game are displayed. This means, who is winning, are other status-like informations. Possible values include 'floating' and 'tactical'.
--keep-ratio=<value>LW6_KEEP_RATIOkeep-ratioType: boolean.
Default value: true.
Defines wether the map should keep its ratio, or if it should be stretched to fill the shape of your screen.
--menu-color-default-bg=<value>LW6_MENU_COLOR_DEFAULT_BGmenu-color-default-bgType: color.
Default value: #333.
Defines the default background color for menus. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-default-fg=<value>LW6_MENU_COLOR_DEFAULT_FGmenu-color-default-fgType: color.
Default value: #fff.
Defines the default foreground color for menus. In fact, this is the main color for menu text, the color used to draw letters in menus. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-disabled-bg=<value>LW6_MENU_COLOR_DISABLED_BGmenu-color-disabled-bgType: color.
Default value: #000.
Defines the background color for a disabled menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-disabled-fg=<value>LW6_MENU_COLOR_DISABLED_FGmenu-color-disabled-fgType: color.
Default value: #ccc.
Defines the foreground color for a disabled menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-selected-bg=<value>LW6_MENU_COLOR_SELECTED_BGmenu-color-selected-bgType: color.
Default value: #fff.
Defines the background color for a selected menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-selected-fg=<value>LW6_MENU_COLOR_SELECTED_FGmenu-color-selected-fgType: color.
Default value: #333.
Defines the foreground color for a selected menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-style=<value>LW6_MENU_STYLEmenu-styleType: string.
Default value: cylinder.
The menu style is simply the name of the engine used to power the menu system. The only possible value, for now, is 'cylinder'.
--pixelize=<value>LW6_PIXELIZEpixelizeType: boolean.
Default value: false.
Depending on the renderer capabilities, will try to pixelize some parts of the game. This can be used to emulate the old LW5 appearance.
--system-color-bg=<value>LW6_SYSTEM_COLOR_BGsystem-color-bgType: color.
Default value: #333.
Defines the system background color, used when displaying system info, such as the number of frames per second. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--system-color-fg=<value>LW6_SYSTEM_COLOR_FGsystem-color-fgType: color.
Default value: #fff.
Defines the system foreground color, used when displaying system info, such as the number of frames per second. This will typically be text color. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--team-color-blue=<value>LW6_TEAM_COLOR_BLUEteam-color-blueType: color.
Default value: #00f.
Defines the color for the blue team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-cyan=<value>LW6_TEAM_COLOR_CYANteam-color-cyanType: color.
Default value: #0ff.
Defines the color for the cyan team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-green=<value>LW6_TEAM_COLOR_GREENteam-color-greenType: color.
Default value: #0f0.
Defines the color for the green team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-lightblue=<value>LW6_TEAM_COLOR_LIGHTBLUEteam-color-lightblueType: color.
Default value: #8bf.
Defines the color for the light blue team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-magenta=<value>LW6_TEAM_COLOR_MAGENTAteam-color-magentaType: color.
Default value: #f0f.
Defines the color for the magenta team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-orange=<value>LW6_TEAM_COLOR_ORANGEteam-color-orangeType: color.
Default value: #f80.
Defines the color for the orange team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-pink=<value>LW6_TEAM_COLOR_PINKteam-color-pinkType: color.
Default value: #f8b.
Defines the color for the pink team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-purple=<value>LW6_TEAM_COLOR_PURPLEteam-color-purpleType: color.
Default value: #b8f.
Defines the color for the purple team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-red=<value>LW6_TEAM_COLOR_REDteam-color-redType: color.
Default value: #f00.
Defines the color for the red team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-yellow=<value>LW6_TEAM_COLOR_YELLOWteam-color-yellowType: color.
Default value: #ff0.
Defines the color for the yellow team. Syntax is HTML-like, #RGB or #RRGGBB.
--view-color-cursor-bg=<value>LW6_VIEW_COLOR_CURSOR_BGview-color-cursor-bgType: color.
Default value: #333.
Defines the background cursor color. Will typically be used to draw the shape of the cursor. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-color-cursor-fg=<value>LW6_VIEW_COLOR_CURSOR_FGview-color-cursor-fgType: color.
Default value: #fff.
Defines the foreground cursor color. Will typically be used to draw text in the cursor. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-color-map-bg=<value>LW6_VIEW_COLOR_MAP_BGview-color-map-bgType: color.
Default value: #000.
Defines the background map color. If there's no map texture defined or if use-texture is false, this is the color of the places where armies will go. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-color-map-fg=<value>LW6_VIEW_COLOR_MAP_FGview-color-map-fgType: color.
Default value: #ccc.
Defines the foreground map color. If there's no map texture defined or if use-texture is false, this is the color of walls, what armies can't go through. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-style=<value>LW6_VIEW_STYLEview-styleType: string.
Default value: flat.
The view style conditions which renderer is used for the map, the area where fighters are displayed. This is not the graphics backend. Indeed, the graphics backend defines which technical tool one uses (which library) one runs, wether this parameter says what kind of rendering one wants.
--x-wrap=<value>LW6_X_WRAPx-wrapType: boolean.
Default value: true.
Defines wether the map should be wrapped on the x axis. This is the companion of 'x-polarity', if no polarity is defined, map can't be wrapped, but in some cases, one might wish to have a map with polarity but without wrapping if, for instance, textures do not tile nicely.
--y-wrap=<value>LW6_Y_WRAPy-wrapType: boolean.
Default value: true.
Defines wether the map should be wrapped on the y axis. This is the companion of 'y-polarity', if no polarity is defined, map can't be wrapped, but in some cases, one might wish to have a map with polarity but without wrapping if, for instance, textures do not tile nicely.
--zoom=<value>LW6_ZOOMzoomType: float.
Default value: 1.0f.
Defines the map zoom. If lower than 1.0, map will occupy only a fraction of the screen, if greater than 1.0, some areas will be outside the screen, and the player will need to scroll through it.
--zoom-max=<value>LW6_ZOOM_MAXzoom-maxType: float.
Default value: 30.0f.
Defines the max map zoom. If set to a high value, you'll be able to dynamically view the map with hudge fighters, seeing only a fraction of the level.
--zoom-min=<value>LW6_ZOOM_MINzoom-minType: float.
Default value: 0.3f.
Defines the min map zoom. If set to a low value, you'll be able to dynamically view a very small, reduced map.
--auditLW6_AUDITDisplay all path values, defaults and current settings. This output is very usefull to track down problems such as missing directories, broken installations. If you get an error message that suggests some file is missing, then give this option a try.
--benchLW6_BENCHRuns a benchmarking test which will report an approximative performance estimation of the game on your computer.
--bot-iq=<value>LW6_BOT_IQbot-iqType: integer.
Default value: 100. Min value: 0. Max value: 200.
The IQ (intelligence quotient) of bots. Typically, a value of 100 will make the bot behave normally, performing at its best. A value of 0 will just make it act the worst way it can. Values over 100 probably won't change anything compared to 100, but this truely depends on which bot backend you're running.
--bot-speed=<value>LW6_BOT_SPEEDbot-speedType: float.
Default value: 1.0.
The speed of bots, 1 means normal speed, higher value will speed it up, lower will slow it down. Note that this only has an impact on bot engines, not on the game speed itself.
--commands-per-sec=<value>LW6_COMMANDS_PER_SECcommands-per-secType: integer.
Default value: 5.
Defines the number of commands per second. When a command is generated, orders are actually sent to the game engine, for instance, 'this cursor moved there'. So this option will affect game responsiveness, setting this to a high value will make the game more responsive but consume bandwidth on network games.
--debug-layer-id=<value>LW6_DEBUG_LAYER_IDdebug-layer-idType: integer.
Default value: 0. Min value: 0. Max value: 6.
A team id which will be used for debugging purposes, for instance when displaying gradient.
--debug-team-id=<value>LW6_DEBUG_TEAM_IDdebug-team-idType: integer.
Default value: 0. Min value: 0. Max value: 9.
A team id which will be used for debugging purposes, for instance when displaying gradient.
--demoLW6_DEMOStart the game in demo mode. 2 bots play against each other forever.
--dirty-read=<value>LW6_DIRTY_READdirty-readType: integer.
Default value: 2. Min value: 0. Max value: 2.
How to handle dirty reads and locks when displaying stuff. If set to 0, there will be no dirty reads at all, a lock (mutex) will be set whenever it's needed. If set to 1, display might be done with inconsistent data, however the data itself won't be modified while displaying. If set to 2, displayed data can (and will) be modified while the rendering thread is running.
--display-background=<value>LW6_DISPLAY_BACKGROUNDdisplay-backgroundType: boolean.
Default value: true.
Decides wether the background animation/image should be displayed at all.
--display-console=<value>LW6_DISPLAY_CONSOLEdisplay-consoleType: boolean.
Default value: false.
Defines wether the interactive system console must be displayed. Note that console support must have been enabled at compilation time. It might not be available on your computer, for instance if you are running a system such as Microsoft Windows.
--display-cursors=<value>LW6_DISPLAY_CURSORSdisplay-cursorsType: boolean.
Default value: true.
Debugging option which can be set to 'false' to disable the display of cursors when playing.
--display-debug-gradient=<value>LW6_DISPLAY_DEBUG_GRADIENTdisplay-debug-gradientType: boolean.
Default value: false.
Set this to 'true' to display the gradient, this is usefull to debug the core algorithm or understand how it works.
--display-debug-zones=<value>LW6_DISPLAY_DEBUG_ZONESdisplay-debug-zonesType: boolean.
Default value: false.
Set this to 'true' to display the zones, this is usefull to debug the core algorithm or understand how it works.
--display-fighters=<value>LW6_DISPLAY_FIGHTERSdisplay-fightersType: boolean.
Default value: true.
Debugging option which can be set to 'false' to disable the display of fighters when playing.
--display-fps=<value>LW6_DISPLAY_FPSdisplay-fpsType: boolean.
Default value: false.
Set this to 'true' to display the number of frames per second. When this gets too low... play a smaller map, buy a new computer or contribute and hack Liquid War 6 so that it runs faster!
--display-hud=<value>LW6_DISPLAY_HUDdisplay-hudType: boolean.
Default value: true.
Decides wether the hud (informations while playing) should be displayed.
--display-log=<value>LW6_DISPLAY_LOGdisplay-logType: boolean.
Default value: true.
Set this to 'false' to disable the display of error messages on the screen. Mote that you can miss valuable informations.
--display-map=<value>LW6_DISPLAY_MAPdisplay-mapType: boolean.
Default value: true.
Debugging option which can be set to 'false' to disable map (level) display when playing.
--display-menu=<value>LW6_DISPLAY_MENUdisplay-menuType: boolean.
Default value: true.
Debugging option which can be set to 'false' to disable the display of menus.
--display-mouse=<value>LW6_DISPLAY_MOUSEdisplay-mouseType: boolean.
Default value: true.
Set this to 'false' to always hide the mouse pointer.
--display-preview=<value>LW6_DISPLAY_PREVIEWdisplay-previewType: boolean.
Default value: true.
Decides wether a map preview should be displayed when choosing a level.
--display-progress=<value>LW6_DISPLAY_PROGRESSdisplay-progressType: boolean.
Default value: true.
Decides wether a progress bar should be displayed when a long operation is realized as a background task.
--display-rps=<value>LW6_DISPLAY_RPSdisplay-rpsType: boolean.
Default value: false.
Set this to 'true' to display the number of rounds per second. In theory the game should maintain this constant but in practise it can get low if your computer is too slow or too busy.
--display-score=<value>LW6_DISPLAY_SCOREdisplay-scoreType: boolean.
Default value: true.
Decides wether the score screen should be displayed.
--display-splash=<value>LW6_DISPLAY_SPLASHdisplay-splashType: boolean.
Default value: true.
Set this to 'false' to disable the display of the splash screen at game startup.
--gfx-cpu-usage=<value>LW6_GFX_CPU_USAGEgfx-cpu-usageType: float.
Default value: 0.75. Min value: 0. Max value: 1.
Percentage of the CPU which will be used by the display thread. It's wise to leave some time to other threads to execute. The OS does it naturally, but setting this helps the whole process by explicitely pausing (sleep call) the display thread. You could change this to a low value if you have lagging games but smooth display.
--io-per-sec=<value>LW6_IO_PER_SECio-per-secType: integer.
Default value: 15.
Defines the number of calls to input/output functions per second. This can affect speed of menus but also cursors, but won't change the speed of the game itself. It's a cosmectic, comfort option.
--loader-sleep=<value>LW6_LOADER_SLEEPloader-sleepType: float.
Default value: 0.5.
Defines how long the loader thread should wait between two polls. Default value should fit in most cases.
--log-level=<value>LW6_LOG_LEVELlog-levelType: integer.
Default value: 3. Min value: 0. Max value: 4.
Defines the log level, that is, how verbose the program will be regarding logs and console output. 0 (ERROR) is the minimum, only errors are reported. 1 (WARNING) means errors + warnings. 2 (NOTICE) displays most important messages. 3 (INFO) is the default, the log file will contain all messages but debug stuff. 4 (DEBUG) logs everything, including debug informations.
--log-timeout=<value>LW6_LOG_TIMEOUTlog-timeoutType: integer.
Default value: 5000.
Delay, in msec, for which a log message will stay displayed on the screen.
--memory-bazooka-eraser=<value>LW6_MEMORY_BAZOOKA_ERASERmemory-bazooka-eraserType: boolean.
Default value: true.
The memory eraser is a tool which will systematically fill allocated memory with 'M', and overwrite all allocated bytes with 'F' before freeing memory. It will even handle realloc calls. This is usefull to track bugs. Indeed, with this option enabled, freshly allocated memory will never contain zeroes unless one calls calloc, and if you ever free some memory zone before being done with it, it will be filled with junk and therefore not be usable. The memory bazooka must be big enough if you want this feature to actually work.
--memory-bazooka-size=<value>LW6_MEMORY_BAZOOKA_SIZEmemory-bazooka-sizeType: integer.
Default value: 100000.
The memory bazooka is a brute-force tool, conceived after a full night spent tracking some memory leak. The idea is to keep a track of all allocated pointers, when the data was allocated (timestamp), where in the code (file, line), and even point out what data there is in that place. A memory bazooka report at the end of the game will just show what's left. There should be nothing. This parameter is here to avoid wasting CPU cycles on a feature which is very debug-oriented and does not really make sense for the casual user. Set it to 0 for best performance, something like 100 might just be helpfull, but 1000000 is the right way to seriously debug code.
--modulesLW6_MODULESTells which modules have been enabled when the game was compiled. It's still possible to add or remove modules afterwards, but this option allows you to know how things were at first.
--pedigreeLW6_PEDIGREEDisplay all build values, these are general constants which can help debugging, tracing what binary you are running, and so on. It's a good idea to take a look at the output of 'pedigree' if you have problems running the game.
--pilot-lag=<value>LW6_PILOT_LAGpilot-lagType: integer.
Default value: 10.
Maximum lag, in rounds, until the game engine is slowed down. This will typically be usefull if your computer is too slow for the map resolution and the game speed you set up.
--quick-startLW6_QUICK_STARTStart the game just like if the player had requested a quick start, without showing any menu.
--resetLW6_RESETClears the config file so that the game will run with defaults next time. The idea is to get rid of traces of previous executions. The difference with '–defaults' is that '–reset' does not run the game, while '–defaults' does.
--serverLW6_SERVERStart the game in server mode, without requiring any graphics backend.
--targetLW6_TARGETDisplay all known system target properties, including os and cpu informations.
--target-fps=<value>LW6_TARGET_FPStarget-fpsType: integer.
Default value: 60.
Defines how many frames will be displayed per second. Of course this is a maximum value, if your hardware can't keep up with this value, display will just be slow, no matter what value you define here. Note that you might really wish to have something rather low here, to keep network and 'logic' function responsiveness. Passed 60 frames per second, speed is really only for visual comfort, as Liquid War 6 is now so fast-paced that it requires 200 frames/sec to outperform opponents.
This section lists all documented C functions in the program. It contains many references and is self-generated from C comments using gdoc by Simon Josefsson.
In order to reduce the number of pages of printed output, this complete reference is, by default, disabled in printable versions of the documentation (PostScript, PDF). This is both to make the manual more readable and to avoid wasting paper. Think about the environment.
It is however available in the HTML version of the documentation, which you can read online.
Functions which will call
quit(),free(),destroy() on whatever smob object that has threads and/or requires hardware ressources. This is to be called before the Guile interpreter ends. This is because when it garbage collects objects at the end of the program, it has no idea of what order to use when freeing objects. So if an object which uses another one in a thread is freed after the other is freed, you get a (rather unexplainabled if not warned) segfault.Return value: none
Will exit the program. If there are some display objects alive, that is if there's a display activated, it will find them and send a quit event, giving a chance to the to exit cleanly. If not, it will just call
exit() directly.Return value: none
argc: the argc parameter of the
main() function, that is, the number of command-line args.argv: the argv parameter of the
main() function, that is, an array containing pointers on command-line args.This function is directly called by
main(). This means by linking against libliquidwar6 and calling it, you would have a program that is almost exactly the "official" upstream liquidwar6 binary, except you can tweak it and have all the power to call whatever other functions you like, embed it. In short, everything the binary does, you can do it in your own binarn, by linking against the library and calling this function.Return value: 1 if success, zero if failure. Note that this is the "standard" C / liquidwar6 way to proceed, but your
main() function should return 0 if success, else an error code. Typical use is "return !lw6_main(argc, argv);".
argc: the number of command-line args, as passed to
main()argv: an array of strings containing command-line args, as passed to
main()run_game: a pointer to a boolean which will contain true (1) if the game must be launched, or false (0) if the option is such that game must be skipped. Example: –copyright, –help, ...
Return value: non-zero if success, 0 if error. The error can be, for instance, the test suite returning "no, tests were not OK".
context: opaque pointer on a context
Overwrites any existing option with command line args
Return value: 1 if success, 0 if error
context: opaque pointer on a context
Sets all values to their defaults.
Return value: 1 if success, 0 if error
cfg_context: a context returned by
lw6cfg_initOverwrites any existing vale in the config with environment variables prefixed by LW6_.
Return value: 1 if successfull, 0 if error.
key: the key of the value to format
value: the value to format
type: the type of the value to format
Formats, converts, a given value to its cannonical representation. Booleans will be converted to true/false, strings containing integers will be stripped from junk, and so on. This is a performance killer but will ensure everything is correct.
Return value: a newly allocated string, containing the same as the input, but reformatted the pedantic way.
key: the key of the value to format
value: the value to format
Formats, converts, a given value to its cannonical representation. Booleans will be converted to true/false, strings containing integers will be stripped from junk, and so on. This is a performance killer but will ensure everything is correct. This function will automatically guess the type of the value from its description in the help system.
Return value: a newly allocated string, containing the same as the input, but reformatted the pedantic way.
cfg_context: a context returned by
lw6cfg_initfilename: a file path, absolute or relative
Loads the given config file, and stores its values into the current context. Parameters which are both in the config file and given as command line parameters, will be taken from the command-line.
Return value: 1 if successfull, 0 if error.
cfg_context: a context returned by
lw6cfg_initfilename: a file path, absolute or relative
Save current options into the given config file. Before saving the file, all command line arguments will be read and will override current values. This means the saved file will contain values given as command line arguments.
Return value: 1 if successfull, 0 if error.
argc: number of command line arguments, as given to
mainargv: a list of command line arguments, as given to
mainInitializes a config context object. This object is hidden behind an opaque void * pointer to avoid direct access to its elements.
Return value: an opaque pointer, must be freed with
lw6cfg_quit.
cfg_context: a context returned by
lw6cfg_initFrees a config cfg_context object. You must call this once you're done with the context.
Return value: none.
argc: number of command line arguments, as given to
mainargv: a list of command line arguments, as given to
mainOverwrites the config file with defaults. Use this to get rid of old configurations.
argc: number of command-line args, as passed to
mainargv: arry of command-line args, as passed to
mainkey: the key to query
Unified "value" getter, which gets informations from environment variables, command line, and config file. The rules is that the command-line argument always has the last word. It will override any other value. Follows environment variables, which will be used if no command-line argument is supplied. Note that these are "LW6_" prefixed and uppercased environment variables as opposed to lowercased and "dash-separated" keys. Finally, if there's no environment variable, nor any config-file corresponding entry, the value will be searched in the config file. If there's no information in the config file, NULL is returned.
Return value: a string with the value. Can be NULL. Must be freed.
argc: number of command-line args, as passed to
mainargv: arry of command-line args, as passed to
mainGets the user dir, taking all parameters in account, that's to say the "LW6_USER_DIR" env value, the "–user-dir" command-line paramater and the LW6DEF_USER_DIR config file entry.
Return value: the directory path, might be NULL, must be freed.
argc: number of command-line args, as passed to
mainargv: arry of command-line args, as passed to
mainGets the log file, taking all parameters in account, that's to say the "LW6_LOG_FILE" env value, the "–log-file" command-line paramater and the LW6DEF_LOG_FILE config file entry.
Return value: the directory path, might be NULL, must be freed.
argc: number of command-line args, as passed to
mainargv: arry of command-line args, as passed to
mainGets the user dir, taking all parameters in account, that's to say the "LW6_MAP_PATH" env value, the "–map-path" command-line paramater and the LW6DEF_MAP_PATH config file entry.
Return value: the directory path, might be NULL, must be freed.
argc: argc as passed to
mainargv: argv as passed to
maingfx_backend_name: the id/name of the gfx backend to use
Creates a dsp_backend object. The created object won't be displaying things until
lw6dsp_initis called. No thread is created, but the graphics backend is loaded into memory. If video mode is not available, it will appear later, when trying to start displaying things, this function only allocates memory and checks code is available in case of a dynamically loaded gfx backend.Return value: a newly allocated object.
dsp_backend: the dsp_backend object to free
Frees all ressources used by a dsp_backend object. Note that you must call this on a inactive 'stopped' dsp_backend object.
Return value: none.
dsp_backend: the object to represent
Gives a short human-readable description of the object.
Return value: a newly allocated string, must be freed.
dsp_backend: the dsp_backend to start
param: parameters to pass to the display funcs
resize_callback: a function which will be called when there's a resize event
Starts a dsp_backend object, that is, fire a separate thread and start rendering. This will set up a video mode, so it's very likely to fail if for some reason the video context isn't right, for instance if you try to set up graphical stuff but only have console access.
Return value: 1 if success, 0 if error.
dsp_backend: the dsp_backend to stop
Stops a dsp_backend, that is, cancel rendering and unset the video mode, hardware shouldn't be used any more after this call.
Return value: none.
dsp_backend: the dsp_backend to update
param: parameters to pass to the dsp_backend funcs
Passes a new set of parameters to the display function. This is in fact the only way to pass informations to the dsp_backend object once it's been started. This function will acquire a mutex, copy parameters, then give control back to the main thread while display keeps on going with new parameters in the background. It will get input informations. You really must call it often otherwise the screen won't get updated, or, at least, it will always display the same informations. It should be reasonnable to call this 10 or 20 times per second, the display itself can be faster, run at 60 or 100 fps to show smooth animation (eye candy).
Return value: 1 if success, 0 if error.
dsp_backend: the dsp_backend to query
Returns the number of frames displayed since the display was started.
Return value: the number of frames displayed.
dsp_backend: the dsp_backend to query
Returns the rendering time of the last frame. Gives clues about performance.
Return value: the number of milliseconds it took to draw screen
dsp_backend: the dsp_backend to query
Returns the current frames per sec display rate. This is the instant value, it changes very often even if display seems smooth.
Return value: the current instant display rate.
dsp_backend: the dsp_backend to query
Returns the current frames per sec display rate. This is not absolutely accurate but fits for displaying info to the player, it's an average.
Return value: the current averaged display rate.
dsp_backend: the dsp_backend to query
video_mode: a structure which will contain the results
Returns the current video mode, the one obtained by the driver. This function is also a way to know wether display is running correcly or not, by testing its return value.
Return value: 1 if ok, 0 if failure (mode not set)
dsp_backend: the dsp_backend to query
fullscreen_modes: a structure which will contain the results
Returns the current available fullscreen modes. Note that this one will only work if display is started, unlike
lw6gfx_get_fullscreen_modeswhich is used internally. The reason is that in this dsp module context, we need the thread to be launched, and the thread does start/stop display on its own.Return value: 1 if ok, 0 if failure (mode not set)
param: the structure to initialize
Fills a display param struct with zeros, this is mandatory before any use. Think of it as a raw memset.
Return value: none.
Runs the test suite for the dsp module.
Return value: 1 if OK, 0 if error.
Opens a .so file directly, using a valid (full) path name.
Return value: a handle to the module, once it's opened. You might still need to call a module specific
init() function, but it's another story.
argc: the number of command-line arguments as passed to
maintop_level_lib: the top-level library concerned, this means is it "cli", "gfx", "snd" or "srv". This will tell the function to search for the .so file in the correct subdirectory. Think of this as a category.
Opens a .so file corresponding to the given backend, it is capable to search for system libraries installed after "make install" but if not found, it will also search in the current build directory, finding the .so files in hidden .libs subdirectories.
Return value: a handle to the module, once it's opened. You might still need to call a module specific
init() function, but it's another story.
handle: the backend to close.
Closes an opened backend. Note that you must call any backend specific clear, destroy, deinit, exit, function before.
Return value: 1 if success, 0 on error.
handle: the backend concerned
func_name: the function name, as a NULL terminated string
Finds a C function in the given backend.
Return value: a pointer to the function, NULL if not found.
argc: the number of command line args, as passed to main
argv: the commind line args, as passed to main
top_level_lib: the library category to query (gfx, snd, cli, srv ...)
Returns an assoc which lists all the available modules. The key of the assoc entries in the module internal name such as 'gl' and the value associated is a NULL terminated string describing the module, for instance 'OpenGL'.
Return value: an assoc object containing key/label pairs.
argc: the number of command-line arguments as passed to
maintop_level_lib: the top-level library concerned, this means is it "cli", "gfx", "snd" or "srv". This will tell the function to search for the .so file in the correct subdirectory. Think of this as a category.
backend_name: the actual name of the backend, this is the name of the .so file, between "libmod_" and ".so". For instance, to find "libmod_gl.so", the right argument is "gl".
Get the full path to a .so file corresponding to the given backend, it is capable to search for system libraries installed after "make install" but if not found, it will also search in the current build directory, finding the .so files in hidden .libs subdirectories.
Return value: the full path of the .so file, needs to be freed.
Runs the
dynmodule test suite, testing most (if not all...) functions. Will try to load libraries and query them for standard LW6-expected functions.Return value: 1 if test is successfull, 0 on error.
backend: the graphical backend to use
video_mode: the video mode to use at start up
resize_callback: a callback function which will be called at each resize event
Sets up the graphical backend for good, initializing a video mode and allocating ressources. This call can typically fail if there's no device available, if the user doesn't have enough rights to access the hardware, and so on.
Return value: 1 on success, 0 if not
backend: the backend to free
Uninitializes the backend, that is, exits the graphical mode. All threads that use graphics must be closed when this is called.
Return value: none.
backend: the backend to represent
Returns a readable version of the backend object.
Return value: a newly allocated pointer.
backend: the backend to use
video_mode: the new video mode
This function changes the video mode. Note that the first time you set up the graphical environment you must call
lw6gfx_initbut to change the current mode, use this function. It should reload backend data automatically if needed (textures for instance). Note that before giving up and failing this function will try alternate video modes, and you're not garanteed to have the right mode after the call, even if it returns true. To check this, uselw6gfx_get_video_mode.Return value: 1 on success, 0 on failure;
backend: the backend to use
video_mode: the current video mode (will be overwritten, out parameter)
This function returns the current video mode.
Return value: 1 on success, 0 on failure;
backend: the backend to use
fullscreen_modes: the available fullscreen modes (will be overwritten, out parameter)
This function returns the current video mode.
Return value: 1 on success, 0 on failure;
backend: the backend to use
This function "pumps" events, that is gets pending events, puts them in queues, maintains internal states up to date. You really must call this very often or no input will be processed at all.
Return value: a pointer on the internal input state, musn't be freed.
backend: the graphical backend to use
mask: display flag, tells what to display
look: the look, the skin, contains display options
level: the level to display
game_struct: the game_struct associated with the level
game_state: the game_state associated with the level
main_cursor: the cursor to center the focus on
menu: the menu to display
progress: the value of the progress indicator
fps: the number of frames per second to display
rps: the number of rounds per second to display
log_list: log messages to display
debug_team_id: for debug display, team to display informations about
debug_layer_id: for debug display, layer to display
This is the major drawing function, the one that encapsulates all others. As the program uses a separate thread to display things, we just pass this function many parameters, and let it do its job alone. So many parameters might sometimes be useless. It also allows the graphics backend decide wether menus and hud and background should interact. Or not.
Return value: 1 on success, 0 on failure.
button: the button to update
timestamp: the current ticks (milliseconds)
Registers a "down" (press) event on a button.
Return value: none.
button: the button to update
Registers a "up" (release) event on a button.
Return value: none.
button: the button to query
Tells wether a button is pressed or not.
Return value: 1 if pressed, 0 if not.
button: the button to query
Tells how many times the button has been pressed. Typical usage: the button is pressed, released, pressed, released several times. Then, after all this, you want to know how many times it has been pressed. Querying its state with
lw6gui_button_is_pressedwon't tell you much but thispop_pressfunction will return 1 for each press there's been.Return value: 1 if there's a press event in the queue, 0 if empty.
button: the button to update
repeat_settings: the repeat settings (delay + interval)
timestamp: the current ticks (milliseconds)
Updates the repeat informations for a button, must be called regularly, as often as possible.
Return value: none.
dst: the target button object
src: the source button object
Synchronizes two button objects. This is typically used to pass data from one thread to another. This is not a simple copy, it will handle data such as "when was it pressed last" it an intelligent manner, popping src data to put it in dst, and clearing src.
Return value: 1 if success, O if failure.
dst_x: the x coord to return
dst_y: the y coord to return
dst_x0: the x coord of point 0 in destination coord system
dst_y0: the y coord of point 0 in destination coord system
dst_w: the width of the area in destination coord system
dst_h: the width of the area in destination coord system
src_x: the x coord in source coord system
src_y: the y coord in source coord system
src_x0: the x coord of point 0 in source coord system
src_y0: the y coord of point 0 in source coord system
src_w: the width of the area in source coord system
src_h: the width of the area in source coord system
Registers a "down" (press) event on a button.
Return value: none.
input: the input struct to initialise
Initialises an input structure, don't use twice, it won't free a previous init.
Return value: a pointer to the newly allocated object.
input: the input struct to uninitialise
Unitialises an input structure, need to call it to free event queue.
Return value: a pointer to the newly allocated object.
Creates an input structure, which can be used to handle input state & buffer.
Return value: a pointer to the newly allocated object.
input: the input object to free.
Deletes an input structure.
Return value: none.
input: the input struct to reset
Resets an input structure. Must have been initialized before. It will empty all queues and mark everything as unpressed.
Return value: 1 on success, 0 if failure.
input: the input to update
repeat_settings: the repeat settings (delay + interval)
timestamp: the current ticks (milliseconds)
Updates the repeat informations for an input, must be called regularly, as often as possible.
Return value: none.
input: the input to update
Tells an input object that one of its descendants has been modified. This will affect the return value of
lw6gui_input_need_syncReturn value: none.
input: the input to test
Tests wether an input object contains was modified and needs synchronisation.
Return value: 1 if sync is need, 0 if not.
dst: the target input object
src: the source input object
Synchronizes two input objects. This is typically used to pass data from one thread to another. This is not a copy, it will brute-force copy the static data such as mouse position, but anything like a queue will be treated in a "empty source and fill target with data" scheme. So source will be affected by this, the key buffer will be emptied, and so on. And if there are key in the target buffer, they won't be overwritten but kept in front of the FIFO list.
Return value: 1 if success, O if failure.
input: the input to query
Asks the display manager wether a quit event (usually CTRL-C or click on close button) has been detected.
Return value: 1 if quit was receivedm 0 if not
input: the input to send an event to
Artificially send a QUIT event (equivalent of CTRL-C or click on close button). This allow a uniform treatment of game stopping.
Return value: none
i: index to check
Checks wether the index is correct. Does not mean the joystick exists, it's just to avoid out of bounds errors.
Return value: 1 if within range, 0 if not.
joystick: joystick to update
x: x-axis position, as returned by the driver
limit: the limit, under this, buttons are considered unpressed.
timestamp: current ticks (timestamp in ms)
Updates the x axis of a joystick, this will convert an information of analog type such as "joystick is here" to a pad-like information such as "pressed in that direction".
Return value: 1 if within range, 0 if not.
joystick: joystick to update
limit: the limit, under this, buttons are considered unpressed.
timestamp: current ticks (timestamp in ms)
Updates the y axis of a joystick, this will convert an information of analog type such as "joystick is here" to a pad-like information such as "pressed in that direction".
Return value: 1 if within range, 0 if not.
joystick: the joystick to update
repeat_settings: the repeat settings (delay + interval)
timestamp: the current ticks (milliseconds)
Updates the repeat informations for a joystick, must be called regularly, as often as possible.
Return value: none.
dst: the target joystick object
src: the source joystick object
Synchronizes two joystick objects. This is typically used to pass data from one thread to another.
Return value: 1 if success, O if failure.
joystick: the joystick to query
move_pad: the structure which will contain the results
Returns the state of the joystick in a uniform, non-device specific structure containing only the up/down/left/right information.
Return value: none, the value are stored in
move_pad.
keysym: the keysym to check
Tells wether the keysym is valid or not.
Return value: 1 if valid, 0 if not
keyboard: the keyboard structure which stores keyboard state
Pops (in FIFO mode) a keypress stored in the keyboard buffer. You must free the obtained keypress object after you're done with it.
Return value: a newly allocated pointer, or NULL if no keypress pending.
keyboard: the keyboard structure which stores keyboard state
Tells wether a key is pressed or not. The function will test out of bound values.
Return value: 1 if pressed, 0 if not.
keyboard: the keyboard structure which will store the keypress
keysym: the keysym for the keypress
unicode: the ASCII/unicode code for the keypress
label: the label for the keypress
timestamp: the current ticks (timestamp in ms)
Registers a keypress event, that is, puts it in the event queue. This function does not take an
lw6gui_keypress_tstructure but separated args, this is because it will construct the object internally. You may freelabelafter calling this, an internal copy will be done. This function will also maintain the array of key states up to date.Return value: 1 if success, O if failure.
keyboard: the keyboard structure which will store the keypress
keysym: the keysym for the keypress
Registers a key release event.
Return value: 1 if success, O if failure.
keyboard: the keyboard to update
repeat_settings: the repeat settings (delay + interval)
timestamp: the current ticks (milliseconds)
Updates the repeat informations for a keyboard, must be called regularly, as often as possible.
Return value: none.
dst: the target keyboard object
src: the source keyboard object
Synchronizes two keyboard objects. This is typically used to pass data from one thread to another. Will pop the src queue to fill the dst queue.
Return value: 1 if success, O if failure.
keyboard: the keyboard to query
move_pad: the structure which will contain the results
Returns the state of the keyboard in a uniform, non-device specific structure containing only the up/down/left/right information.
Return value: none, the value are stored in
move_pad.
keysym: the keysym to use
unicode: the unicode value for this keysym
label: the label (optional, might be NULL)
Creates a keypress structure, the only reason for needing a contructor is that the label field needs be duplicated.
Return value: a pointer to the newly allocated object.
keypress: the keypress object to free.
Deletes a keypress structure.
Return value: none.
keypress: the keypress to work on
Returns a human-readable representation of the keypress.
Return value: a newly allocated string
title: the string to be displayed, what the user sees. Can be freed after the call is done, function will make a copy internally.
esc: the label to be displayed in the ESC button
enable_esc: wether to enable the escape button.
Constructs a new menu object. Note that you can always call other functions to modify it afterwards.
Return value: a pointer to the newly allocated object.
menu: a pointer to the menu.
Frees the menu, checking if things are OK before doing so.
Return value: none.
menu: a pointer to the menu.
Gets the memory occupied by the menu. Could be usefull to help a garbage collector taking decisions or reporting erros, for instance.
Return value: the number of bytes used.
menu: a pointer to the menu.
Constructs a readable description of the object. Usefull for debugging, or to introspect things using scripts, at run-time. Does not necessarly describe all the informations about the object, but helps knowing what it is.
Return value: a string describing the object, must be freed.
menu: a pointer to the menu.
title: the new title, you can free it after calling the function, an internal copy will be made.
Change the title of the menu. That is to say, its title. Use this function to change the title, don't try to access the struct directly. The idea is to have safe memory management.
Return value: none
menu: the menu we want to query
position: the order of the item we want
Gets the menu item at the given position. First item is 0, last is N-1. Returns a pointer on the real object, not a copy.
Return value: a pointer to a menu item, NULL if out of range.
menu: the menu we want to modify
position: the position of the item we want to select
allow_scroll: wether scrolling should be allowed when displaying it
now: the current time, as a timestamp.
Selects the item at the given position. Use this function to be sure that only one item is selected, and all other states are consistent. Timestamp is needed for the sake of eye-candy.
Return value: 1 if success, 0 if failure (out of range).
menu: the menu we want to modify
state: 1 to select, 0 to unselect
now: the current time, as a timestamp.
Selects the escape item, this does not affect other items, it's mostly. to handle eye candy.
Return value: none.
menu: the menu we want to modify
state: 1 to enable, 0 to disable
now: the current time, as a timestamp.
Enables the escape item, this does not affect other items, it's mostly. to handle eye candy.
Return value: none.
menu: the menu to scroll
Scrolls a menu up, used as a callback for mouse wheel up for instance. The idea is just to decrement the first displayed item index.
Return value: 1 if OK, 0 if failed (out of range).
menu: the menu to scroll
Scrolls a menu down, used as a callback for mouse wheel down for instance. The idea is just to increment the first displayed item index.
Return value: 1 if OK, 0 if failed (out of range).
menu: the menu to center
position: the position of the menuitem to be put in the center
max_displayed_items: the maximum number of items displayed
Centers the menu on a given menuitem. Typically used when pushing a menu with a menuitem selected 'anywhere' in the list.
Return value: none.
menu: the menu we want to modify
menuitem: the item to insert
position: the position the new item will occupy ("insert before" mode)
now: the current time, as a timestamp.
Inserts the given item in the menu. All items starting at the insert position will be "pushed" (that is, their position incremented by 1). Once the menuitem is inserted, the menu object will take care of memory management and automatically free it when needed.
Return value: 1 if success, 0 if failure (memory problem, out of range).
menu: the menu we want to modify
menuitem: the item to insert
now: the current time, as a timestamp.
Appends the given item to the menu. Once the menuitem is appended, the menu object will take care of memory management and automatically free it when needed.
Return value: 1 if success, 0 if failure (memory problem).
menu: the menu we want to modify
position: the item to insert
now: the current time, as a timestamp.
Removes an item from the menu. It will automatically be freed.
Return value: 1 if success, 0 if failure (out of range).
menu: the menu concerned
max_displayed_items: the maximum number of items to display at once
Updates the display range. The reason for having this is that the first item, that is, how far we scroll in a very long menu, depends on the previous position. Plus you have to handle limit cases (begin/end). Thus, this function, which will automatically pick-up a suitable position. Of course,
first_item_displayedis not necessarly equal toselected_item.Return value: none.
menu: the menu to work on
label: the label of the menuitem to append
value: the value of the menuitem to append
enabled: wether the inserted menuitem should be enabled
selected: wether the inserted menuitem should be selected
colored: wether the inserted menuitem should use value as its color
now: current time (timestamp)
Inserts a menu item at the given position. The idea is that the menu item object is automatically constructed on the fly, and an id is returned, which can be passed to '_using_id' menu-related functions. This is typically for using in scripts. The idea is that the script just keeps a copy of the id returned, and can this way operate directly on the menuitem without keeping a pointer, a smob or anything internally. From the C point of view, having a real C structure enables persistent data from one display to the other, and this is nice and conveninent. I acknowledge the prototype is scary.
Return value: 0 if error, or else an id which will later be used with '_using_id' functions.
menu: the menu to work on
label: the label of the menuitem to append
value: the value of the menuitem to append
enabled: wether the appended menuitem should be enabled
selected: wether the appended menuitem should be selected
colored: wether the appended menuitem should use value as its color
now: current time (timestamp)
Appends a menuitem using the same logic as
lw6gui_menu_insert_for_id_usethat is to say a parameter is returned which can later be used to directly operate on a given menuitem, without having its pointer, and even if its position changes.Return value: 0 if error, or else an id which will later be used with '_using_id' functions.
menu: the menu to work on
menuitem_id: the id of the menuitem to remove
now: current time (timestamp)
Deletes the menuitem with the given id. Very important: the id is not the position. Id are arbitrary numbers that stick to menuitems, but they are not directly linked with the position. This function is practical to use if, for some reason, you don't have the pointer on the menuitem.
Return value: 1 if success, 0 if failure (out of range).
menu: the menu to work on
menuitem_id: the id of the menuitem to synchronize
now: current time (timestamp)
Updates the menuitem with the given id. Very important: the id is not the position. Id are arbitrary numbers that stick to menuitems, but they are not directly linked with the position. This function is practical to use if, for some reason, you don't have the pointer on the menuitem. In practice, it's heavily used in the game to transmit informations from the scripts to the core C engine. Additionnaly, this function will automatically synchronize the
selected_itemfield of the menu struct.Return value: 1 if success, 0 if failure (out of range).
menu_a: first item to compare
menu_b: second item to compare
Compares two menus.
Return value: 1 if they are the same, 0 if not
menu: the menu to duplicate
Duplicates a menu structure.
Return value: a pointer to the new menu.
dst: the target menu
src: the source menu
Synchronizes two menus, this supposes that they represent the same menu, but simply in a different state. This function does not really copy src to dst, it has a special behavior, indeed everything is copied from src to dst, except the
first_item_displayedandnb_items_displayedwhich are taken from dst and copied to src. This is because in practise, those values are updated in the display loop/thread, which is the one which uses the target. This is not very orthodox, but should work.Return value: 1 if success, 0 if failure
label: the string to be displayed, what the user sees. Can be freed after the call is done, function will make a copy internally.
value: the value. No GUI function uses this, this is the "real" value associated to the item.
enabled: wether the menu item can be selected, used, and so on
selected: wether the menu item is the item selected among all menu items.
colored: wetherr the menu item must, when drawn, be colored according to its value.
Constructs a new menuitem object. Note that you can always call other functions to modify these values afterwards, this might change rendering since
lw6gui_menuitem_set_valueorlw6gui_menuitem_set_labelwill, for instance, modify the "when was that item last modified" information.Return value: a pointer to the newly allocated object.
menuitem: a pointer to the menuitem.
Frees the menuitem, checking if things are OK before doing so.
Return value: none.
menuitem: a pointer to the menuitem.
Gets the memory occupied by the menuitem. Could be usefull to help a garbage collector taking decisions or reporting erros, for instance.
Return value: the number of bytes used.
menuitem: a pointer to the menuitem.
Constructs a readable description of the object. Usefull for debugging, or to introspect things using scripts, at run-time. Does not necessarly describe all the informations about the object, but helps knowing what it is.
Return value: a string describing the object, must be freed.
menuitem: a pointer to the menuitem.
label: the new label, you can free it after calling the function, an internal copy will be made.
now: the current time, as a timestamp.
Change the label of the menu item. That is to say, what the user sees. Use this function to change the menuitem value, don't try to access the struct directly. The idea is 1) to have safe memory management and 2) to keep the
last_changemember up to date. It can be later used for eye-candy effects.Return value: none
menuitem: a pointer to the menuitem.
now: the current time, as a timestamp.
Changes the value of a menuitem. This is the internal value, not what the user sees. Use this function to change the menuitem value, don't try to access the struct directly. The idea is to keep the
last_changemember up to date. It can be later used for eye-candy effects.Return value: none
menuitem: a pointer to the menuitem.
state: 1 to select, 0 to unselect
now: the current time, as a timestamp.
Switches the menuitem to (un)selected state. Use this function, don't try to modify the struct members directly. The idea is to have the
last_selectparameter up to date. It can be later used for eye-candy effects.Return value: none
menuitem: a pointer to the menuitem.
state: 1 to enable, 0 to disable
now: the current time, as a timestamp.
Switches the menuitem to enabled/disabled state. Use this function, don't try to modify the struct members directly. The idea is to have the
last_selectparameter up to date. It can be later used for eye-candy effects.Return value: none
menuitem: the menuitem we want to identify
Returns a checksum which can be used to know, for instance, wether the menuitem has changed or not, and if we should redraw it.
Return value: a checksum.
menuitem_a: first item to compare
menuitem_b: second item to compare
Compares two menuitems.
Return value: 1 if they are the same, 0 if not
menuitem: the menuitem to duplicate
The menuitem to duplicate.
Return value: a pointer to the duplicted menuitem.
dst: the target menuitem
src: the source menuitem
Synchronizes two menuitems, this supposes that they represent the same item, but simply in a different state.
Return value: 1 if success, 0 if failure
mouse: the mouse object to work on
x: the x position
y: the y position
timestamp: current timestamp
Registers a mouse move event.
Return value: note.
mouse: the mouse object to poll
x: pointer to the x position (can be NULL), will be updated even if no move
y: pointer to the y position (can be NULL), will be updated even if no move
Asks wether the mouse has moved or not.
Return value: 1 if mouse was moved since last call, 0 if not.
mouse: the mouse to update
repeat_settings: the repeat settings (delay + interval)
timestamp: the current ticks (milliseconds)
Updates the repeat informations for a mouse, must be called regularly, as often as possible.
Return value: none.
dst: the target mouse object
src: the source mouse object
Synchronizes two mouse objects. This is typically used to pass data from one thread to another. Will handle "mouse move" attribute and clear it in src if needed while setting it in dst.
Return value: 1 if success, O if failure.
smoother: the structure to initialize
value: the value to use for now
duration: the duration of a standard move, in ticks (msec)
Initializes a smoother object, with a default value. The important point is the duration which will condition all the behavior of the object.
Return value: none.
smoother: the structure to use
value: the target value
Forces a smoother object to immediately point on a value.
Return value: none.
smoother: the structure to use
value: the target value
now: the current timestamp
Sets a new target, will automatically calculate current speed to smooth the next returned values.
Return value: none.
smoother: the structure to use
now: the current timestamp
Returns the current value of the smoother.
Return value: a float.
Run tests in the gui module.
Return value: 1 if successfull, 0 if failed.
closest: the closest video_mode found
wished: the wished video_mode
available: a list of available video_modes (list of lw6gui_video_mode_t *)
Finds the closest video_mode available, this is just a small utility to cope with different screen shapes and avoid requesting 640x480 when it's just not available but there's a 640x400 instead.
Return value: 1 if the wished video_mode exists in available list and was found, else 0 if the wished video_mode doesn't exist and an approximative match was picked.
mode_a: first mode to compare
mode_b: second mode to compare
Compares two video modes, to know if they're the same.
Return value: 1 if equal, 0 if not.
dst: the target video mode
src: the source video mode
Applies the ratio of src to dst, for instance if src is 16/9, then dst will be made 16/9 too, trying to keep the same surface.
Return value: 1 on success, 0 on failure
viewport: the viewport to initalize
screen_w: screen width
screen_h: screen height
drawable_x1: viewport min x
drawable_y1: viewport min y
drawable_x2: viewport max x
drawable_y2: viewport max y
center_x: center of display (in map coordinates)
center_y: center of display (in map coordinates)
map_w: map width (shape)
map_h: map height (shape)
x_polarity: x polarity
y_polarity: y polarity
x_wrap: wether to wrap horizontally
y_wrap: wether to wrap vertically
keep_ratio: wether to adapt to viewport shape or keep original
global_zoom: global zoom is style_zoom * dynamic_zoom
Initializes all the (jumbo?) viewport structure which will contain valuable informations for a simple "flat" display. Special renderers might not find usefull some fields and handle wrapping and zooming their own way, but this offers a basic skeleton.
Return value: 1 if ok, 0 on failure
viewport: the viewport to use
screen_x: the x coord on the screen
screen_y: the y coord on the screen
map_x: the x coord in map coordinates
map_y: the y coord in map coordinates
clip: wether to clip returned values
Translates from map coords to screen coords. Returned values might be outside screen boundaries if clip is 0. If screen coords are outside drawable area anc clip is 1, then they will be clipped.
Return value: NULL
viewport: the viewport to use
map_x: the x coord in map coordinates
map_y: the y coord in map coordinates
screen_x: the x coord on the screen
screen_y: the y coord on the screen
wrap: wether to use polarity informations to wrap coords.
Translates from screen coords to map coords. If wrap is set, it will interpret coords the way
lw6map_coords_fix_xywould, only it can still be formally outside map boundaries for it can return a value exactly equal to w,h while in interger mode it would be w-1,h-1.Return value: NULL
zone: the structure to initialize
x1: x for top left corner
y1: y for top left corner
x2: x for bottom right corner
y2: y for bottom right corner
Initializes a zone structure, will calculate w & h.
Return value: none.
zone: the structure to initialize
x: x for top left corner
y: y for top left corner
w: width
h: height
Initializes a zone structure, will calculate x2 & y2.
Return value: none.
dst: the structure which will contain the result
src: the source zone
clip: the clipping zone (boundaries)
Clips a zone (think of rectangle clips).
Return value: none.
keyword: the keyword we want to check out
Checks wether a given keyword is documented or not.
Return value: 1 if documented, 0 if not.
type: the type of the data associated to the keyword, will be written
default_value: the default value for the keyword, will be written
min_value: the min value for the keyword, will be written
max_value: the max value for the keyword, will be written
keyword: the keyword we want help about
Returns the documentation string associated to a keyword. The keyword might be a command-line option, a Guile function, an XML file entry. Raises a warning if the keyword is undocumented, but never returns NULL, you can use the returned value without checking it. String is localized if a translation is available. It's safe to call this function with type or other parameters being NULL.
Return value: a help string, never NULL, must not be freed. Additionnally, type will be updated.
keyword: the keyword we want the type of
Returns the type of a keyword. Calls lw6hlp_about internally.
Return value: the type, might be LW6HLP_TYPE_VOID.
keyword: the keyword we want the default for
Returns the default value for a keyword. Note that it can be NULL! The returned value is always a string, it's suitable to store in the config file, it's the value a user would pass on a command line, the one he wants documented.
Return value: a pointer, which can be NULL, must not be freed.
keyword: the keyword we want the min for
Returns the min value for a keyword. Wether this is relevant for a given keyword does not affect the fact that you can call this function. A min and max of zero means min and max make no sense.
Return value: the value (integer)
keyword: the keyword we want the max for
Returns the max value for a keyword. Wether this is relevant for a given keyword does not affect the fact that you can call this function. A min and max of zero means min and max make no sense.
Return value: the value (integer)
keyword1: the 1st keyword
keyword2: the 2nd keyword
Checks wether a keyword matches another. Not only a string comparison, will also try and guess if the error is only about dash "-" replaced by underscode "_", for instance.
Return value: 1 if matches, 0 if different.
Returns a list of all available keywords.
Return value: a list containing all the keywords. Strings are not dynamically allocated, you can't modify them.
list: a pointer to a list of keywords f: the file to print the content to
Prints all the keywords from the list. One keyword per line.
Return value: none.
list: a pointer to a list of keywords f: the file to print the content to
Prints all the keywords from the list, with the associated keyword help, to the given file. Output is formatted to fit on the standard terminal/console.
Return value: none.
Initializes the help reference, this must be called before any call to lw6hlp_about or such help related functions.
Return value: 1 on success, 0 if failed
Un-initializes the help reference, this must be called at the end of the program.
Return value: 1 on success, 0 if failed
body: the body to read, must point to allocated memory
dirname: the directory of the map
param: map parameters
hints: map hints
ratio: wished map ratio
progress: structure to transmit loading progress
Reads the map body, that is, all the layers.
Return value: 1 if OK, 0 if failed.
style: the style structure to process.
hints: additionnal hints to know what to set automatically
Deduces all colors from background color, if needed. The function will check color_auto parameters and replace all other colors by base and alternate colors if needed. Note that the background color itself is not changed by this function. Background can only be guessed from texture.
Return value: none.
entry: the entry to free
Frees a map entry.
Return value: none.
map_path: the map_path environment config variable, delimited path list
relative_path: the relative path to use to find the map directory
Lists all maps in a given directory. Returns a list of lw6ldr_entry_t which can contain both directories with subdirs and actual maps. Maps are sorted before being returned, first directories, then maps, sorted in alphabetical order.
Return value: a list of dynamically allocated lw6ldr_entry_t.
map_path: the map_path environment config variable, delimited path list
relative_path: the relative path to use to find the map directory
recursive: if non-zero, map search will recurse in subdirs
callback_func: the function which will be called on each entry
func_data: an extra pointer to pass data to callback_func
Executes a given function on all maps in a given place, typically used in test programs.
Return value: none.
dirname: the directory of the map
Read the hints (hints.xml) of a map. Pointer to hints must be valid, and values already initialized, either zeroed or filled in with defaults or custom values.
Return value: 1 if success, 0 if failed.
hints: the hints to modify
key: the key to modify
value: the value to affect to the key, as a string
Sets one single parameter in a hints structure. Value must always be passed as a string, will be converted to the right type automatically when storing it in the structure.
Return value: 1 if success, 0 if failed. Note that while 0 really means there's a problem, some affectations can fail and return 1, needs to be worked on.
hints: the hints struct to fill with values (read/write parameter)
values: an assoc containing strings with the new values
Overrides hints with values. Pointer to hints must be valid, and values already initialized, either zeroed or filled in with defaults or custom values. Not all parameters need be defined in values. It can even be NULL. The idea is just that if something is defined in values, it will override the existing hints.
Return value: 1 if success, 0 if failed.
param: the parameter struct to fill with values (read/write parameter)
dirname: the directory of the map
Read the parameters associated to a map. Pointer to param must be valid, and values already initialized, either zeroed or filled in with defaults or custom values.
Return value: 1 if success, 0 if failed.
param: the parameter struct to fill with values (read/write parameter)
values: an assoc containing strings with the new values
Overrides param with values. Pointer to param must be valid, and values already initialized, either zeroed or filled in with defaults or custom values. Not all parameters need be defined in values. It can even be NULL. The idea is just that if something is defined in values, it will override the existing param.
Return value: 1 if success, 0 if failed.
f: file to output content to
Print to a file a typical map rules.xml file.
Return value: none.
f: file to output content to
Print to a file a typical map hints.xml file.
Return value: none.
f: file to output content to
Print to a file a typical map style.xml file.
Return value: none.
user_dir: the user directory or at least, a writable one
Writes all example XML files in 'user_dir/example/', will create the directory if needed.
Return value: 1 if success, 0 if failed.
dirname: the directory containing the map
default_param: default parameters, as strings
forced_param: forced parameters, as strings
display_w: the width of the display output (resolution)
display_h: the height of the display output (resolution)
progress: information used to handle the progress bar
Loads a map from dist. The default_param and forced_param can contain values corresponding to rules.xml and style.xml entries. Parameters are read in 4 steps. 1st, a default value is picked by the program. 2nd, any value in
default_paramreplaces previous values. 3rd, any value in rules.xml or style.xml replaces previous values. 4th, any value inforced_paramreplaces previous values. In practice, thedefault_paramallows the user to set defaults which can still be overwritten by the map, whileforced_paramis a definitive 'ignore what is is defined in the map' way of doing things. See alsolw6ldr_read_relative.Return value: 1 if success, 0 if failed.
map_path: a collection of paths where to find maps
relative_path: something which will be appended to a
map_pathmemberdefault_param: default parameters, as strings
forced_param: forced parameters, as strings
display_w: the width of the display output (resolution)
display_h: the height of the display output (resolution)
progress: information used to handle the progress bar
Reads a map from disk, using the map-path value, which is a collection of paths defined by the command-line, the environment variables, and the config file.
default_paramandforced_paramwork as in the functionlw6ldr_read.Return value: 1 if success, 0 if failure.
dirname: the directory of the map
Read the rules (rules.xml) of a map. Pointer to rules must be valid, and values already initialized, either zeroed or filled in with defaults or custom values.
Return value: 1 if success, 0 if failed.
rules: the rules struct to fill with values (read/write parameter)
values: an assoc containing strings with the new values
Overrides rules with values. Pointer to rules must be valid, and values already initialized, either zeroed or filled in with defaults or custom values. Not all parameters need be defined in values. It can even be NULL. The idea is just that if something is defined in values, it will override the existing rules.
Return value: 1 if success, 0 if failed.
dirname: the directory of the map
Read the style (style.xml) of a map. Pointer to style must be valid, and values already initialized, either zeroed or filled in with defaults or custom values.
Return value: 1 if success, 0 if failed.
style: the style to modify
key: the key to modify
value: the value to affect to the key, as a string
Sets one single parameter in a style structure. Value must always be passed as a string, will be converted to the right type automatically when storing it in the structure.
Return value: 1 if success, 0 if failed. Note that while 0 really means there's a problem, some affectations can fail and return 1, needs to be worked on.
style: the style struct to fill with values (read/write parameter)
values: an assoc containing strings with the new values
Overrides style with values. Pointer to style must be valid, and values already initialized, either zeroed or filled in with defaults or custom values. Not all parameters need be defined in values. It can even be NULL. The idea is just that if something is defined in values, it will override the existing style.
Return value: 1 if success, 0 if failed.
use: the use struct to fill with values (read/write parameter)
values: an assoc containing strings with the new values
Overrides use with values. Pointer to use must be valid, and values already initialized, either zeroed or filled in with defaults or custom values. Not all parameters need be defined in values. It can even be NULL. The idea is just that if something is defined in values, it will override the existing use.
Return value: 1 if success, 0 if failed.
color: the color to invert
Inverts a color couple, that is, replace fg by bg and vice-versa.
Return value: none.
color1: 1st color to compare
color2: 2nd color to compare
Compares two colors.
Return value: 1 if equal, 0 if not.
index: index of the color between 0 & 9
Transforms a team color index into its readable string form, which can be used in config files for instance.
Return value: a string, must *not* be freed.
key: key of the color, for instance "red"
The index of the color, between 0 & 9
Return value: an integer.
source: the map to copy
progress: to show advancement
Performs a deep copy of the map, all elements are newly allocated and source can safely be destroyed after it's been duplicated.
Return value: a newly allocated map, may be NULL.
Converts a map to something that is later readable by
lw6map_from_hexato reproduce the exact same map. Just a serializer.Return value: a newly allocated pointer, NULL if conversion failed.
hexa: an hexadecimal ASCII string, created by
lw6map_to_hexaConstructs a map from an hexadecimal string generated by
lw6map_to_hexa. Just an un-serializer.Return value: a new map, might be NULL if string isn't correct.
Creates a new empty map. This object is perfectly unusable as is, since it has a 0x0 size, and many things set to "NULL". Still, it's used internally and is the canonical way to create the object, it ensures later calls that set up default parameters, for instance, will succeed.
Return value: a newly allocated pointer.
Creates a map, set to defaults. This is usefull mostly for testing. This builtin map has walls, paths, it's playable.
Return value: a newly allocated map.
w: the width of the map
h: the height of the map
d: the depth (number of layers) of the map
Creates a map, set to defaults. This is usefull mostly for testing. This one, unlike
lw6map_builtin_defaultswill let you give a width, height and a depth.Return value: a newly allocated map.
Frees a map and releases all its internal ressources.
Return value: none.
Reports how many bytes the map needs, in memory. Note that this is not contiguous memory, it involves a bunch of pointers, and possibly much more...
Returns a string describing the map. This is a very short description, use it for logs, and to debug stuff. By no means it's a complete exhaustive description. Still, the string returned should be unique.
Return value: a dynamically allocated string.
level_a: the first level to compare
level_b: the other level to compare
Compares two level structs, the idea is to compare the content, not only the pointers and level ids.
Return value: 1 if they're the same, 0 if not.
param: the param struct to modify
Sets a param structure to its default value, note that current structured must be zeroed or correctly initialized.
Return value: none
param: the param struct to modify
Resets a param structure to nothing. Note that current structured must be zeroed or correctly initialized. The idea is just to free member pointers before calling free.
Return value: none
dst: the destination param struct
src: the source param struct
Copies parameters. Both structures must be zeroed or correctly initialized.
Return value: none
param: the param struct to modify
key: the name of the parameter to modify
value: the value of the parameter to modify
Sets an entry in a param struct. All values must be submitted as strings, internally, the function will call atoi to convert to integers if needed, for instance. It will also dispatch automatically between rules and style.
Return value: 1 if parameter successfully set, 0 on error.
Reports the last network error. This is basically a debug function, designed mostly for Microsoft Winsock API, but can be safely called on any platform.
Return value: the last error code, has no universal meaning, depends on the platform you're working on.
sock: the socket descriptor
Receives a line terminated by LF ("\n", chr(10)) or CR/LF ("\r\n", chr(10)chr(13)) on a TCP socket, that is, stream oriented. If there's no complete line available, function returns immediately with NULL. Same if socket is closed, broken, whatever. Only if there's something consistent will the function return non-NULL.
Return value: a dynamically allocated string with the content received. The tailing (CR)/LF is stripped.
sock: the socket descriptor
line: the line to be sent, without the "\n" at the end
Sends a line terminated by LF ("\n", chr(10)) on a TCP socket, that is, stream oriented. The "\n" is automatically added, do not bother sending it.
Return value: non-zero if success
sock: the socket descriptor
incoming_ip: the IP address of the sender (returned)
incoming_port: the IP port of the sender (returned)
Receives a line terminated by LF ("\n", chr(10)) or CR/LF ("\r\n", chr(10)chr(13)) on a UDP socket, that is, datagram oriented. If there's no complete line available, function returns immediately with NULL. Same if socket is closed, broken, whatever. Only if there's something consistent will the function return non-NULL. By-value parameters allow the caller to know where the data come from.
Return value: a dynamically allocated string with the content received. The tailing (CR)/LF is stripped.
sock: the socket descriptor
line: the line to be sent, without the "\n" at the end
ip: the IP address of the target
port: the IP port of the target
Sends a line terminated by LF ("\n", chr(10)) on a UDP socket, that is, datagram oriented. The "\n" is automatically added, do not bother sending it.
Return value: the number of bytes sent, 0 if failure
Initializes the low-level network API, you must call this before calling any other network related function, for it allocates a dynamic context which is in turn used by every function.
Return value: non-zero if success
Frees memory, joins active threads, and releases everything set up by network code.
Return value: void
bench_result: pointer to float, will contain the bench result
Runs a standard, normalized bench on a default map. Results can be interpreted as an estimated speed/power of your computer.
Return value: 1 on success, 0 if failure
rules: the set of rules to use (defines polarity)
shape: the shape of the map (logical part)
x: the x coord to fix
y: the y coord to fix
z: the z coord to fix
Similar to
lw6map_coords_fixbut using floats, this function can be used to check cursor position boundaries. Any float pointer can be NULL.Return value: none.
game_state: the game state we're going to work on
timestamp: the current ticks (1000 ticks per sec, used to calibrate)
progress: object used to show the advancement of the process
Initializes a 'pilot' object, this object is responsible for interpreting messages, transform them into low-level 'ker' module function calls, and handle all the thread-spooky stuff.
Return value: a working pilot object. May be NULL on memory failure.
pilot: the object to free.
Frees a 'pilot' object, note that this might involve joining some threads, so it can 'take some time'.
Return value: none.
pilot: the object to send commands to.
command_text: the text of the command, as received form network
verified: wether we're sure this message is valid.
Sends a command and handles it internally.
Return value: 1 if OK, 0 if not.
pilot: the object to commit.
Commits all commands sent and actually send them to the corresponding threads. This commit system allows better performance by sending, for instance, all the commands for a given round together.
Return value: none.
pilot: the object to perform the backup on
Makes a new backup in the pilot, that is, copy 'reference' to 'backup'.
Return value: 1 if OK, 0 if not.
target: the target game_state we would sync on
pilot: the object to perform the backup on
Tests wether sync functions are callable with a given game state. It verifies if the internal game_state and the target look the same.
Return value: 1 if sync functions can be called, 0 if not.
target: the game_state structure which will get the informations.
pilot: the object to get informations from.
Gets the backup from the pilot object. This is the last snapshot taken by
make_backupor, by default, the game_state the pilot was constructed with.Return value: 1 if OK, 0 if not.
target: the game_state structure which will get the informations.
pilot: the object to get informations from.
Gets the latest reference game_state, that is, a stable snapshot of the game, with no inconsistency, a game position that exists and that we can rely on. Note that getting this can take time since a global mutex is required, and computations must end before you get the data.
Return value: 1 if OK, 0 if not.
target: the game_state structure which will get the informations.
pilot: the object to get informations from.
dirty_read: wether to allow dirty read or not
Gets the informations from the pilot object, not being worried about game consistency, this one will just return the latest version available. It might even be in an inconsistent state, the position could reflect a position which will never exist. Still, the data returned will not correspond to a half-spread or half-moved game_state if dirty_read is set to 0. In this case the data has at least some basic consistency and getting this does require some mutex lock, however wait time should be fairly small (max. a round). But, in a general manner, this function is only used for display, and we do not care much if there's a small glitch, we prefer fast & smooth display.
Return value: 1 if OK, 0 if not.
pilot: the object to get informations from.
Returns a direct access to the most up-to-date game_state, without locking anything whatsoever. This is clearly to implement a dirty read mode as the name of the function suggests.
Return value: 1 if OK, 0 if not.
Returns a string describing the pilot. This is a very short description, use it for logs, and to debug stuff. By no means it's a complete exhaustive description. Still, the string returned should be unique.
Return value: a dynamically allocated string.
pilot: the object to calibrate
timestamp: the current ticks setting (1000 ticks per second)
round: the round expected to be returned with this ticks value
Calibrates the pilot, that is, initializes it so that subsequent calls to
lw6pil_pilot_get_roundreturn consistent values.Return value: none.
pilot: the pilot to speed up
round_inc: the number of rounds
Re-calibrates the pilot so that it speeds up a bit. This will basically increase next_round by round_inc.
Return value: none.
pilot: the pilot to speed up
round_dec: the number of rounds
Re-calibrates the pilot so that it slows down a bit. This will basically decrease next_round by round_inc.
Return value: none.
pilot: the object to query
timestamp: the current ticks setting (1000 ticks per second)
Returns the round one should use to generate new events/commands at a given time (given in ticks).
Return value: none.
pilot: the object to query
Returns the round of the last commit (reference game_state) for this object.
Return value: the commit round (reference object)
pilot: the object to query
Returns the round which is targetted in the reference game_state, this is 'how far computation will go in the reference game_state if no new commands are issued'. Note that there can always be some commands which are not yet processed, so you should not rely on this too heavily, however it gives a good idea of how things are going.
Return value: the target round (reference object)
pilot: the object to query
Returns the current round in the reference game_state. There's no lock on this call so don't rely on this too heavily, it just gives you an idea of wether the pilot is very late on its objectives or just on time.
Return value: the current round (reference object)
pilot: the object to query
Returns the max current round in the reference or draft game states. No lock on this call so don't rely on this too heavily, it just gives you an idea of computation state.
Return value: the current round (reference object)
pilot: the object to query
Tells wether the game is over or not.
Return value: 1 if over, 0 if not
Runs the
pilmodule test suite.Return value: 1 if test is successfull, 0 on error.
keyword: the option to match, without the prefix "-" or "–"
argv_string: the argv value, for instance argv[1]
This is an utility function which allow the program to handle options in a uniform manner. Key comparison is insensitive, that is, –option and –OPTION are equivalent. Besides, -option and –OPTION are equivalent too. Liquid War 6 documentation mentions options in lowercase with a double dash (–option) by default, but it's a fact, the program supports variants. This is just for convenience, the philosophy behind this behavior is "be as permissive as possible when interpreting input, and as strict as possible when generating output". In fact, it's even said that Liquid War 6 will accept the argument without any prefix dash as being valid... This is to say running "liquidwar6 –option" is the same as running "liquidwar6 option". But, this is a secret 8-)
Return value: non zero if it matches, 0 if it doesn't.
argc: the number of arguments, as passed to
mainargv: an array of arguments, as passed to
mainkeyword: the keyword to match
Parses all command-line arguments, searching for one precise "–key[=...]" entry.
Return value: 1 if key is present, 0 if not.
argc: the number of arguments, as passed to
mainargv: an array of arguments, as passed to
mainkeyword: the keyword to match
Parses all command-line arguments, searching for one precise "–key=value" pair, and returns the value.
Return value: a pointer to the value. May be NULL. Must be freed.
argc: the number of arguments, as passed to
mainargv: an array of arguments, as passed to
mainkeyword: the keyword to match
Parses all command-line arguments, searching for one precise "–key=value" pair, and returns the value. If a corresponding environment variable is available, but no command-line parameter was passed, the environment variable is intepreted. Such environment variables are uppercased, prefixed by "LW6_" and "_" replaces "-". The environment variable will be overriden if the command-line parameter is present.
Return value: a pointer to the value. May be NULL. Must be freed.
free_func: optional callback used to free memory when stored date is a pointer. Can be NULL when one stores non dynamically allocated data, such as an integer or a static array.
Creates an empty assoc. There's a difference between NULL and an empty assoc. The empty assoc would (in Scheme) be '() whereas NULL corresponds to undefined "is not a assoc and will generate errors if you ever call assoc functions on it". Such created assoc are not performant hash tables but slowish "strcmp me for each key" associative arrays, the key being a "char *" string and the value a "void *" pointer.
Return value: a pointer to the newly allocated associative array. Must be freed with
lw6sys_assoc_free.
assoc: the assoc to be freed.
The function will cascade delete all elements, using (if not NULL...) the callback passed when first creating the assoc.
Return value: void
assoc: the assoc to test
key: the key to search
Not a very fast function, since on a "big" assoc, strcmp will be called internally until the key is found.
Return value: non-zero if there's an entry with the corresponding key.
assoc: the assoc to query
key: the key of which we want the value
Return value: a void pointer to the data contained in the assoc. Note that the pointer on the actual data is returned, that is, if it's static data, you must not try to free it... As long as memory management is concerned, destroying the assoc will actually free the data if needed.
assoc: the assoc to modify
key: the key we want to updated
value: the new value
Sets a value in an associative array. The key pointer need not be persistent, it can be freed after affectation. In fact a new string will be created internally. This is not true for the value, it's hard to find way to copy "any object". So if you want an associative array of strings, key can disappear after calling this function, but not value. The function passed as free_func when creating the assoc will be used to free stuff whenever needed (unset or free).
Return value: void
assoc: the assoc concerned
key: the key to unset
Clears an entry in an associative array. The callback passed when creating the assoc will be called if needed, to free the data automatically.
Return value: void
assoc: the assoc to work on
Returns a list containing all the keys of the assoc. The list must be free with lw6sys_list_free by the caller. This list copies all the keys of the assoc, so it is safe to use it once the assoc is deleted. However the keys will of course be of little interest in this case. But the program won't segfault.
Return value: the list of keys.
assoc: the assoc to work on
func: a callback to call on each entry
func_data: a pointer on some data which will be passed to the callback
Executes a function on all assoc items. The func_data parameter allows you to pass extra values to the function, such as a file handler or any variable which can not be inferred from list item values, and you of course do not want to make global...
Return value: void
assoc: the assoc to work on
func: a callback to call on each entry, may be NULL
func_data: a pointer on some data which will be passed to the callback
Executes a function on all assoc items, like
lw6sys_assoc_sort_and_mapbut befor doing so, sorts all entries in alphabetical order.Return value: void
assoc: the assoc to duplicate, can be NULL
dup_func: the function which will be called to duplicate data
Duplicates an assoc. All keys will be copied so that if the first assoc is deleted, the duplicated one is fine. Additionnaly, dup_func will be called with all data fields. If dup_func is NULL, then data values will simply be copied. This is likely to be usefull when data is not dynamically allocated.
Returned value: a newly allocated assoc.
Will set up a default memory bazooka, a slow yet convenient tool to track down and hopefully kill memory leaks. Named bazooka after a night wasted to track down an unfoundable leak... BAZOOOOOOKA!!!
Return value: 1 if success, 0 if failed.
size: number of items (calls to malloc) to keep
Resizes, the memory bazooka. What's this? It's an inelegant yet efficient tool to track down memory leak. Memory bazooka will keep track of every call to malloc, keeping a trace of what has been malloced, where it has been called (from which file, which line), how much memory was allocated, it will even show you what's at the address in a 0-terminated string-friendly fashion. Of course this slows down the program, so in production, you might set this to 0, but for debugging, a million bazooka is worth the megabytes and CPU cycles it wastes.
Return value: 1 if success, 0 if failure.
The companion of
lw6sys_set_memory_bazooka_size. This function will return how many calls to malloc can be traced. A return value of 0 indicates that feature is disabled.Return value: size of the bazooka array.
state: the state of the eraser
Sets the memory bazooka eraser state. Note that to really work, it requires the memory bazooka to be "big enough".
Return value: 1 if activated, 0 if not. Note that the main reason for it not to be activated is if the memory bazooka has zero size.
Provided you have always called the
LW6SYS_MALLOCanLW6SYS_CALLOCto allocate memory, this function will tell you how many timesmallochas been called.Return value: the number of calls to
lw6sys_mallocorlw6sys_callocsince program was started.
Provided you have always called the
LW6SYS_FREEmacro to free memory, this function will tell you how many timesfreehas been called.Return value: the number of calls to
lw6sys_freesince program was started.
Provided you have always called the
LW6SYS_MALLOCanLW6SYS_CALLOCto allocate memory, this function will tell you the maximum of pointers returned bymallocthat were present at the same time on the heap.Return value: the number of calls to
lw6sys_mallocorlw6sys_callocsince program was started.
Returns true if memory bazooka data are perfectly trustable, that is, it has never been resetted or resized.
Return value: 1 if trustable, 0 if not.
Reports memory bazooka diagnostics on the console. Carefull, this one is not reentrant, call at the end of your program when all threads are joined.
Return value: 1 if no allocated stuff left, 0 if there are still malloc'ed stuff
Returns the name of the package. This is the
PACKAGE_TARNAMEconstant defined by the GNU Autoconf ./configure script. While it's always possible to use the defined constant directly, using this function will return the value defined when compiling the binary, not the one you're using when compiling another program relying on Liquid War as a library.Return value: a non-NULL string "liquidwar6", must not be freed.
Returns the name of the package, in a user friendly form, which can include spaces, for instance. This is the
PACKAGE_NAMEconstant defined by the GNU Autoconf ./configure script. While it's always possible to use the defined constant directly, using this function will return the value defined when compiling the binary, not the one you're using when compiling another program relying on Liquid War as a library.Return value: a non-NULL string "Liquid War 6", must not be freed.
Returns the description of the package. This is the
PACKAGE_STRINGconstant defined by the GNU Autoconf ./configure script. It's the concatenation ofPACKAGE_NAMEandVERSION. While it's always possible to use the defined constant directly, using this function will return the value defined when compiling the binary, not the one you're using when compiling another program relying on Liquid War as a library.Return value: a non-NULL string "Liquid War 6 <version>", must not be freed.
Returns the version of the program. This is the
VERSIONconstant defined by the GNU Autoconf ./configure script. Same asPACKAGE_VERSION. Note that while using a function to getPACKAGE_TARNAMEmight seem useless, having both ways to get the version, that is, a function and a constant, is very usefull. Think, for instance, that a dynamically loaded shared library might need to check its own version against the version of the core program.Return value: a non-NULL string, which must not be freed.
Returns the the program codename. This is the little name of the version. It's been decided that all LW6 releases would take the name of a famous general, warrior, whatever. For instance, it could be "Napoleon".
Return value: a non-NULL string, traditionnally the name of a famous general, someone which has been involved in war. Must not be freed (I mean, the string, not the general).
Returns the program stamp. This is like a serial number. It's is not the same as the version. The version is meant to be set to something readable. This is just a cryptic thing, incremented at each ./configure or each developper's "I feel like it needs to be incremented". The idea is just to keep (one more...) track of which source code is build. Ideally, this would be plugged to the source revision control system but this has some drawbacks, including that it would require it to modify files before commiting them, which is not safe, and almost impossible if you sign archives. One more point: this is a string. It's true the return value is actually a string containing the representation of an integer, but because all other build parameters are strings, and because we don't know what the future reserves, it's a string.
Return value: a non-NULL string like "42", which must not be freed.
Returns an md5 checkum which is caculated from C (.c and .h) source files. This is complementary with the build stamp. By default the stamp will be enough to check what has been compiled, but one can always imagine a case where Bob compiles something a little different than Alice, with the same stamp, incremented by 1 from a common source tree. They apply their own patches, for instance. This md5sum double-checks that two binaries have been built from the same sources. Note that this is not the md5 checksum of the generated binary. Nor does it include any information about scheme scripts and data.
Return value: a non-NULL string, which must not be freed.
Returns a (very) short copyright information about the program.
Return value: a non-NULL string, single line whithout '\n' at the end. Must not be freed.
Returns the license for the program (GNU GPL v3 or later).
Return value: a non-NULL string, single line whithout '\n' at the end. Must not be freed.
Returns the arguments passed to the GNU Autoconf ./configure script when buildling the game. Very usefull to know how the binary was generated, that is, what kind of optimizations are peculiar settings it uses.
Return value: a non-NULL string, which, passed to ./configure again, would hopefully generate the same binary. Must not be freed.
Returns __VERSION__ GCC preprocessor value, that is, the human readable version of the compiler.
Return value: a non-NULL string, must not be freed.
Returns the arguments which would allow another program to use liquidwar6 as a library. Typically, pass this to gcc when compiling your sources. Basically contains "-I" switches which tell where the headers are.
Return value: a non-NULL string, which must not be freed.
Returns the arguments which would allow another program to link against liquidwar6. Pass this to gcc or libtool when compiling your program. Basically contains a "-L" option which says where the library is. Note that this will only allow you to link against the main libliquidwar6 library, but not the dynamically loaded modules.
Return value: a non-NULL string, which must not be freed.
Returns the value return by the standard shell
hostnamecommand on the machine where the game has been built. Usefull to track binaries and know where do they come from.Return value: a non-NULL string, must not be freed.
Returns the compilation date. While this information can easily be obtained with the C
__DATE__macro, having this function is convenient for it returns a value which is the same for the whole program, and does not possibly change in every file.Return value: a non-NULL string, must not be freed.
Returns the compilation date. While this information can easily be obtained with the C
__TIME__macro, having this function is convenient for it returns a value which is the same for the whole program, and does not possibly change in every file.Return value: a non-NULL string, must not be freed.
Returns the CPU this program is designed for. Convenient on i386 compatible CPUs to know which flavor (i386, i586...) the binary is made for.
Return value: a non-NULL string, must not be freed.
Returns the endianness of the computer.
Return value: 'little' (x86-like) or 'big' (ppc-like), as a string. Must not be freed.
Returns the system pointer size, in bytes.
Return value: 4 for 32-bit, 8 for 64-bit.
Tells wether CPU belongs to x86 family or not.
Return value: 1 if x86, 0 if not
Returns the OS this program is designed for. Usefull for bug reports.
Return value: a non-NULL string, must not be freed.
Tells wether the program was compiled for Microsoft Windows, or not.
Return value: 1 if compiled on windows, 0 if not
Tells wether the program was compiled for Mac OS X, or not.
Return value: 1 if compiled on OS X, 0 if not
Returns the top source directory, when the game was built. This can seem useless and non relevant on the end-user's machine, but... it's a must-have for developpers and packagers. Without this, binaries would never find their associated data, especially when building outside the source tree. Or, testing the game would be impossible without installing it, given the fact that most of the code is in scripts that are stored in /usr/local by default, this would be painfull. So this function is here to help finding data within the source tree when the game is not installed yet. Note that the function is rather clever, since it will automatically try to remove useless '../' sequences at the beginning of a possibly relative path.
Return value: a non-NULL string, must not be freed.
Returns the
prefixvalue as given to the GNU Autoconf ./configure script. Used to deduce the path to other directories and files.Return value: a non-NULL string, "/usr/local" by default. Must not be freed.
Returns the
datadirvalue defined by the GNU Autoconf ./configure script. This is not the value which can be overriden by the Liquid War 6 specific. "–data-dir" option.datadiris usually something like "/usr/local/share" while the actual Liquid War 6 defined data dir is a more profound path which includes the name of the package, its version, and so on.Return value: a non-NULL string, "/usr/local/share" by default. Must not be freed.
Returns the
libdirvalue defined by the GNU Autoconf ./configure script. This is not the value which can be overriden by the Liquid War 6 specific. "–mod-dir" option.datadiris usually something like "/usr/local/lib" while the actual Liquid War 6 defined module dir is a more profound path which includes the name of the package, its version, and so on.Return value: a non-NULL string, "/usr/local/lib" by default. Must not be freed.
Returns the
includedirvalue defined by the GNU Autoconf ./configure script. As for other options, it's interesting to have this value, this enables the program to inform people who want to hack the game of the place headers are supposed to be installed.Return value: a non-NULL string, "/usr/local/include" by default. Must not be freed.
Returns the
localedirvalue defined by the GNU Autoconf ./configure script. Used as an argument for gettext / libintl functions.Return value: a non-NULL string, "/usr/local/share/locale" by default. Must not be freed.
Returns the
docdirvalue defined by the GNU Autoconf ./configure script. Used to write consistent XML file headers.Return value: a non-NULL string, "/usr/local/share/doc/liquidwar6" by default. Must not be freed.
Tells wether console is enabled or not.
Return value: "yes" or "no", must no be freed.
Tells wether the graphical mod-gl backend was compiled.
Return value: "yes" or "no", must no be freed.
Tells wether the audio mod-csound backend was compiled.
Return value: "yes" or "no", must no be freed.
Tells wether the audio mod-ogg backend was compiled.
Return value: "yes" or "no", must no be freed.
Tells wether the network mod-http backend was compiled.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled in optimize mode.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled in allinone mode.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled in fullstatic mode.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled with paranoid memory management.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled with suitable informations for gprof.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled with the '-finstrument-fonctions' GCC flag.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled for later use with Google Profiler support.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled with suitable informations for gcov.
Return value: "yes" or "no", must no be freed.
Tells wether the game was compiled for later use with valgrind.
Return value: "yes" or "no", must no be freed.
Dumps in the log file the whole program pedigree, target, modules, that is, what are the values of all the build options. Usefull for bug reports.
Return value: none.
data: the data to process
len: the length, in bytes, of the data to process
Creates a checksum from a byte array. This could be mapped on any standard CRC-32 and/or MD5 algorithm, but licence issues for those are such a headache that for the sake of simplicity, it's wrapped here. In LW6 context, we do not really really fear any attack for these checksums are used internally to track bugs and check, for instance, that two game states are actually the same on two distant computers in a network game. Data encryption and security of network links is another debate. Additionnally, this function returns an integer, easier to handle in standard C than any malloc'ed stuff.
Return value: the checksum, as an integer.
value: the string to process
Creates a checksum from a string. This is a convenience function to save the programmer the hassle of calling strlen before any checksum calculation.
Return value: the checksum, as an integer.
value: the integer to process
Creates a checksum from an integer. This is a convenience function to save the programmer the hassle of passing a pointer to the integer with the size of it each time there's a checksum to do. Additionnally, with this one you can pass an int8 or an int16, and function will work just the same indenpendantly of endianness.
Return value: the checksum, as an integer.
value: the integer to process
Creates a checksum from an integer. This is a convenience function to save the programmer the hassle of passing a pointer to the integer with the size of it each time there's a checksum to do. This function handles 64-bit long long integers..
Return value: the checksum, as an integer.
whd: a pointer to the wh struct to be processed
Creates a checksum from the given structure. Convenience function to save the hassle of passing a pointer to and the size of the
lw6sys_wh_tstruct each time, knowing that there are very often checksums calculated on it. Also avoids endianess issues.Return value: the checksum, as an integer.
xyz: a pointer to the xy struct to be processed
Creates a checksum from the given structure. Convenience function to save the hassle of passing a pointer to and the size of the
lw6sys_xy_tstruct each time, knowing that there are very often checksums calculated on it. Also avoids endianess issues.Return value: the checksum, as an integer.
checksum: a pointer to the previous checksum
data: the data to process
len: the length, in bytes, of the data to process
Creates a checksum from the given data. The difference with
lw6sys_checksumis that this one updates an existing checksum, thus enabling the programmer to call it sequentially and get a global checksum on different sources.Return value: none.
checksum: a pointer to the previous checksum
value: the string to process
Creates a checksum from the given string. The difference with
lw6sys_checksum_stris that this one updates an existing checksum, thus enabling the programmer to call it sequentially and get a global checksum on different sources.Return value: none.
checksum: a pointer to the previous checksum
value: the integer to process
Creates a checksum from the given integer. The difference with
lw6sys_checksum_int32is that this one updates an existing checksum, thus enabling the programmer to call it sequentially and get a global checksum on different sources.Return value: none.
checksum: a pointer to the previous checksum
value: the integer to process
Creates a checksum from the given integer. The difference with
lw6sys_checksum_int64is that this one updates an existing checksum, thus enabling the programmer to call it sequentially and get a global checksum on different sources.Return value: none.
checksum: a pointer to the previous checksum
whd: a pointer to the wh struct to be processed
Creates a checksum from the given structure. The difference with
lw6sys_checksum_whdis that this one updates an existing checksum, thus enabling the programmer to call it sequentially and get a global checksum on different sources.Return value: none.
checksum: a pointer to the previous checksum
xyz: a pointer to the xy struct to be processed
Creates a checksum from the given structure. The difference with
lw6sys_checksum_xyzis that this one updates an existing checksum, thus enabling the programmer to call it sequentially and get a global checksum on different sources.Return value: none.
f: the value to convert, from 0.0f to 1.0f
Converts a floating point value between 0.0f and 1.0f to its 8-bit equivalent between 0 and 255. Usefull in color conversion.
Return value: an integer between 0 and 255.
i: the value to convert, from 0 to 255
Converts an 8-bit value between 0 and 255 to its floating-point equivalent between 0.0f and 1.0f. Usefull in color conversion.
Return value: a float between 0.0f and 1.0f.
color_f: the color to convert
Converts a color from floating point format to the integer "0 to 255" common format. All fields (RGBA) are converted.
Return value: the color in 8-bit format.
color_f: the converted color (pointer must point to writable memory)
color_8: the color to convert
Converts a color from the integer "0 to 255" common format to floating point format. All fields (RGBA) are converted.
Return value: none.
color_f: the color to convert
Converts a color from floating point format to a single integer, where all fields (RGBA) are serialized. This serialization is endianess independant. Could be used directly by low-level libraries such as SDL.
Return value: the color serialized in an integer.
color_8: the color to convert
Converts a color from common "0 to 255" structured format to a single integer, where all fields (RGBA) are serialized. This serialization is endianess independant. Could be used directly by low-level libraries such as SDL.
Return value: the color serialized in an integer.
color_f: the converted color (point must point to writable memory)
color_i: the color to convert
Converts a color from a serialized integer format to a floating point structure.
Return value: none.
color_i: the color to convert
Converts a color from a serialized integer format to a "0 to 255" based structure.
Return value: the converted color (structure).
ascii: the color to convert
Converts a color from a human readable string to a "0 to 255" based structure. The string must be of the form "#RRGGBBAA" or "#RGB", in a general manner any HTML-valid value should work.
Return value: the converted color (structure).
color_f: the converted color (pointer must point to writable memory)
ascii: the color to convert
Converts a color from a human readable string to a float based structure. The string must be of the form "#RRGGBBAA" or "#RGB", in a general manner any HTML-valid value should work.
Return value: none.
color_8: the color to convert
Converts a color from a "0 - 255" integer based structure to its readable form "#RRGGBBAA". If alpha is 255 (0xFF), that is, if it's opaque, then the "AA" part is ommitted.
Return value: a newly allocated string.
color_hsv: the target color, in HSV format
color_8: the source color, in RGB 256 format
Converts from HSV to RGB. Usefull for color manipulation, since most colors are stored in RGB but HSV is convenient for transformation. Alpha layer is kept as is.
Return value: none.
color_hsv: the source color, in HSV format
Converts from RGB to HSV. Usefull to make colors transformed in HSV format usable again by all display routines, which consume RGB. Alpha layer is kept as is.
Return value: the RGB color.
size: number of the color array (number of items)
colors: the colors to compute
Tries to find out the "average" color from an array of colors. The algorithm is far from perfect, but should output a color which reflects the colors passed in.
Return value: the (inexact) average color.
color1: first color
color2: second color
coeff: the ponderation coefficient
Tries to find a color between the two colors passed as an argument. The coefficient can be used, to set the relative weight of each color. Using 0 will return color1, 1 will return color2 and 0.5 will make an average between the two colors. Any value between 0 and 1 can be used.
Return value: the (inexact) ponderated color.
color1: first color
color2: second color
Calculates the distance between two colors. The unit is arbitrary, a big value means "colors are different", 0 means they are the same. A distance of 1 corresponds to colors which have barely anything in common, but the result can still be greater than 1. Alpha layer is not taken in account.
Return value: the distance.
color1: the first color to compare
color2: the second color to compare
Compares two colors.
Return value: 1 if they are the same, 0 if not.
color: the color to modify
Make a color "solid" that is make it not transparent at all.
Return value: none.
color: the color to modify
Make a color "solid" that is make it not transparent at all.
Return value: none.
str: string to convert
Just a plain wrapper on
atoi, it's here for API consistency.Return value: an integer.
str: string to convert
Transform a string into a boolean value. Accepts "0"/"1" in input, but also y/n, yes/no, true/false, on/off.
Return value: an integer, 0 or 1.
str: string to convert
A wrapper on
atof, makes sure the locale used is C (default) and won't change the decimal separator whatsoever. Usefull for serialization for instance.Return value: a float.
value: the integer to convert
Converts an integer to a string, the advantage of this function is it allocates memory, and does the dirty job.
Return value: a newly allocated pointer, must be freed, may be NULL.
value: the boolean to convert
Converts a boolean to a string, the advantage of this function is it allocates memory, and does the dirty job.
Return value: a newly allocated pointer, must be freed, may be NULL.
value: the float to convert
Converts a float to a string, the advantage of this function is it allocates memory, and does the dirty job.
Return value: a newly allocated pointer, must be freed, may be NULL.
mode: the debug mode, 1 if set, 0 if not.
Sets the debug mode.
user_dir: the user directory, where user can write data.
Clears the dump file. That is, resets it to a "0 byte" file.
Return value: none.
user_dir: the user directory, where user can write data.
content: the content to be written in the dump file.
Writes the dump file onto the disk. The dump is used for special error messages which do not really fit in the standard log, and require a special treatment. In pratice, it's used to log fatal script (Guile) errors.
Return value: 1 if success, 0 if failure.
Gets the ENV separator, that is, for instance, the character used to separate paths in environment variables. Typically, this would be ":" on GNU and ";" on Microsft platforms.
Return value: the ascii character code.
Gets the ENV separator, that is, for instance, the character used to separate paths in environment variables. Typically, this would be ":" on GNU and ";" on Microsft platforms.
Return value: a pointer to a single 0-terminated character string which contains the character. Must not be freed.
value1: the left part to be concatenated
value2: the right part to be concatenated
Concatenates two values and puts the ENV separator, as returned by
lw6sys_env_separator_charbetween them.Return value: the concatenated string, must be freed.
keyword: the keyword to be searched in the environment variables.
Searches environment variables for the given keyword. The keyword will be fixed so that all dashes "-" characters are replaced by underscores "_" characters. Characters will be changed to uppercase. Any non alphanumeric character will be replaced by "_". Finally, an "LW6_" prefix will be added. That is to say, calling this function with "my-param" will search for the "LW6_MY_PARAM" environment variable.
Return value: 1 if the environment variable exists, 0 if not.
keyword: the keyword to be searched in the environment variables.
Searches environment variables for the given value. The keyword will be fixed so that all dashes "-" characters are replaced by underscores "_" characters. Characters will be changed to uppercase. Any non alphanumeric character will be replaced by "_". Finally, an "LW6_" prefix will be added. That is to say, calling this function with "my-param" will search for the "LW6_MY_PARAM" environment variable.
Return value: the value for the given keyword. May be NULL. Must be freed.
keyword: the environment variable to set
value: the value of the environment variable to set
Sets the environment variable to a given value. If value is NULL, variable is unset. Note that unlike lw6sys_getenv, this function does not transform the keyword into "LW6_..." before setting the value, so it's your responsability to call "lw6sys_keyword_as_env" if needed.
Return value: 1 if success, 0 if failed
value: the value, a list of item separated by... the separator
Splits the environment value into a list of strings containing each element. All strings are dynamically allocated, but they will be freed automatically when the list is freed.
Return value: a list of strings.
Gets the home directory of the user. Used internally to calculate the
user-dir value. Note that Liquid War 6, by default, never stores files under '$HOME', instead it put things in '$HOME/.liquidwar6', that is 'user-dir'. If the environment variable 'HOME' is not set, will return '.'.Return value: a newly allocated pointer, must be freed.
Gets the name of the current user. Difference with the standard function
getloginis that this function will returned a dynamically allocated pointer, and provide a default value if it's undefined. Also, if will look at the content of the 'LOGNAME' environment variable if needed, and will even provide a default value.Return value: a newly allocated pointer, must be freed.
Gets the name of the current host. The name of the computer. Might not work perfectly, this function is just used to provide default values for player names and such things.
Return value: a newly allocated pointer, must be freed.
filename: absolute or relative filename
Clears a file, that is, make it a 0 byte file, empty, ready to be filled if needed. If this function is called successfully, program can reasonnably assume file will be writable during its execution.
Return value: 1 if success, 0 if failure.
filename: absolute or relative filename
Reads the content of a file, and returns it as a string. Note that content might or might not be ascii or binary, the function will however put a tailing 0 character at the end so that low-level standard C functions do not segfault when used with the returned value.
Return value: a newly allocated pointer, must be freed.
filename: absolute or relative filename
content: the content to be written.
Writes the content into the file. Content is assumed to be a string, function will segfault if it's not correctly 0 terminated as in C string convention. So this function will not allow you to write down arbitrary binary data, however LW6 uses mostly text files to store information, and opaque binary data usage is not recommended.
free_func: optional callback used to free memory when stored date is a pointer. Can be NULL when one stores non dynamically allocated data, such as an integer or a static array.
size: the estimated size of the hash table. Note that this is an estimation only. You could theorically fit 1000000 objects in a 3-sized hash. Problem -> this is inefficient, you'd better use an assoc or a bigger hash. If you store 3 elements in a 1000000-sized hash, you'll waste memory. It might be wise to use a prime number as the estimated size. 421 is prime ;)
Creates an empty hash. There's a difference between NULL and an empty hash.
Return value: a pointer to the newly allocated hash table. Must be freed with
lw6sys_hash_free.
hash: the hash to be freed.
The function will cascade delete all elements, using (if not NULL...) the callback passed when first creating the hash.
Return value: void
hash: the hash to test
key: the key to search
Not a very fast function, since on a "big" hash, strcmp will be called internally until the key is found.
Return value: non-zero if there's an entry with the corresponding key.
hash: the hash to query
key: the key of which we want the value
Return value: a void pointer to the data contained in the hash. Note that the pointer on the actual data is returned, that is, if it's static data, you must not try to free it... As long as memory management is concerned, destroying the hash will actually free the data if needed.
hash: the hash to modify
key: the key we want to updated
value: the new value
Sets a value in a hash table. The key pointer need not be persistent, it can be freed after affectation. In fact a new string will be created internally. This is not true for the value, it's hard to find way to copy "any object". So if you want a hash table of strings, key can disappear after calling this function, but not value. The function passed as free_func when creating the hash will be used to free stuff whenever needed (unset or free).
Return value: void
hash: the hash concerned
key: the key to unset
Clears an entry in a hash table. The callback passed when creating the hash will be called if needed, to free the data automatically.
Return value: void
hash: the hash to work on
Returns a list containing all the keys of the hash. The list must be free with lw6sys_list_free by the caller. This list copies all the keys of the hash, so it is safe to use it once the hash is deleted. However the keys will of course be of little interest in this case. But the program won't segfault.
Return value: the list of keys.
hash: the hash to work on
func: a callback to call on each entry
func_data: a pointer on some data which will be passed to the callback
Executes a function on all hash items. The func_data parameter allows you to pass extra values to the function, such as a file handler or any variable which can not be inferred from list item values, and you of course do not want to make global...
Return value: void
hash: the hash to work on
func: a callback to call on each entry, may be NULL
func_data: a pointer on some data which will be passed to the callback
Executes a function on all hash items, like
lw6sys_hash_sort_and_mapbut befor doing so, sorts all entries in alphabetical order.Return value: void
hash: the hash to duplicate, can be NULL
dup_func: the function which will be called to duplicate data
Duplicates an hash. All keys will be copied so that if the first hash is deleted, the duplicated one is fine. Additionnaly, dup_func will be called with all data fields. If dup_func is NULL, then data values will simply be copied. This is likely to be usefull when data is not dynamically allocated.
Returned value: a newly allocated hash.
hexa_string: an initialization string, can be NULL.
Creates an hexa serializer object. It can be initialized or not, if an initialization string is provided it must of course be valid hexadecimal ascii code, and all serialized content will simply be appended to it.
Return value: a newly allocated object.
hexa_serializer: an hexa serializer object
Frees an hexa serializer object.
Return value: none.
hexa_serializer: an hexa serializer object
Rewinds the serializer pointer, that is, make it point to start. Usefull before calling pop functions, when one wants to be sure to get the first object.
Return value: none.
hexa_serializer: an hexa serializer object
Tests wether we're at EOF. Usefull when one wants to know if there's still some data or if all objects have been correctly popped.
Return value: 1 if at end of file, 0 if not.
hexa_serializer: an hexa serializer object
Exports the current content of the serializer as a string. String can then safely be sent on the network, for instance. String is copied from internal value, so it's safe to use it after serializer has been freed or modified.
Return value: a newly allocated string, must be freed.
hexa_serializer: an hexa serializer object
value: value to push
Pushes a 64 bit integer in the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes a 32 bit integer in the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes a 16 bit integer in the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes an 8 bit integer in the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes a floating point value in the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes a string in the serializer object. Note that the string is not directly copied in the serializer, instead all its characters are converted to their ASCII equivalent, then appended.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes a lw6sys_xyz_t structure in the serializer object. Calling this avoids calling push for 2 integers separately.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes a lw6sys_whd_t structure in the serializer object. Calling this avoids calling push for 2 integers separately.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to push
Pushes a color structure in the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a 64 bit integer from the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a 32 bit integer from the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a 16 bit integer from the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops an 8 bit integer from the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a floating point value from the serializer object.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a string from the serializer object. The returned value is a newly allocated pointer, which must be freed, you don't need to provide a buffer, just a valid pointer on a NULL pointer.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a lw6sys_xyz_t structure from the serializer object. Avoids calling two integer pops.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a lw6sys_whd_t structure from the serializer object. Avoids calling two integer pops.
Return value: 1 if success, 0 if failure
hexa_serializer: an hexa serializer object
value: value to pop (returned value)
Pops a color from the serializer object.
Return value: 1 if success, 0 if failure
Initializes the history system. Not initializing won't cause any segfault, but data will be inconsistent.
Return value: none.
msg: the message to register.
Registers a message in the history log, that is, adds it.
Return value: none.
timeout: the message age limit.
Get all the messages that are younger than timeout (in seconds).
Return value: a pointer on string pointers. May be NULL. Last pointer is NULL too, that's how you know the array is over.
history: the data to free
Frees a pointer returned by
lw6sys_history_get.Return value: none.
string: the string to convert
Used to force strings into UTF-8 mode, this is basically to match the TTF font settings used when displaying stuff on OpenGL. Indeed, in this case, the standard _ gettext function won't work, we need to force UTF-8 mode. If the locale is UTF-8, then function does nothing, but at least it's transparent usage won't hurt.
Returned value: a newly allocated string, always in UTF-8 no matter what the locale is.
Long 16-bit ID generator, calls the random function internally. As usual, those are not perfect random numbers, however the function implementation emphasizes more on 'real randomness' rather than relying on performance. Generating twice the same number should be fairly rare.
Long 32-bit ID generator, calls the random function internally. As usual, those are not perfect random numbers, however the function implementation emphasizes more on 'real randomness' rather than relying on performance. Generating twice the same number should be fairly rare.
Long 64-bit ID generator, calls the random function internally. As usual, those are not perfect random numbers, however the function implementation emphasizes more on 'real randomness' rather than relying on performance. Generating twice the same number should be fairly rare.
id_16: the id to check
Checks wether the given id is a valid 16-bit id.
Return value: 1 if OK, 0 if not a valid id.
id_32: the id to check
Checks wether the given id is a valid 32-bit id.
Return value: 1 if OK, 0 if not a valid id.
id_64: the id to check
Checks wether the given id is a valid 64-bit id.
Return value: 1 if OK, 0 if not a valid id.
id: the id to check
Checks wether the given id is a valid id (16, 32 or 64-bit).
Return value: 1 if OK, 0 if not a valid id.
id: the id to convert
Transform an id into its string representation. Error checking is done, if the id is invalid, returned value is NULL. All ids (16, 32 and 64-bit) are handled.
Return value: a newly allocated string, might be NULL.
id: the id to convert
Transform an id into a long integer. Error checking is done, if the id is invalid, returned value is 0. All ids (16, 32 and 64-bit) are handled.
Return value: the id as a long integer, 0 if incorrect source id.
keyword: the keyword to transform
Transforms a keyword into a "key", that is, removes all heading dashes, switches to lowercase, and other stuff. This is used internally to match options and config file parameters, for instance.
Return value: a newly allocated pointer, must be freed.
keyword: the keyword to transform
Transforms a keyword into a command-line parameter to be matched. Does the same as
lw6sys_keyword_as_key, and adds a "–" prefix.Return value: a newly allocated pointer, must be freed.
keyword: the keyword to transform
Transforms a keyword into the corresponding environment variable name. It will uppercase the name, replace "-" by "_", and add a "LW6_" prefix. "my-param" will become "LW6_MY_PARAM".
Return value: a newly allocated pointer, must be freed.
keyword: the keyword to transform
Transforms a keyword into the corresponding config file entry. In practice, just the same as
lw6sys_keyword_as_key.Return value: a newly allocated pointer, must be freed.
free_func: a callback which will be called on data when freeing the list
Creates an empty list. There's a difference between NULL and an empty list. The empty list would (in Scheme) be '() whereas NULL corresponds to undefined "is not a list and will generate errors if you ever call list functions on it".
Return value: a pointer to the created object, may be NULL.
list: the list to delete.
Delete a list, this will cascade delete all the following items in the list.
Return value: none.
list: the current position in the list
It's safer to call this rather than dig right into the internals of the list.
Return value: a new position in the list, may be NULL.
list: the list we want informations about
Checks wether the list is empty or not. Note that being empty and being NULL is not the same. An empty list is a valid pointer on a list where there's no item, a NULL pointer is not a list at all. Do *NOT* call this function on NULL.
Return value: 1 if empty, 0 if there is at list one item.
list: the list we want informations about
Calculates the length of the list. This is a performance killer for lists are inadapted to this. But it can still be usefull.
Return value: the number of elements, 0 is none (empty list).
list: the list where elements will be taken
func: the function which will be executed
func_data: additionnal data to be passed to
funcExecutes a function on all list items. The
func_dataparameter allows you to pass extra values to the function, such as a file handler or any variable which can not be inferred from list item values, and you of course do not want to make global... Not as convenient as a real "for each" construct as can be found in any modern langage, but does the job. No return value, if you really want one, pass a structure infunc_dataand modify something in it on success, failure, whatever.Return value: none.
list: a pointer to the list (pointer on pointer, read/write value)
data: the data to be pushed
Pushes data on the list. The
free_funcfunction is copied from the previous element. The pointer on the list is changed "in place" (in/out). Note that if there's amallocproblem it might end-up being NULL... This should be rare but it *can* happen. You cannot push something else than a pointer, pushing an int is a very bad idea. Push a pointer on the integer, and ensure it's always there, ormallocit and passlw6sys_free_callbackwhen creating the list. If you think you can cast an integer into a pointer, think 64-bit machines...Return value: none.
list: a pointer to the list (pointer on pointer, read/write value)
Pops data from the list, the returned value is what was passed to list_push. The pointer on the list is changed "in place" (in/out). When data is popped, that needs some freeing (i.e. free_func was not NULL when creating the list) then it's the responsibility of the caller to free it when popping it. One popped it's not freed, but it's out of the list scope. Of course the lw6sys_list_t is freed, but not the data. If you happen to store non-NULL data in your list, you can call this function without bothering calling
lw6sys_list_is_emptyand assume that when you get NULL, there's no data left. At this stage, the list won't exist anymore BTW, you won't even need to free it. The idea is: popping a list which has no elements left (empty list) destroys the list and returns NULL.Return value: a pointer on the popped data, whatever you pushed.
list: a pointer to the list (pointer on pointer, read/write value)
data: the data to be pushed
Pushes data on the list. The
free_funcfunction is copied from the previous element. The pointer on the list is changed "in place" (in/out). Note that if there's amallocproblem it might end-up being NULL... This should be rare but it *can* happen. You cannot push something else than a pointer, pushing an int is a very bad idea. Push a pointer on the integer, and ensure it's always there, ormallocit and passlw6sys_free_callbackwhen creating the list. If you think you can cast an integer into a pointer, think 64-bit machines...Return value: none.
list: a pointer to the list (pointer on pointer, read/write value)
Pops data from the list, the returned value is what was passed to list_push. The pointer on the list is changed "in place" (in/out). When data is popped, that needs some freeing (i.e. free_func was not NULL when creating the list) then it's the responsibility of the caller to free it when popping it. One popped it's not freed, but it's out of the list scope. Of course the lw6sys_list_t is freed, but not the data. If you happen to store non-NULL data in your list, you can call this function without bothering calling
lw6sys_list_is_emptyand assume that when you get NULL, there's no data left. At this stage, the list won't exist anymore BTW, you won't even need to free it. The idea is: popping a list which has no elements left (empty list) destroys the list and returns NULL.Return value: a pointer on the popped data, whatever you pushed.
list: the list to duplicate, can be NULL
dup_func: the function which will be called to duplicate data
Duplicates a list. All data will be copied so that if the first list is deleted, the duplicated one is fine. Addtionnally, dup_func will be called to filter all data, and possibly allocated new pointers if needed, for instance. If dup_func is NULL, then data values will simply be copied. This is likely to be usefull when data is not dynamically allocated.
Returned value: a newly allocated list.
filename: the name of the log file.
Sets up the log file. Until you call this function, messages all logged to the default log file, as returned by the
lw6sys_get_default_log_filefunction.Return value: void
filename: the name of the log file.
Clears the log file, this function would typically be called at the beginning of the program. If filename is NULL, then the default log file is cleared.
Return value: void
level_id: the log level to use. Possible values are, by order, LW6SYS_LOG_ERROR_ID (0), LW6SYS_LOG_WARNING_ID (1), LW6SYS_LOG_NOTICE_ID (2), LW6SYS_LOG_INFO_ID (3), LW6SYS_LOG_DEBUG_ID (4) and LW6SYS_LOG_TMP_ID (5).
file: the name of the source file where the function is called, one can use __FILE__
line: the line in the source file where the function is called, one can use __LINE__
fmt: a printf-like format string ...: printf-like arguments, corresponding to
fmt.This function is usually called with the first three arguments packed into a single macro. For instance the
LW6SYS_LOG_WARNINGmacro expands and fills the first 3 args, so there's no need to type __FILE__ and __LINE__ again and again. Note that this function will reset errno. The idea is to call it whenever there's something to do with errno (if you deal with errno, it's a good habit to log it) then errno is cleared so that it won't interfere with next log messages.
fmt: a printf-like format string ...: printf-like arguments, corresponding to
fmt.This function is a special log function which will dump informations on the console only, without opening any log file whatsoever. The idea is that it's a "never fail" function. Additionnally, it will never return but quit the program. This can be used as an ultimate emergency function, use it when the program won't run for sure, and displaying an immediate error message is the only issue.
level: the log level, integer between 0 & 4. 4 is very verbose (debug), 0 displays errors only.
y: the return value (position, may be NULL)
s: the return value (speed, may be NULL)
x: the x parameter, the value to iterate on
w: the width, that is, the x value after which output is constant
y1: the initial value, when v is s1 and x=0
y2: the target value, when v=0 and x>=w
s1: the initial speed, that is dy/dx at x=0
A function which can be used to implement smooth moving. It will extrapolate, for values of x>=0, an y position with a continuous derivate (dy/dx is continuous, function is 2nd order polynom) and which ends up at x=w with a constant value, that is dy/dx=v=0. Typically an item set with an initial speed of v with this function
x: x coordinate
y: y coordinate
This is a wrapper over the standard
atanfunction which will handle internally the special x == 0 case and the various positive/negative values ofxandy.Return value: the angle, in degrees
x: the parameter (typically a timestamp)
period: the period (typically something like 1000 milliseconds)
y1: the low value (heart at rest)
y2: the high value (when bumping)
A heartbeat function, typically usefull to power up eye-candy, but it could do something else.
x: the parameter (typically a timestamp)
period: the period (typically something like 1000 milliseconds)
This function will alternatively return 1 or 0, usefull to handle blinking for instance.
Return value: 0 or 1
size: number of bytes to allocate.
file: name of the file calling the function, use
__FILE__line: line in the file calling the function, use
__LINE__This is a wrapper over the standard
mallocfunction. Additionnally it will keep track of the call with an internal program-wide counter, thus enabling memory leak checks. You should not use this function directly but use the macroLW6SYS_MALLOCwhich has the same syntax, without the last two parameters, which are automatically provided by macro expansion.Return value: the newly allocated pointer. Data is not initialized.
size: number of bytes to allocate.
file: name of the file calling the function, use
__FILE__line: line in the file calling the function, use
__LINE__This is a wrapper over the standard
callocfunction. Additionnally it will keep track of the call with an internal program-wide counter, thus enabling memory leak checks. You should not use this function directly but use the macroLW6SYS_CALLOCwhich has the same syntax, without the last two parameters, which are automatically provided by macro expansion.Return value: the newly allocated pointer. Data is filled with zeros.
ptr: the pointer to reallocate.
size: number of bytes to allocate.
file: name of the file calling the function, use
__FILE__line: line in the file calling the function, use
__LINE__This is a wrapper over the standard
reallocfunction. You should not use this function directly but use the macroLW6SYS_REALLOCwhich has the same syntax, without the last two parameters, which are automatically provided by macro expansion.Return value: the newly allocated pointer.
ptr: the pointer to free.
file: name of the file calling the function, use
__FILE__line: line in the file calling the function, use
__LINE__This is a wrapper over the standard
freefunction. Additionnally it will keep track of the call with an internal program-wide counter, thus enabling memory leak checks. You should not use this function directly but use the macroLW6SYS_FREEwhich has the same syntax, without the last two parameters, which are automatically provided by macro expansion.Return value: none.
ptr: the pointer to free.
This is a callback to be used when the
lw6sys_freedoes not fit. A good example is a list, which, to free its elements, requires you to provide a callback that only takes 1 arg, the pointer to free. Problem,lw6sys_freetakes 3 args. And theLW6SYS_FREEmacro is not usable in such a context. And you can't use standardfreeeither for it would mess up themalloc/freeautomatical count which is so convenient to track memory leaks. So this callback is here, it's only drawback is that in case of an error, the error will not be reported with the real file and line parameters. It's still better than nothing.Return value: none.
Gives a raw approximation of available memory, in megabytes. Value is to be taken with distance, but it can give good hints when system is running short of ressources.
Return value: number of megabytes (physical memory) available.
Checks the endianess of the machine. PPC is big endian, for instance.
Return value: 1 if system is big endian, 0 if little endian.
Checks the endianess of the machine. x86 is little endian, for instance.
Return value: 1 if system is little endian, 0 if big endian.
Checks of common types and usefull structures, this is a debugging function which helps finding compiler strange behaviors and programmer's bad intuitions.
Return value: 1 if everything is OK, 0 if error.
Creates a mutex object.
Return value: newly allocated pointer.
mutex: the mutex to destroy.
Destroys a mutex object.
Return value: none.
mutex: the mutex to use
Locks the mutex. Note that this should never fail unless there's a serious initialization problem, instead, function will wait forever until mutex is released.
Return value: 1 if success, 0 if failure.
mutex: the mutex to use
Tries to locks the mutex. That is, tells wether mutex can be locked immediately or not. Note that this does not mean there's 100% chance next call to lock will terminated immediately, since lock can still be acquired by another thread.
Return value: 1 if mutex unlocked, 0 if locked or error.
mutex: the mutex to use
Unlocks a mutex.
Return value: 1 if sucess, 0 if error.
Returns how many mutexes have been locked since program start. Usefull for sanity checking when debugging.
Return value: number of calls to lock
Returns how many mutexes have been unlocked since program start. Usefull for sanity checking when debugging.
Return value: number of calls to unlock
Checks wether unlock has been called as many times as lock. Usefull for sanity checking when debugging.
Return value: 1 if OK, 0 if inconsistency.
Function which returns always true, that is, something different than 0.
Function which returns always false, that is, 0. This can seem totally useless but it does have some utility. It's used for instance to "fool" the compiler and force it to compile and link functions in binaries, so that, afterwards, dynamically loaded .so files can find in the main binary some functions which would otherwise be stripped during the final link.
Returns the default user directory. Note that this value is not static, it can depend, for instance, of the environment variable
HOME.Return value: a newly allocated string.
Returns the default config file. Note that this value is not static, it can depend, for instance, of the environment variable
HOME.Return value: a newly allocated string.
Returns the default log file. Note that this value is not static, it can depend, for instance, of the environment variable
HOME.Return value: a newly allocated string.
Returns the default prefix, could be /usr/local for instance.
Return value: a newly allocated string.
Returns the default module directory (dynamically loaded libraries).
Return value: a newly allocated string.
Returns the default data directory.
Return value: a newly allocated string.
Returns the default map directory.
Return value: a newly allocated string.
Returns the default map path, which can be composed of several directories.
Return value: a newly allocated string.
Returns the default script file.
Return value: a newly allocated string.
Logs all default values to log file. Usefull for debugging, to know where the program is searching for its informations.
Returns the current working directory (absolute path).
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the binary directory, that is, the directory the binary is stored in. This is calculated dynamically, by interpreting command-line arguments.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the user dir, taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the config file, taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the log file, taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the prefix, taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the mod dir (modules, shared .so), taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the data dir, taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the map dir, taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the map path, taking in account command-line and environment variables. However config file content has no impact on the result. Map path can contain several directories.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainReturns the script file, taking in account command-line and environment variables. However config file content has no impact on the result.
Return value: a newly allocated string.
argc: argc, number of arguments, as given to
mainargv: argv, pointer to arguments, as given to
mainLogs all the main options values which are not config-file dependant but depend on built-in defaults, command-line arguments and environment variables. Usefull to debug and know where the program is searching for things.
filename: the file to test
Tests the existence of a file on the filesystem. File is considered to exists if it's at least readable.
Return value: 1 if OK, 0 if file doesn't exist or can't be read.
dirname: the directory to test
Tests the existence of a directory on the filesystem.
Return value: 1 if OK, 0 if directory doesn't exist.
dirname: the directory to create
Creates a directory, performing sanity checks such as verifying the directory really exists after being created.
Return value: 1 if OK, 0 if error.
dirname: the directory to create
Creates a directory like
lw6sys_create_dirbut this function is silent in the sense that it won't log any error. Usefull to create the log directory itself, for instance, and avoid infinite loops on error.Return value: 1 if OK, 0 if error.
path: a path
Adds a slash, or in a general manner, a directory separator, at the end of a path, if needed. So /foo/bar will become /foo/bar/ but /bar/foo/ will remain /bar/foo/.
Return value: a newly allocated string, must be freed.
path: a path
Strips the slash, or in a general manner, the directory separator, at the end of a path, if needed. So /foo/bar/ will become /foo/bar but /bar/foo will remain /bar/foo.
Return value: a newly allocated string, must be freed.
path1: left part of the path
path2: right part of the path
Concatenates 2 parts of a path. Function will try to avoid stupid "double-slash" when concatenating /foo/ with /bar/ and conversely insert a directory separator when concatenating /foo with bar/.
Return value: a newly allocated string, must be freed.
path: a path
Splits a path into all its parts. For instance /boo/bar/foo2/bar2 returns a 4 elements list. This is more than a plain split, for heading and tailing slashes will be ignored, and various path separators will be interpreted (depends on platform).
Return value: a list containing 0-terminated strings.
path: a path
Checks wether a path is relative or absolute.
Return value: 1 if relative, 0 if absolute.
path: a path
Checks wether a path is "." or not. Will also trap "" and "./".
Return value: 1 if relative, 0 if absolute.
path: a path
Returns the parent path. That will return /foo when given /foo/bar in input.
Return value: a newly allocated string, must be freed.
path: a path
Given the ../foo/bar path, will return foo/bar. Usefull to get rid of heading ../ when a path is known to start with it.
Return value: a newly allocated string, must be freed.
path: a path
Given the ../foo/bar path, will return foo/bar. Usefull to get rid of heading ../ when a path is known to start with it. This is different from
lw6sys_path_unparentjust because the result is not dynamically allocated and copied from source.Return value: a pointer which points somewhere within the string passed as an argument.
f: file to output content to
Prints a standard Liquid War compliant XML header in the given file.
Return value: none.
f: file to output content to
Prints a standard Liquid War 6 compliant XML footer in the given file.
Return value: none.
verbose: wether to display informations on the console
Checks wether Google Profiler support has been built, and if it's set, outputs the log file. If CPUPROFILE is defined but binary has no support for it, will display a warning message.
Return value: 1 if google profile enabled and activated, 0 if not
progress: the progress struct to initialize
value: the value to point to
Sets a progress struct to default values, that is, ranging from 0.0f to 1.0f.
Return value: none.
progress: the progress struct to update
min: the min value
max: the max value
value: the current value
Updates a progress struct. This is typically the function used by a callback to show the progress of a process. Note that this is note an initializer. Rather, the progress struct was initialized before, and this call is done in a loop with min being 0, max being the last value in the loop, and value the current index in the loop. NULL pointers correctly handled internally, so call this with any parameters, it's safe.
Return value: none.
progress1: the first part of the splitted progress progress2: the second part of the splitted progress progress_src: the progress to split
Utility function to split a progress struct, that is, if a progress was ranging from a to b, make 2 progress structs, ranging from a to c and from c to b, c being between a and b.
Return value: none
progress1: the first part of the splitted progress progress2: the second part of the splitted progress progress3: the third part of the splitted progress progress_src: the progress to split
Utility function to split a progress struct, this one will split it into 3 equal parts.
Return value: none
progress1: the first part of the splitted progress progress2: the second part of the splitted progress progress3: the third part of the splitted progress progress4: the fourth part of the splitted progress progress_src: the progress to split
Utility function to split a progress struct, this one will split it into 4 equal parts.
Return value: none
progress1: the first part of the splitted progress progress2: the second part of the splitted progress progress3: the third part of the splitted progress progress4: the fourth part of the splitted progress progress5: the fourth part of the splitted progress progress_src: the progress to split
Utility function to split a progress struct, this one will split it into 5 equal parts.
Return value: none
progress: the progress to update
Sets the progress to its min value, NULL values correctly handled.
Return value: none
progress: the progress to update
Sets the progress to the average between min and max, NULL values correctly handled.
Return value: none
progress: the progress to update
Sets the progress to its max value, NULL values correctly handled.
Return value: none
range: the high limit for random generated numbers. If you want random numbers between 0 and 5, set this to 6.
Wrapper over standard random function. This one is thread safe. This idea is not to provide cryptographic-proof random numbers, rather generate sequences which are random enough to generate unique server ids and such things. The function is initialized on its first call, and results depend on timestamp, host name, user name, and memory available.
min: the min value, as a float
max: the max value, as a float
Returns a random float number between min & max. Can be equal to min or max.
Function used to avoid initializing SDL several times in a program. AFAIK Allegro has a
was_initfunction, but SDL doesn't. With this function - which every LW6 sub-module should use - one can know globally, for the whole program, wether SDL has been initialized or not.
Call this whenever you are done with SDL and exit it, so that the
lw6sys_sdl_registerfunction works correctly.Return value: 1 if SDL needs to be unregistered, that is, if it has already been initialized, else 0.
data: pointer to the data, must contain at least 8 bytes of writable space
value: the integer to serialize
Serializes a 64-bit integer in a byte buffer. Result is not dependant on machine endianess. Typically used for checksums or high-level serializations.
data: pointer to the data, must contain at least 8 bytes
Recovers a 64-bit integer from a byte buffer created, for instance, with
lw6sys_serialize_int64.
data: pointer to the data, must contain at least 4 bytes of writable space
value: the integer to serialize
Serializes a 32-bit integer in a byte buffer. Result is not dependant on machine endianess. Typically used for checksums or high-level serializations.
data: pointer to the data, must contain at least 4 bytes
Recovers a 32-bit integer from a byte buffer created, for instance, with
lw6sys_serialize_int32.
data: pointer to the data, must contain at least 2 bytes of writable space
value: the integer to serialize
Serializes a 16-bit integer in a byte buffer. Result is not dependant on machine endianess. Typically used for checksums or high-level serializations.
data: pointer to the data, must contain at least 2 bytes
Recovers a 16-bit integer from a byte buffer created, for instance, with
lw6sys_serialize_int16.
shape: the dimensions to control
min_wh: the min value for w and h
max_wh: the max value for w and h
max_d: the max value for d
Will check wether the given shape respects some basic constraints, being not to small and not too big.
Return value: 1 if OK, 0 if not.
shape: the boundary box
pos: the position
Checks wether position is within the given boundary box.
Return value: 1 if OK, 0 if not.
shape_a: the first shape to compare
shape_b: the other shape to compare
Compares two shapes.
Return value: 1 if same, 0 if not.
list_a: pointer to a list of int item
list_b: pointer to a list of int item
A typicall sort callback function, can be passed to
lw6sys_sortto sort a list of integers.Return value: -1 if
list_a<list_b, 0 iflist_a==list_b, 1 iflist_a>list_b
list_a: pointer to a list of int item
list_b: pointer to a list of int item
A typicall sort callback function, can be passed to
lw6sys_sortto sort a list of integers. This one will sort in reverse mode.Return value: 1 if
list_a<list_b, 0 iflist_a==list_b, -1 iflist_a>list_b
list_a: pointer to a list of float item
list_b: pointer to a list of float item
A typicall sort callback function, can be passed to
lw6sys_sortto sort a list of floating point numbers.Return value: -1 if
list_a<list_b, 0 iflist_a==list_b, 1 iflist_a>list_b
list_a: pointer to a list of float item
list_b: pointer to a list of float item
A typicall sort callback function, can be passed to
lw6sys_sortto sort a list of floating point numbers. This one will sort in reverse mode.Return value: 1 if
list_a<list_b, 0 iflist_a==list_b, -1 iflist_a>list_b
list_a: pointer to a list of string item
list_b: pointer to a list of string item
A typicall sort callback function, can be passed to
lw6sys_sortto sort a list of 0-terminated strings.Return value: -1 if
list_a<list_b, 0 iflist_a==list_b, 1 iflist_a>list_b
list_a: pointer to a list of string item
list_b: pointer to a list of string item
A typicall sort callback function, can be passed to
lw6sys_sortto sort a list of 0-terminated strings. This one will sort in reverse mode.Return value: 1 if
list_a<list_b, 0 iflist_a==list_b, -1 iflist_a>list_b
list: the list to sort, might be modified by the function
sort_func: the callback function used to sort
A general sorting function. Internally, will use the glibc
qsortfunction, but this one is adapted to the LW6 specific data structures, more exactly, thelw6sys_liststructure. Several default sort callbacks are defined, but one is free to use any callback, provided it has the right prototype.
Creates a spinlock object.
Return value: newly allocated pointer.
spinlock: the spinlock to destroy.
Destroys a spinlock object.
Return value: none.
spinlock: the spinlock to use
Locks the spinlock. Note that this should never fail unless there's a serious initialization problem, instead, function will wait forever until spinlock is released.
Return value: 1 if success, 0 if failure.
spinlock: the spinlock to use
Tries to locks the spinlock. That is, tells wether spinlock can be locked immediately or not. Note that this does not mean there's 100% chance next call to lock will terminated immediately, since lock can still be acquired by another thread.
Return value: 1 if spinlock unlocked, 0 if locked or error.
spinlock: the spinlock to use
Unlocks a spinlock.
Return value: 1 if sucess, 0 if error.
src: the string to copy
Duplicate a string, creating a new pointer on it, which must be freed afterwards. The main difference with
strdupis that here we use the LW6SYS_MALLOC macro to track down possible memory leaks.Return value: a newly allocated pointer, must be freed.
str1: the left part to be concatenated
str2: the right part to be concatenated
Concatenate 2 strings, and put the result in a newly allocated string. Unlike
strcatwhich uses the same pointer.Return value: a newly allocated pointer, must be freed.
fmt: a format string, like the one you would pass to
printf...: optional arguments, like the ones you would pass toprintfAn sprintf like function, except it allocates a new string automatically, with "enough space". This is not a highly optimized function, it will allocate plenty of memory, possibly several times, and thus consume time and resources. But it has the great advantage of freeing the programmer of the dirty work of guessing "how log will the sprintf'ed string be?" before even generating it. So it's a time saver for the programmer. Additionnally, helps avoiding memory leaks and buffer overflows.
Return value: a new allocated string, must be freed.
str: the string to test
Tests wether a string is blank, that is, if it's composed of space, tabs, or carriage returns only.
Return value: 1 if blank, 0 if not.
str_a: 1st string to compare, can be NULL
str_b: 2nd string to compare, can be NULL
Compares two strings for equality. Difference with strcmp is that this one won't check for alphabetical order and return -1 or +1, but will check for NULL args. of space, tabs, or carriage returns only.
Return value: 1 if same, 0 if not.
str_ptr: a pointer to a string pointer (read/write parameter).
Skips blanks at the beginning of a string. The passed parameter is modifed in place. Usefull for parsing.
Return value: 1 if blanks were found, else 0.
str: a pointer to the string, which will be modified in-place.
Used to clean up some strings, for instance if they come from the network, we don't necessarly want system chars to be displayed on the console. Basically it removes all characters with an ASCII code inferior to 32, that is, all system characters. This way, there won't be any tab, linefeed, or any of such characters left.
Return value: none.
str: a pointer to the string we want to modify
prefix: a prefix to put before each line
Reformats a string, that is, insert newline characters in the right places to that it fits in a given number of columns. A prefix is appended at the beginning of each line. Will not handle strings which already contain newline characters perfectly.
Return value: a newly allocated string, must be freed.
Returns the value of EOL, that is, the "end of line" sequence. Will simply return "\n" on UNIX and "\r\n" on Microsoft platforms. Note that while this is convenient to write config and example files, for instance, it's a bad idea to use this to generate network messages, because this kind of message needs to be platform independant. Thus any network protocol oriented string would use chr(10) and char(13) directly.
Return value: the EOL string, must not be freed.
str: a string
c: the delimiter to split with
Splits a string, for instance 'foo,bar' splited with 'o' will return 'f', ” and ',bar'.
Return value: a list containing 0-terminated strings.
str: a string
c: the delimiter to split with
Splits a string, ignoring empty '0-length' members. For instance 'foo,bar' splited with 'o' will return 'f' and ',bar'.
Return value: a list containing 0-terminated strings.
Runs the
sysmodule test suite, testing most (if not all...) functions. Note that some tests perform file system operations and might therefore fail on a read-only filesystem, or if user permissions are not sufficient.Return value: 1 if test is successfull, 0 on error.
callback_func: the main callback, the function that will run the thread
callback_join: function which will be called when joining, at the end
callback_data: data which will be passed to the callback
Creates a thread. All threads must be joined. This is because we really do not want the game to leak, and detached threads are typically the kind of thing that leaves stuff in the heap. Note that callback_func is just something which will be called when joining it can be NULL. The idea is to put in it free & delete functions, which you can't call before joining when you want the main thread to get the results of the callback_func.
Return value: an opaque pointer on the thread. Can be NULL if failed.
thread_handler: thread to work on
Tells wether the callback is done, that is to say, wether the results are available, and we can join.
Return value: 1 if done, else 0.
thread_handler: thread to query
Returns the id of the thread, this is an internal value, unique for each process, which can help identifying the thread.
Return value: the id, should be >0.
thread_handler: thread to query
Returns the data associated to the thread, that is, the pointer which was passed to the callback function.
Return value: a pointer.
thread_handler: thread to end
Joins the thread, that's to say wait until the thread is over, and destroys the ressources associated to it. Note that if the thread is looping forever, this function will just wait forever. This is the only way to end a thread.
Return value: none.
Utility function used to check how many threads where created and joined.
Return value: how many threads were created.
Utility function used to check how many threads where created and joined.
Return value: how many threads were joined.
Utility function used to check how many threads where created and joined. This one will compare the results of
lw6sys_get_thread_create_countandlw6sys_get_thread_join_count.Return value: 1 if both are equals, 0 if not (error...).
Returns a 64-bit timestamp, for general purpose. The unit is milliseconds, should return the number of milliseconds since EPOCH. Don't use this for accurate date handling, but rather to technical stamp events.
Return value: the timestamp.
Returns the number of milliseconds since program was started. Milliseconds are often referred to as 'ticks'.
Return value: the number of milliseconds (64-bit)
timestamp: the timestamp in msec since EPOCH (output), can be NULL
uptime: the uptime in msec since startup (output), can be NULL
Returns timestamp & uptime with only one system call.
Return value: none (parameters modified).
seconds: the number of seconds to wait, fractions allowed
Will sleep for the given amount of seconds. Same as
lw6sys_delayonly input is provided as a floating number of seconds instead of ticks.
msec: the number of milliseconds (ticks) to wait
Will sleep for the given amount of seconds. Provides accurate timing and has "about-millisecond" precision, since it uses
selectinternally. Might however be interrupted in some cases, so consider function can always return quicker than specified. A common usage of this function is polling loops, where you don't care if 2 polls are very close, but simply want to avoid polling continuously, therefore consumming 100% of the CPU for nothing.
Will sleep for a minimal amount of time, just giving the OS a chance to let other threads/processes execute themselves. This can make a big difference in polling loops between a process that eats 100% CPU and a process that has a very moderate load. of ticks.
callback_func: the main callback, the function that will run the thread
callback_join: function which will be called when joining, at the end
callback_data: data which will be passed to the callback
This function is similar to
lw6sys_thread_create, but it's dedicated to creating a unique (one per process only) thread, which, in turn, will be able to run commands in the main thread itself. This is a hack to allow apparently spawned child threads to be actually handled by main. This is because some libraries, which LW6 uses in threads, need to be actually called in the main thread. SDL, for instance. Note that after running this you loose control on the main thread, this one will only wait for possible commands from the spawned thread, typically sent with thelw6sys_vthread_createfunction.Return value: 1 on success, 0 on failure.
Returns true if
lw6sys_vthread_runhas been called. Note that this is not bullet proof, it will return true in a correct manner only if you call it from the vthread itself. In practise this shouldn't be a problem, the idea is just to write portable code for the main control thread and be able to decide on the fly wether to create a thread we should prefer thelw6sys_thread_createor its equivalent thelw6sys_vthread_createfunction.Return value: 1 on success, 0 on failure.
callback_func: the main callback, the function that will run the thread
callback_join: function which will be called when joining, at the end
callback_data: data which will be passed to the callback
The equivalent of
lw6sys_thread_createbut for the vthread infrastructure. The idea is to pretend firing a spawned thread, but in fact it's the main thread that runs the code. This function must imperatively be called within thelw6sys_vthread_runfunction, else it will fail or be buggy.Return value: 1 on success, 0 on failure.
The equivalent of
lw6sys_thread_joinbut for the vthread infrastructure. The idea is to pretend firing a spawned thread, but in fact it's the main thread that runs the code. This function must imperatively be called within thelw6sys_vthread_runfunction, else it will fail or be buggy.Return value: none.
sleep: how many seconds to wait between every poll
Creates a new loader. This object is used to do some reputed slow calculus in the background, in a separated thread. Typical example is map loading. This is a high-level objects which encapsulates threads and other wizardry.
Return value: a pointer to the loader, NULL if failed.
loader: the loader to free.
Deletes a loader. Will automatically stop the child thread, free data, and so on.
Return value: none.
loader: the loader to represent.
Creates a string which briefly describes the loader.
Return value: a dynamically allocated pointer, must be freed.
loader: the loader to query.
Returns the current stage of the loader.
Return value: 0 if idle, 1 if loading the map from disk, 2 if build dynamic stuff such as game_state.
Here's my .plan file, which describes what I (Christian Mauduit) have planned for Liquid War 6. There's no garantee that what's written here is a precise description of the real future, however it should give a good idea of what I have in mind.
Note that the information here was written in summer 2005, it might or not be accurate now, as the main reason for plans to exist is that people never follow them. I'm no exception.
Liquid War 6 will be an almost complete rewrite. I mean that common code between branches 5 and 6 might end up in representing 0% of the total code. I think this is a wise decision, for the current code is really hard to maintain, and would not survive any serious cleanup. LW5 was first written in 1998, for DOS, when I had much less experience in programming. In 7 years I - and other people as well - hacked major enhancements in it such as cross-platform support, network games, and if you compare release 5.0 with the latest 5.x.x release, you'll see that a bunch of things have changed. I had never expected I would patch and fix this game for so long, and it's no surprise that it's bloated today.
FYI, here's a list of what makes LW5 unsuitable for major improvements without a complete rewrite:
Liquid War 6 will use a different technical framework than Liquid War 5.
It happens that coding a large project in pure C is a waist of time, if possible at all.
If one applies the standard 80/20 rule to a computer game, one might state that 80% of the code eat up 20% of the CPU and the other 20% of the code eat up 80% of the CPU, the former being high-level glue code and the latter being low-level algorithmic code.
With Liquid War, one could speak of the 99/01 rule. I mean that 99% of the CPU time concerns only 1% of the code, and vice-versa. Basically, Liquid War has a very CPU-greedy core algorithm, still spends a fair amount of CPU displaying stuff (but this is delegated to the low-level game programming library) and the rest is totally unsignificant, in terms of CPU. Point is this "rest" represents the vast majority of the code, and also represents the very same buggy code I spend nights to patch on Liquid War 5. I'm talking about network code, GUI, and other high-level glue-code which are currently being written in C.
This idea is to write all this in a convenient scripting language. There won't be any impact on performances. I can't garantee Liquid War 6 will be blazingly fast, but for sure it won't be the scripting language fault. And of course if, as in Liquid War 3 and 5, I feel the need to implement some stuff in assembly for performances issues, I will do it.
We end up with a multi-language architecture: script + C + assembly.
My guess is that I'll use Scheme as an extension language. Python would be a good choice too. Let's say I'll give Scheme a chance, and if it's really not adapted, I'll switch back to Python. The point is that today I know Python and don't really know Scheme, but, well, it's always a pleasure for me to learn new things. It's fun.
So what is planned today is that Liquid War 6 will be a Scheme program, which will call callbacks functions written in C and/or assembly. These functions will do all the low-level time consuming algorithmic and graphical stuff. The rest of the code being entirely scripted.
Liquid War is not a 3D game, so why use OpenGL?
This choice implies that I won't use Allegro anymore. Allegro stays a very convenient library and I would recommend it for it's excellent, easy to learn, powerfull, and stable. But for the needs of Liquid War 6 I'll use something else (because of OpenGL). I first thought of using GLUT but I might end up simply using SDL. The idea is just fo have an OpenGL wrapper which sets up OpenGL in a similar manner on all platforms, and handles basic things such as mouse or keyboard.
I've got two excellent books on Csound, and the will to learn how to use this tool.
I'll probably use Csound for a number of things, ranging from "bubbling sounds" to full blown music. Stay tuned 8-)
Of course Liquid War 6 will look nicer than Liquid War 5, blah blah blah. What do you think?
Maybe I'll try to use some OpenGL features to make it possible to play on a ball, on a Moebius ring, or other fancy things. I have zillion of ideas, future will decide which ones will be implemented first.
To make it clear, visual enhancements aren't my top-level priority. However I'll try and make room for these enhancements, and prepare the terrain correctly. So it's possible that the first releases of Liquid War 6 won't be that much better than Liquid War 5, but at least Liquid War 6 will have the possibility to evolve. Something Liquid War 5 doesn't have.
There are many things that could be done easily:
As for graphical improvements, this is not my top-level priority. Simply, I'll make the game ready-to-improve. Again, all these enhancements are very hard to code in Liquid War 5, else I would already have coded them. Network enhancements
That's my top-level prioriry.
Why is that? Well, think of Liquid War in terms of "what makes it a good game?" and "what makes it a poor game?".
It's a good game because:
It's a poor game because:
For the ugliness, well, OpenGL and some artwork should make it. But for the network, what's the real problem?
The real problem is that in the current situation, the server needs to have all "keystrokes" before doing anything, and all players must be connected before a game starts. Here's what I plan to do to fix this:
This third point will be the real enhancement of Liquid War with version 6. It's one of the very points which drives me to rewrite it completely. First because it's impossible to implement it without some heavy work. Then because I find it very motivating.
Many gamers submitted suggestions, either by mail or by posting messages on the mailing list.
Don't worry, I keep them. Not reading them here does not mean I won't implement them. It simply means I won't implement them first. I first need the game basically function before enhancing it with fancy stuff.
As I stated on the mailing list, when thinking about Liquid War 6, think of years rather than months (unless I get fired, jobless, or spend several months in a hospital with a laptop).
Note that this road map takes it for granted that I'll be the lone coder on the project. It's unlikely that someone is going to help me for the first stages, until there's at least something real, something playable. Something that proves that the concept is valid. Besides, (real) team work implies a significant overhead, especially at project start. It's hard to figure out how to distribute tasks when the tasks themselves are not clearly identified. But for the rest (starting in 2007 or 2008), it's possible that external help might greatly... ...help!
Quoting Gavin: “I wrote a liquid war fanfic some time ago [...] I wrote it after a friend claimed that there wasn't any liquid war fanfic because it wasn't possible.”
So here it is, a Liquid War fanfic. It was initially written for Liquid War 5, but applies to Liquid War 6 as well. Enjoy!
...
The General presided over his massing army in his seat, or rather hovering ring, of power. It dipped slightly as he flew low over his troops marching through the viscous marsh-like terrain. They were like children: obedient, loyal, and they ate a lot.
Glancing at the status panel mounted in front of him he grimaced; the other five armies: Yellow, Green, Orange, Turquoise, and, of course, Red, were also readying armies of a similar size to his own. His violet clones would have to fight hard and eat well to win this day.
Today would not be a battle of luck, the General mused, it would be a battle of tactics, of alliances, and of betrayal. Every clone was identical - that was the general idea behind clones - and the terrain seemed strangely symmetrical; it would not give advantage to any of the six armies amassed today. Glancing at the hologram of the battlefield projected in front of him the General noted that he would have to move quickly, Orange and Yellow were too close for comfort, though fortunately Baron Red's army of eponymous coloured clones was the furthest.
General Violet's fingertips were sweaty even before they touched the four main control keys in front of him. They were labeled 'W', 'A', 'D', and, of course, the full retreat button - very useful for misleading foes and ambushing them as they pursued - 'S'. The keys were arrange in a roughly equilateral triangular pattern; with 'S' forming the base and being adjacent to both 'A' and 'D', 'W' formed the tip of the triangle.
A long breath left his parched lips as at last he made his move.
...
“Dammit!” he screamed moments later. He had misjudged Captain Yellow and Commander Orange; he had expected one at least to attack immediately, one he could have handled. They were working together - foiling his attempt to shoot between them to near the center of the battlefield to gain a better vantage point. Yellow had shot down towards him, cutting off his advance, and now Orange had sealed his escape route. “It's not over yet” muttered the General. He opened a voice channel with Commander Orange:
“Very clever. Flawed, but still clever.”
“Flawed?” came the reply.
“Yes flawed, when the good Captain is finished devouring my army who do you think he will turn to next?”, bluffed the General - his hands worked quickly as he manoeuvred his hovering control ring, all that his troops ever saw of him, carefully towards the weakest section of his attackers. If he could just break out a few units he could soon turn the tide against both Yellow and Orange.
“We have an alliance...” Orange's voice was unsure now.
Time for some sarcasm to through her even more off balance, thought the General,
“I gathered”, he spoke softly, slowly, and with too much meaning. Then closing the channel he turned his attention back to his escape.
...
“Yes!” wooped the ecstatic figure of the General. Fifty or so of his troops had broken free undetected and were even now working their way cautiously towards the camps of the Yellow army, only the front lines were still actively fighting; this opening gambit of Yellow and Orange had turned into a stale siege and Yellow's army had pitched tent.
General Violet steered his hovering guidance ring to the center of the Yellow camp. His troops struck, both those who had got behind the lines and those who were still besieged. Yellow reacted too slowly and suddenly found that her army, was shrinking back from the onslaught. There was nowhere to run to, and bye now her only ally - Commander Orange - had abandoned her to her fate; he was too busy engaging Sir. Turquoise, who had managed to escape from the slaughter that the Baron had caused to the Turquoise ranks and was even now valiantly attacking the flanks of the Orange troops.
A glance at the status panel showed that Yellow's life force was fading quickly: 8%, 3%, 1%, Gone.
The General smiled, he always enjoyed getting the first kill, and by now his armies life force had grown and his clones had replicated. With his, now, formidable fighting force it was no problem to engulf both Sir. Turquoise and Commander Orange's brawling armies and annihilate them. Once again his army grew in size and power. Now if only the Baron didn't notice that..., thought the General.
...
“Too late!” yelped the General, now thrown into panic, as he saw the approaching Baron. His army had also grown in size and power - having fatally injured the Turquoise army within the opening moments of the battle, and having finally managed to catch the elusive fleeing form of, or what remained of, Emperor Green.
Gripping the controls harder the General thought quickly, his army doesn't so completely outnumber me that this is already over, however unless I can cause him to make a mistake that allows me to take the upper hand then I will inevitably lose. Maybe I can...
This thought was terminated and replaced by another as the Baron's angry red troops broke through the undergrowth that had covered their movements and started to surround the General's army. The thought that now throbbed through the panic-stricken mind of General Violet was simply 'Run!'.
Even as he signaled the retreat and made for what seemed to be the only possible means of escape the Baron's blood red control ring appeared at the opening. The General knew it was over, even before the host of red beings appeared at the opening.
There was no escape. His life force was almost depleted and he was surrounded. Then it was that the Baron decided to communicate:
“Too bad. It was a good game”
The General blinked, gaped, and was generally gobsmacked. Just before his life force completely failed and his own weary eyes closed in defeat he snarled,
“What!? This is not a game!” were the General's dying words.
This section lists various Internet Liquid War related links.
Copyright © 2007 Free Software Foundation, Inc. http://fsf.org/
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To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
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The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
All rights granted under this License are granted for the term of copyright on the Program, and are irrevocable provided the stated conditions are met. This License explicitly affirms your unlimited permission to run the unmodified Program. The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey, without conditions so long as your license otherwise remains in force. You may convey covered works to others for the sole purpose of having them make modifications exclusively for you, or provide you with facilities for running those works, provided that you comply with the terms of this License in conveying all material for which you do not control copyright. Those thus making or running the covered works for you must do so exclusively on your behalf, under your direction and control, on terms that prohibit them from making any copies of your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the conditions stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
No covered work shall be deemed part of an effective technological measure under any applicable law fulfilling obligations under article 11 of the WIPO copyright treaty adopted on 20 December 1996, or similar laws prohibiting or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to forbid circumvention of technological measures to the extent such circumvention is effected by exercising rights under this License with respect to the covered work, and you disclaim any intention to limit operation or modification of the work as a means of enforcing, against the work's users, your or third parties' legal rights to forbid circumvention of technological measures.
You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee.
You may convey a work based on the Program, or the modifications to produce it from the Program, in the form of source code under the terms of section 4, provided that you also meet all of these conditions:
A compilation of a covered work with other separate and independent works, which are not by their nature extensions of the covered work, and which are not combined with it such as to form a larger program, in or on a volume of a storage or distribution medium, is called an “aggregate” if the compilation and its resulting copyright are not used to limit the access or legal rights of the compilation's users beyond what the individual works permit. Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate.
You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
A separable portion of the object code, whose source code is excluded from the Corresponding Source as a System Library, need not be included in conveying the object code work.
A “User Product” is either (1) a “consumer product”, which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling. In determining whether a product is a consumer product, doubtful cases shall be resolved in favor of coverage. For a particular product received by a particular user, “normally used” refers to a typical or common use of that class of product, regardless of the status of the particular user or of the way in which the particular user actually uses, or expects or is expected to use, the product. A product is a consumer product regardless of whether the product has substantial commercial, industrial or non-consumer uses, unless such uses represent the only significant mode of use of the product.
“Installation Information” for a User Product means any methods, procedures, authorization keys, or other information required to install and execute modified versions of a covered work in that User Product from a modified version of its Corresponding Source. The information must suffice to ensure that the continued functioning of the modified object code is in no case prevented or interfered with solely because modification has been made.
If you convey an object code work under this section in, or with, or specifically for use in, a User Product, and the conveying occurs as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized), the Corresponding Source conveyed under this section must be accompanied by the Installation Information. But this requirement does not apply if neither you nor any third party retains the ability to install modified object code on the User Product (for example, the work has been installed in ROM).
The requirement to provide Installation Information does not include a requirement to continue to provide support service, warranty, or updates for a work that has been modified or installed by the recipient, or for the User Product in which it has been modified or installed. Access to a network may be denied when the modification itself materially and adversely affects the operation of the network or violates the rules and protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided, in accord with this section must be in a format that is publicly documented (and with an implementation available to the public in source code form), and must require no special password or key for unpacking, reading or copying.
“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place additional permissions on material, added by you to a covered work, for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms:
All other non-permissive additional terms are considered “further restrictions” within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way.
You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice.
Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10.
You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License.
An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it.
A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version.
In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
one line to give the program's name and a brief idea of what it does.
Copyright (C) year name of author
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or (at
your option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see http://www.gnu.org/licenses/.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
program Copyright (C) year name of author
This program comes with ABSOLUTELY NO WARRANTY; for details type ‘show w’.
This is free software, and you are welcome to redistribute it
under certain conditions; type ‘show c’ for details.
The hypothetical commands ‘show w’ and ‘show c’ should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see http://www.gnu.org/licenses/.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read http://www.gnu.org/philosophy/why-not-lgpl.html.
Copyright © 2000, 2001, 2002, 2007, 2008 Free Software Foundation, Inc.
http://fsf.org/
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
The purpose of this License is to make a manual, textbook, or other functional and useful document free in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others.
This License is a kind of “copyleft”, which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software.
We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.
This License applies to any manual or other work, in any medium, that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. Such a notice grants a world-wide, royalty-free license, unlimited in duration, to use that work under the conditions stated herein. The “Document”, below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as “you”. You accept the license if you copy, modify or distribute the work in a way requiring permission under copyright law.
A “Modified Version” of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language.
A “Secondary Section” is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (Thus, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any mathematics.) The relationship could be a matter of historical connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them.
The “Invariant Sections” are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License. If a section does not fit the above definition of Secondary then it is not allowed to be designated as Invariant. The Document may contain zero Invariant Sections. If the Document does not identify any Invariant Sections then there are none.
The “Cover Texts” are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts, in the notice that says that the Document is released under this License. A Front-Cover Text may be at most 5 words, and a Back-Cover Text may be at most 25 words.
A “Transparent” copy of the Document means a machine-readable copy, represented in a format whose specification is available to the general public, that is suitable for revising the document straightforwardly with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format whose markup, or absence of markup, has been arranged to thwart or discourage subsequent modification by readers is not Transparent. An image format is not Transparent if used for any substantial amount of text. A copy that is not “Transparent” is called “Opaque”.
Examples of suitable formats for Transparent copies include plain ascii without markup, Texinfo input format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple HTML, PostScript or PDF designed for human modification. Examples of transparent image formats include PNG, XCF and JPG. Opaque formats include proprietary formats that can be read and edited only by proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally available, and the machine-generated HTML, PostScript or PDF produced by some word processors for output purposes only.
The “Title Page” means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, “Title Page” means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text.
The “publisher” means any person or entity that distributes copies of the Document to the public.
A section “Entitled XYZ” means a named subunit of the Document whose title either is precisely XYZ or contains XYZ in parentheses following text that translates XYZ in another language. (Here XYZ stands for a specific section name mentioned below, such as “Acknowledgements”, “Dedications”, “Endorsements”, or “History”.) To “Preserve the Title” of such a section when you modify the Document means that it remains a section “Entitled XYZ” according to this definition.
The Document may include Warranty Disclaimers next to the notice which states that this License applies to the Document. These Warranty Disclaimers are considered to be included by reference in this License, but only as regards disclaiming warranties: any other implication that these Warranty Disclaimers may have is void and has no effect on the meaning of this License.
You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3.
You may also lend copies, under the same conditions stated above, and you may publicly display copies.
If you publish printed copies (or copies in media that commonly have printed covers) of the Document, numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects.
If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages.
If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a computer-network location from which the general network-using public has access to download using public-standard network protocols a complete Transparent copy of the Document, free of added material. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public.
It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document.
You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version:
If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections and contain no material copied from the Document, you may at your option designate some or all of these sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version's license notice. These titles must be distinct from any other section titles.
You may add a section Entitled “Endorsements”, provided it contains nothing but endorsements of your Modified Version by various parties—for example, statements of peer review or that the text has been approved by an organization as the authoritative definition of a standard.
You may add a passage of up to five words as a Front-Cover Text, and a passage of up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the Document already includes a cover text for the same cover, previously added by you or by arrangement made by the same entity you are acting on behalf of, you may not add another; but you may replace the old one, on explicit permission from the previous publisher that added the old one.
The author(s) and publisher(s) of the Document do not by this License give permission to use their names for publicity for or to assert or imply endorsement of any Modified Version.
You may combine the Document with other documents released under this License, under the terms defined in section 4 above for modified versions, provided that you include in the combination all of the Invariant Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined work in its license notice, and that you preserve all their Warranty Disclaimers.
The combined work need only contain one copy of this License, and multiple identical Invariant Sections may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of the original author or publisher of that section if known, or else a unique number. Make the same adjustment to the section titles in the list of Invariant Sections in the license notice of the combined work.
In the combination, you must combine any sections Entitled “History” in the various original documents, forming one section Entitled “History”; likewise combine any sections Entitled “Acknowledgements”, and any sections Entitled “Dedications”. You must delete all sections Entitled “Endorsements.”
You may make a collection consisting of the Document and other documents released under this License, and replace the individual copies of this License in the various documents with a single copy that is included in the collection, provided that you follow the rules of this License for verbatim copying of each of the documents in all other respects.
You may extract a single document from such a collection, and distribute it individually under this License, provided you insert a copy of this License into the extracted document, and follow this License in all other respects regarding verbatim copying of that document.
A compilation of the Document or its derivatives with other separate and independent documents or works, in or on a volume of a storage or distribution medium, is called an “aggregate” if the copyright resulting from the compilation is not used to limit the legal rights of the compilation's users beyond what the individual works permit. When the Document is included in an aggregate, this License does not apply to the other works in the aggregate which are not themselves derivative works of the Document.
If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document is less than one half of the entire aggregate, the Document's Cover Texts may be placed on covers that bracket the Document within the aggregate, or the electronic equivalent of covers if the Document is in electronic form. Otherwise they must appear on printed covers that bracket the whole aggregate.
Translation is considered a kind of modification, so you may distribute translations of the Document under the terms of section 4. Replacing Invariant Sections with translations requires special permission from their copyright holders, but you may include translations of some or all Invariant Sections in addition to the original versions of these Invariant Sections. You may include a translation of this License, and all the license notices in the Document, and any Warranty Disclaimers, provided that you also include the original English version of this License and the original versions of those notices and disclaimers. In case of a disagreement between the translation and the original version of this License or a notice or disclaimer, the original version will prevail.
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--about=<value>: Basic options--animation-density=<value>: Map style.xml--animation-speed=<value>: Map style.xml--audit: Advanced settings--background-color-auto=<value>: Map hints.xml--background-color-root-bg=<value>: Map style.xml--background-color-root-fg=<value>: Map style.xml--background-color-stuff-bg=<value>: Map style.xml--background-color-stuff-fg=<value>: Map style.xml--background-style=<value>: Map style.xml--bench: Advanced settings--bot-iq=<value>: Advanced settings--bot-speed=<value>: Advanced settings--chosen-map=<value>: Map parameters--color-alternate-bg=<value>: Map style.xml--color-alternate-fg=<value>: Map style.xml--color-base-bg=<value>: Map style.xml--color-base-fg=<value>: Map style.xml--color-conflict-mode=<value>: Map rules.xml--colorize=<value>: Map style.xml--commands-per-sec=<value>: Advanced settings--config-file: Path options--copyright: Basic options--cursor-pot-init=<value>: Map rules.xml--cursor-size=<value>: Map style.xml--data-dir: Path 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options--show-build-endianness: Show options--show-build-gcc-version: Show options--show-build-hostname: Show options--show-build-includedir: Show options--show-build-ldflags: Show options--show-build-libdir: Show options--show-build-license: Show options--show-build-localedir: Show options--show-build-mac-os-x: Show options--show-build-md5sum: Show options--show-build-ms-windows: Show options--show-build-package-name: Show options--show-build-package-string: Show options--show-build-package-tarname: Show options--show-build-pointer-size: Show options--show-build-prefix: Show options--show-build-stamp: Show options--show-build-target-cpu: Show options--show-build-target-os: Show options--show-build-time: Show options--show-build-top-srcdir: Show options--show-build-version: Show options--show-build-x86: Show options--show-config-file: Show options--show-cwd: Show options--show-data-dir: Show options--show-default-config-file: Show options--show-default-data-dir: Show options--show-default-log-file: Show options--show-default-map-dir: Show options--show-default-map-path: Show options--show-default-mod-dir: Show options--show-default-prefix: Show options--show-default-script-file: Show options--show-default-user-dir: Show options--show-log-file: Show options--show-map-dir: Show options--show-map-path: Show options--show-mod-dir: Show options--show-prefix: Show options--show-run-dir: Show options--show-script-file: Show options--show-user-dir: Show options--side-attack-factor=<value>: Map rules.xml--side-defense-factor=<value>: Map rules.xml--single-army-size=<value>: Map rules.xml--snd-backend=<value>: Sound options--sound-volume=<value>: Sound options--spread-thread=<value>: Map rules.xml--spreads-per-round=<value>: Map rules.xml--start-blue-x=<value>: Map rules.xml--start-blue-y=<value>: Map rules.xml--start-cyan-x=<value>: Map rules.xml--start-cyan-y=<value>: Map rules.xml--start-green-x=<value>: Map rules.xml--start-green-y=<value>: Map 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rules.xml--y-wrap=<value>: Map style.xml--z-polarity=<value>: Map rules.xml--zoom-max=<value>: Map style.xml--zoom-min=<value>: Map style.xml--zoom=<value>: Map style.xmlanimation-density: Map style.xmlanimation-speed: Map style.xmlbackground-color-auto: Map hints.xmlbackground-color-root-bg: Map style.xmlbackground-color-root-fg: Map style.xmlbackground-color-stuff-bg: Map style.xmlbackground-color-stuff-fg: Map style.xmlbackground-style: Map style.xmlbot-iq: Advanced settingsbot-speed: Advanced settingschosen-map: Map parameterscolor-alternate-bg: Map style.xmlcolor-alternate-fg: Map style.xmlcolor-base-bg: Map style.xmlcolor-base-fg: Map style.xmlcolor-conflict-mode: Map rules.xmlcolorize: Map style.xmlcommands-per-sec: Advanced settingscursor-pot-init: Map rules.xmlcursor-size: Map style.xmldebug-layer-id: Advanced settingsdebug-team-id: Advanced settingsdirty-read: Advanced settingsdisplay-background: Advanced settingsdisplay-console: Advanced settingsdisplay-cursors: Advanced settingsdisplay-debug-gradient: Advanced settingsdisplay-debug-zones: Advanced settingsdisplay-fighters: Advanced settingsdisplay-fps: Advanced settingsdisplay-hud: Advanced settingsdisplay-log: Advanced settingsdisplay-map: Advanced settingsdisplay-menu: Advanced settingsdisplay-mouse: Advanced settingsdisplay-preview: Advanced settingsdisplay-progress: Advanced settingsdisplay-rps: Advanced settingsdisplay-score: Advanced settingsdisplay-splash: Advanced settingsfighter-attack: Map rules.xmlfighter-defense: Map rules.xmlfighter-new-health: Map rules.xmlfighter-regenerate: Map rules.xmlfighter-scale: Map hints.xmlforce: Map parametersfullscreen: Graphics optionsgfx-backend: Graphics optionsgfx-cpu-usage: Advanced settingsguess-colors: Map hints.xmlheight: Graphics optionshidden-layer-alpha: Map style.xmlhud-color-auto: Map hints.xmlhud-color-frame-bg: Map style.xmlhud-color-frame-fg: Map style.xmlhud-color-text-bg: Map style.xmlhud-color-text-fg: Map style.xmlhud-style: Map style.xmlio-per-sec: Advanced settingskeep-ratio: Map style.xmlloader-sleep: Advanced settingslog-file: Path optionslog-level: Advanced settingslog-timeout: Advanced settingsLW6_ANIMATION_DENSITY: Map style.xmlLW6_ANIMATION_SPEED: Map style.xmlLW6_AUDIT: Advanced settingsLW6_BACKGROUND_COLOR_AUTO: Map hints.xmlLW6_BACKGROUND_COLOR_ROOT_BG: Map style.xmlLW6_BACKGROUND_COLOR_ROOT_FG: Map style.xmlLW6_BACKGROUND_COLOR_STUFF_BG: Map style.xmlLW6_BACKGROUND_COLOR_STUFF_FG: Map style.xmlLW6_BACKGROUND_STYLE: Map style.xmlLW6_BENCH: Advanced settingsLW6_BOT_IQ: Advanced settingsLW6_BOT_SPEED: Advanced settingsLW6_CHOSEN_MAP: Map parametersLW6_COLOR_ALTERNATE_BG: Map style.xmlLW6_COLOR_ALTERNATE_FG: Map style.xmlLW6_COLOR_BASE_BG: Map style.xmlLW6_COLOR_BASE_FG: Map style.xmlLW6_COLOR_CONFLICT_MODE: Map rules.xmlLW6_COLORIZE: Map style.xmlLW6_COMMANDS_PER_SEC: Advanced settingsLW6_CONFIG_FILE: Path optionsLW6_CURSOR_POT_INIT: Map rules.xmlLW6_CURSOR_SIZE: Map style.xmlLW6_DATA_DIR: Path optionsLW6_DEBUG_LAYER_ID: Advanced settingsLW6_DEBUG_TEAM_ID: Advanced settingsLW6_DEMO: Advanced settingsLW6_DIRTY_READ: Advanced settingsLW6_DISPLAY_BACKGROUND: Advanced settingsLW6_DISPLAY_CONSOLE: Advanced settingsLW6_DISPLAY_CURSORS: Advanced settingsLW6_DISPLAY_DEBUG_GRADIENT: Advanced settingsLW6_DISPLAY_DEBUG_ZONES: Advanced settingsLW6_DISPLAY_FIGHTERS: Advanced settingsLW6_DISPLAY_FPS: Advanced settingsLW6_DISPLAY_HUD: Advanced settingsLW6_DISPLAY_LOG: Advanced settingsLW6_DISPLAY_MAP: Advanced settingsLW6_DISPLAY_MENU: Advanced settingsLW6_DISPLAY_MOUSE: Advanced settingsLW6_DISPLAY_PREVIEW: Advanced settingsLW6_DISPLAY_PROGRESS: Advanced settingsLW6_DISPLAY_RPS: Advanced settingsLW6_DISPLAY_SCORE: Advanced settingsLW6_DISPLAY_SPLASH: Advanced settingslw6_exit: C functionsLW6_FIGHTER_ATTACK: Map rules.xmlLW6_FIGHTER_DEFENSE: Map rules.xmlLW6_FIGHTER_NEW_HEALTH: Map rules.xmlLW6_FIGHTER_REGENERATE: Map rules.xmlLW6_FIGHTER_SCALE: Map hints.xmlLW6_FORCE: Map parametersLW6_FULLSCREEN: Graphics optionsLW6_GFX_BACKEND: Graphics optionsLW6_GFX_CPU_USAGE: Advanced settingsLW6_GUESS_COLORS: Map hints.xmlLW6_HEIGHT: Graphics optionsLW6_HIDDEN_LAYER_ALPHA: Map style.xmlLW6_HUD_COLOR_AUTO: Map hints.xmlLW6_HUD_COLOR_FRAME_BG: Map style.xmlLW6_HUD_COLOR_FRAME_FG: Map style.xmlLW6_HUD_COLOR_TEXT_BG: Map style.xmlLW6_HUD_COLOR_TEXT_FG: Map style.xmlLW6_HUD_STYLE: Map style.xmlLW6_IO_PER_SEC: Advanced settingsLW6_KEEP_RATIO: Map style.xmlLW6_LOADER_SLEEP: Advanced settingsLW6_LOG_FILE: Path optionsLW6_LOG_LEVEL: Advanced settingsLW6_LOG_TIMEOUT: Advanced settingslw6_main: C functionsLW6_MAP_DIR: Path optionsLW6_MAP_PATH: Path optionsLW6_MAX_CURSOR_POT: Map rules.xmlLW6_MAX_CURSOR_POT_OFFSET: Map rules.xmlLW6_MAX_MAP_HEIGHT: Map hints.xmlLW6_MAX_MAP_SURFACE: Map hints.xmlLW6_MAX_MAP_WIDTH: Map hints.xmlLW6_MAX_NB_CURSORS: Map rules.xmlLW6_MAX_NB_SERVERS: Map rules.xmlLW6_MAX_NB_TEAMS: Map rules.xmlLW6_MAX_ROUND_DELTA: Map rules.xmlLW6_MAX_ZONE_SIZE: Map rules.xmlLW6_MEMORY_BAZOOKA_ERASER: Advanced settingsLW6_MEMORY_BAZOOKA_SIZE: Advanced settingsLW6_MENU_COLOR_AUTO: Map hints.xmlLW6_MENU_COLOR_DEFAULT_BG: Map style.xmlLW6_MENU_COLOR_DEFAULT_FG: Map style.xmlLW6_MENU_COLOR_DISABLED_BG: Map style.xmlLW6_MENU_COLOR_DISABLED_FG: Map style.xmlLW6_MENU_COLOR_SELECTED_BG: Map style.xmlLW6_MENU_COLOR_SELECTED_FG: Map style.xmlLW6_MENU_STYLE: Map style.xmlLW6_MIN_MAP_HEIGHT: Map hints.xmlLW6_MIN_MAP_SURFACE: Map hints.xmlLW6_MIN_MAP_WIDTH: Map hints.xmlLW6_MOD_DIR: Path optionsLW6_MODULES: Advanced settingsLW6_MOVES_PER_ROUND: Map rules.xmlLW6_MUSIC_VOLUME: Sound optionsLW6_NB_ATTACK_TRIES: Map rules.xmlLW6_NB_DEFENSE_TRIES: Map rules.xmlLW6_NB_MOVE_TRIES: Map rules.xmlLW6_PEDIGREE: Advanced settingsLW6_PILOT_LAG: Advanced settingsLW6_PIXELIZE: Map style.xmlLW6_PREFIX: Path optionslw6_process_non_run_options: C functionsLW6_QUICK_START: Advanced settingslw6_release: C functionsLW6_RESAMPLE: Map hints.xmlLW6_RESET: Advanced settingsLW6_RESPAWN_TEAM: Map rules.xmlLW6_ROUND_DELTA: Map rules.xmlLW6_ROUNDS_PER_SEC: Map rules.xmlLW6_SCRIPT_FILE: Path optionsLW6_SERVER: Advanced settingsLW6_SIDE_ATTACK_FACTOR: Map rules.xmlLW6_SIDE_DEFENSE_FACTOR: Map rules.xmlLW6_SINGLE_ARMY_SIZE: Map rules.xmlLW6_SND_BACKEND: Sound optionsLW6_SOUND_VOLUME: Sound optionsLW6_SPREAD_THREAD: Map rules.xmlLW6_SPREADS_PER_ROUND: Map rules.xmlLW6_START_BLUE_X: Map rules.xmlLW6_START_BLUE_Y: Map rules.xmlLW6_START_CYAN_X: Map rules.xmlLW6_START_CYAN_Y: Map rules.xmlLW6_START_GREEN_X: Map rules.xmlLW6_START_GREEN_Y: Map rules.xmlLW6_START_LIGHTBLUE_X: Map rules.xmlLW6_START_LIGHTBLUE_Y: Map rules.xmlLW6_START_MAGENTA_X: Map rules.xmlLW6_START_MAGENTA_Y: Map rules.xmlLW6_START_ORANGE_X: Map rules.xmlLW6_START_ORANGE_Y: Map rules.xmlLW6_START_PINK_X: Map rules.xmlLW6_START_PINK_Y: Map rules.xmlLW6_START_POSITION_MODE: Map rules.xmlLW6_START_PURPLE_X: Map rules.xmlLW6_START_PURPLE_Y: Map rules.xmlLW6_START_RED_X: Map rules.xmlLW6_START_RED_Y: Map rules.xmlLW6_START_YELLOW_X: Map rules.xmlLW6_START_YELLOW_Y: Map rules.xmlLW6_SYSTEM_COLOR_AUTO: Map hints.xmlLW6_SYSTEM_COLOR_BG: Map style.xmlLW6_SYSTEM_COLOR_FG: Map style.xmlLW6_TARGET: Advanced settingsLW6_TARGET_FPS: Advanced settingsLW6_TEAM_COLOR_BLUE: Map style.xmlLW6_TEAM_COLOR_CYAN: Map style.xmlLW6_TEAM_COLOR_GREEN: Map style.xmlLW6_TEAM_COLOR_LIGHTBLUE: Map style.xmlLW6_TEAM_COLOR_MAGENTA: Map style.xmlLW6_TEAM_COLOR_ORANGE: Map style.xmlLW6_TEAM_COLOR_PINK: Map style.xmlLW6_TEAM_COLOR_PURPLE: Map style.xmlLW6_TEAM_COLOR_RED: Map style.xmlLW6_TEAM_COLOR_YELLOW: Map style.xmlLW6_TOTAL_ARMIES_SIZE: Map rules.xmlLW6_TOTAL_TIME: Map rules.xmlLW6_USE_HINTS_XML: Map parametersLW6_USE_RULES_XML: Map parametersLW6_USE_STYLE_XML: Map parametersLW6_USE_TEXTURE: Map parametersLW6_USER_DIR: Path optionsLW6_VERTICAL_MOVE: Map rules.xmlLW6_VIEW_COLOR_AUTO: Map hints.xmlLW6_VIEW_COLOR_CURSOR_BG: Map style.xmlLW6_VIEW_COLOR_CURSOR_FG: Map style.xmlLW6_VIEW_COLOR_MAP_BG: Map style.xmlLW6_VIEW_COLOR_MAP_FG: Map style.xmlLW6_VIEW_STYLE: Map style.xmlLW6_WIDTH: Graphics optionsLW6_WINDOWED_MODE_LIMIT: Graphics optionsLW6_X_POLARITY: Map rules.xmlLW6_X_WRAP: Map style.xmlLW6_Y_POLARITY: Map rules.xmlLW6_Y_WRAP: Map style.xmlLW6_Z_POLARITY: Map rules.xmlLW6_ZOOM: Map style.xmlLW6_ZOOM_MAX: Map style.xmlLW6_ZOOM_MIN: Map style.xmllw6cfg_defaults: C functionslw6cfg_format: C functionslw6cfg_format_guess_type: C functionslw6cfg_init: C functionslw6cfg_load: C functionslw6cfg_merge_env: C functionslw6cfg_parse_command_line: C functionslw6cfg_quit: C functionslw6cfg_reset: C functionslw6cfg_save: C functionslw6cfg_unified_get_log_file: C functionslw6cfg_unified_get_map_path: C functionslw6cfg_unified_get_user_dir: C functionslw6cfg_unified_get_value: C functionslw6dsp_create_backend: C functionslw6dsp_destroy_backend: C functionslw6dsp_get_average_fps: C functionslw6dsp_get_fullscreen_modes: C functionslw6dsp_get_instant_fps: C functionslw6dsp_get_last_frame_rendering_time: C functionslw6dsp_get_nb_frames: C functionslw6dsp_get_video_mode: C functionslw6dsp_init: C functionslw6dsp_param_zero: C functionslw6dsp_quit: C functionslw6dsp_repr: C functionslw6dsp_test: C functionslw6dsp_update: C functionslw6dyn_dlclose_backend: C functionslw6dyn_dlopen_backend: C functionslw6dyn_dlopen_backend_so: C functionslw6dyn_dlsym: C functionslw6dyn_list_backends: C functionslw6dyn_path_find_backend: C functionslw6dyn_test: C functionslw6gfx_display: C functionslw6gfx_get_fullscreen_modes: C functionslw6gfx_get_video_mode: C functionslw6gfx_init: C functionslw6gfx_pump_events: C functionslw6gfx_quit: C functionslw6gfx_repr: C functionslw6gfx_set_video_mode: C functionslw6gui_button_is_pressed: C functionslw6gui_button_pop_press: C functionslw6gui_button_register_down: C functionslw6gui_button_register_up: C functionslw6gui_button_sync: C functionslw6gui_button_update_repeat: C functionslw6gui_coord_calc_xy: C functionslw6gui_input_free: C functionslw6gui_input_init: C functionslw6gui_input_need_sync: C functionslw6gui_input_new: C functionslw6gui_input_poll_quit: C functionslw6gui_input_quit: C functionslw6gui_input_register_change: C functionslw6gui_input_reset: C functionslw6gui_input_send_quit: C functionslw6gui_input_sync: C functionslw6gui_input_update_repeat: C functionslw6gui_joystick_check_index: C functionslw6gui_joystick_get_move_pad: C functionslw6gui_joystick_sync: C functionslw6gui_joystick_update_axis_x: C functionslw6gui_joystick_update_axis_y: C functionslw6gui_joystick_update_repeat: C functionslw6gui_keyboard_check_keysym: C functionslw6gui_keyboard_get_move_pad: C functionslw6gui_keyboard_is_pressed: C functionslw6gui_keyboard_pop_keypress: C functionslw6gui_keyboard_register_key_down: C functionslw6gui_keyboard_register_key_up: C functionslw6gui_keyboard_sync: C functionslw6gui_keyboard_update_repeat: C functionslw6gui_keypress_free: C functionslw6gui_keypress_new: C functionslw6gui_keypress_repr: C functionslw6gui_menu_append: C functionslw6gui_menu_append_for_id_use: C functionslw6gui_menu_center: C functionslw6gui_menu_dup: C functionslw6gui_menu_enable_esc: C functionslw6gui_menu_free: C functionslw6gui_menu_get_item: C functionslw6gui_menu_insert: C functionslw6gui_menu_insert_for_id_use: C functionslw6gui_menu_is_same: C functionslw6gui_menu_memory_footprint: C functionslw6gui_menu_new: C functionslw6gui_menu_remove: C functionslw6gui_menu_remove_using_id: C functionslw6gui_menu_repr: C functionslw6gui_menu_scroll_down: C functionslw6gui_menu_scroll_up: C functionslw6gui_menu_select: C functionslw6gui_menu_select_esc: C functionslw6gui_menu_set_title: C functionslw6gui_menu_sync: C functionslw6gui_menu_sync_using_id: C functionslw6gui_menu_update_display_range: C functionslw6gui_menuitem_checksum: C functionslw6gui_menuitem_dup: C functionslw6gui_menuitem_enable: C functionslw6gui_menuitem_free: C functionslw6gui_menuitem_is_same: C functionslw6gui_menuitem_memory_footprint: C functionslw6gui_menuitem_new: C functionslw6gui_menuitem_repr: C functionslw6gui_menuitem_select: C functionslw6gui_menuitem_set_label: C functionslw6gui_menuitem_set_value: C functionslw6gui_menuitem_sync: C functionslw6gui_mouse_poll_move: C functionslw6gui_mouse_register_move: C functionslw6gui_mouse_sync: C functionslw6gui_mouse_update_repeat: C functionslw6gui_smoother_get_value: C functionslw6gui_smoother_immediate_force: C functionslw6gui_smoother_init: C functionslw6gui_smoother_set_target: C functionslw6gui_test: C functionslw6gui_video_mode_find_closest: C functionslw6gui_video_mode_is_same: C functionslw6gui_video_mode_sync_ratio: C functionslw6gui_viewport_init: C functionslw6gui_viewport_map_to_screen: C functionslw6gui_viewport_screen_to_map: C functionslw6gui_zone_clip: C functionslw6gui_zone_init_x1y1x2y2: C functionslw6gui_zone_init_xywh: C functionslw6hlp_about: C functionslw6hlp_get_default_value: C functionslw6hlp_get_max_value: C functionslw6hlp_get_min_value: C functionslw6hlp_get_type: C functionslw6hlp_is_documented: C functionslw6hlp_list: C functionslw6hlp_match: C functionslw6hlp_print_content: C functionslw6hlp_print_keyword: C functionslw6hlp_reference_init: C functionslw6hlp_reference_quit: C functionslw6ldr_auto_colors: C functionslw6ldr_body_read: C functionslw6ldr_for_all_entries: C functionslw6ldr_free_entry: C functionslw6ldr_get_entries: C functionslw6ldr_hints_read: C functionslw6ldr_hints_set: C functionslw6ldr_hints_update: C functionslw6ldr_param_read: C functionslw6ldr_param_update: C functionslw6ldr_print_example_hints_xml: C functionslw6ldr_print_example_rules_xml: C functionslw6ldr_print_example_style_xml: C functionslw6ldr_print_examples: C functionslw6ldr_read: C functionslw6ldr_read_relative: C functionslw6ldr_rules_read: C functionslw6ldr_rules_update: C functionslw6ldr_style_read: C functionslw6ldr_style_set: C functionslw6ldr_style_update: C functionslw6ldr_use_update: C functionslw6map_builtin_defaults: C functionslw6map_builtin_whd: C functionslw6map_color_invert: C functionslw6map_color_is_same: C functionslw6map_dup: C functionslw6map_free: C functionslw6map_from_hexa: C functionslw6map_is_same: C functionslw6map_memory_footprint: C functionslw6map_new: C functionslw6map_param_clear: C functionslw6map_param_copy: C functionslw6map_param_defaults: C functionslw6map_param_set: C functionslw6map_repr: C functionslw6map_team_color_index_to_key: C functionslw6map_team_color_key_to_index: C functionslw6map_to_hexa: C functionslw6net_init: C functionslw6net_last_error: C functionslw6net_quit: C functionslw6net_recv_line_tcp: C functionslw6net_recv_line_udp: C functionslw6net_send_line_tcp: C functionslw6net_send_line_udp: C functionslw6pil_bench: C functionslw6pil_coords_fix: C functionslw6pil_pilot_calibrate: C functionslw6pil_pilot_can_sync: C functionslw6pil_pilot_commit: C functionslw6pil_pilot_dirty_read: C functionslw6pil_pilot_free: C functionslw6pil_pilot_get_last_commit_round: C functionslw6pil_pilot_get_max_round: C functionslw6pil_pilot_get_next_round: C functionslw6pil_pilot_get_reference_current_round: C functionslw6pil_pilot_get_reference_target_round: C functionslw6pil_pilot_is_over: C functionslw6pil_pilot_make_backup: C functionslw6pil_pilot_new: C functionslw6pil_pilot_repr: C functionslw6pil_pilot_send_command: C functionslw6pil_pilot_slow_down: C functionslw6pil_pilot_speed_up: C functionslw6pil_pilot_sync_from_backup: C functionslw6pil_pilot_sync_from_draft: C functionslw6pil_pilot_sync_from_reference: C functionslw6pil_test: C functionslw6sys_arg_exists: C functionslw6sys_arg_get_value: C functionslw6sys_arg_get_value_with_env: C functionslw6sys_arg_match: C functionslw6sys_assoc_dup: C functionslw6sys_assoc_free: C functionslw6sys_assoc_get: C functionslw6sys_assoc_has_key: C functionslw6sys_assoc_keys: C functionslw6sys_assoc_map: C functionslw6sys_assoc_new: C functionslw6sys_assoc_set: C functionslw6sys_assoc_sort_and_map: C functionslw6sys_assoc_unset: C functionslw6sys_atob: C functionslw6sys_atof: C functionslw6sys_atoi: C functionslw6sys_btoa: C functionslw6sys_build_get_cflags: C functionslw6sys_build_get_codename: C functionslw6sys_build_get_configure_args: C functionslw6sys_build_get_copyright: C functionslw6sys_build_get_datadir: C functionslw6sys_build_get_date: C functionslw6sys_build_get_docdir: C functionslw6sys_build_get_enable_allinone: C functionslw6sys_build_get_enable_console: C functionslw6sys_build_get_enable_fullstatic: C functionslw6sys_build_get_enable_gcov: C functionslw6sys_build_get_enable_gprof: C functionslw6sys_build_get_enable_instrument: C functionslw6sys_build_get_enable_mod_csound: C functionslw6sys_build_get_enable_mod_gl: C functionslw6sys_build_get_enable_mod_http: C functionslw6sys_build_get_enable_mod_ogg: C functionslw6sys_build_get_enable_optimize: C functionslw6sys_build_get_enable_paranoid: C functionslw6sys_build_get_enable_profiler: C functionslw6sys_build_get_enable_valgrind: C functionslw6sys_build_get_endianness: C functionslw6sys_build_get_gcc_version: C functionslw6sys_build_get_hostname: C functionslw6sys_build_get_includedir: C functionslw6sys_build_get_ldflags: C functionslw6sys_build_get_libdir: C functionslw6sys_build_get_license: C functionslw6sys_build_get_localedir: C functionslw6sys_build_get_md5sum: C functionslw6sys_build_get_package_name: C functionslw6sys_build_get_package_string: C functionslw6sys_build_get_package_tarname: C functionslw6sys_build_get_pointer_size: C functionslw6sys_build_get_prefix: C functionslw6sys_build_get_stamp: C functionslw6sys_build_get_target_cpu: C functionslw6sys_build_get_target_os: C functionslw6sys_build_get_time: C functionslw6sys_build_get_top_srcdir: C functionslw6sys_build_get_version: C functionslw6sys_build_is_mac_os_x: C functionslw6sys_build_is_ms_windows: C functionslw6sys_build_is_x86: C functionslw6sys_build_log_all: C functionslw6sys_calloc: C functionslw6sys_check_id: C functionslw6sys_check_id_16: C functionslw6sys_check_id_32: C functionslw6sys_check_id_64: C functionslw6sys_check_mutex_count: C functionslw6sys_check_thread_count: C functionslw6sys_check_types_size: C functionslw6sys_checksum: C functionslw6sys_checksum_int32: C functionslw6sys_checksum_int64: C functionslw6sys_checksum_str: C functionslw6sys_checksum_update: C functionslw6sys_checksum_update_int32: C functionslw6sys_checksum_update_int64: C functionslw6sys_checksum_update_str: C functionslw6sys_checksum_update_whd: C functionslw6sys_checksum_update_xyz: C functionslw6sys_checksum_whd: C functionslw6sys_checksum_xyz: C functionslw6sys_clear_file: C functionslw6sys_clear_memory_bazooka: C functionslw6sys_color_8_solid: C functionslw6sys_color_8_to_a: C functionslw6sys_color_8_to_f: C functionslw6sys_color_8_to_i: C functionslw6sys_color_a_to_8: C functionslw6sys_color_a_to_f: C functionslw6sys_color_average: C functionslw6sys_color_char2float: C functionslw6sys_color_distance: C functionslw6sys_color_f_solid: C functionslw6sys_color_f_to_8: C functionslw6sys_color_f_to_i: C functionslw6sys_color_float2char: C functionslw6sys_color_hsv_to_rgb: C functionslw6sys_color_i_to_8: C functionslw6sys_color_i_to_f: C functionslw6sys_color_is_same: C functionslw6sys_color_ponderate: C functionslw6sys_color_rgb_to_hsv: C functionslw6sys_create_dir: C functionslw6sys_create_dir_silent: C functionslw6sys_debug_get: C functionslw6sys_debug_set: C functionslw6sys_default_memory_bazooka: C functionslw6sys_delay: C functionslw6sys_dir_exists: C functionslw6sys_dump: C functionslw6sys_dump_clear: C functionslw6sys_env_concat: C functionslw6sys_env_exists: C functionslw6sys_env_separator_char: C functionslw6sys_env_separator_str: C functionslw6sys_env_split: C functionslw6sys_eol: C functionslw6sys_false: C functionslw6sys_file_exists: C functionslw6sys_free: C functionslw6sys_free_callback: C functionslw6sys_ftoa: C functionslw6sys_generate_id_16: C functionslw6sys_generate_id_32: C functionslw6sys_generate_id_64: C functionslw6sys_get_config_file: C functionslw6sys_get_cwd: C functionslw6sys_get_data_dir: C functionslw6sys_get_default_config_file: C functionslw6sys_get_default_data_dir: C functionslw6sys_get_default_log_file: C functionslw6sys_get_default_map_dir: C functionslw6sys_get_default_map_path: C functionslw6sys_get_default_mod_dir: C functionslw6sys_get_default_prefix: C functionslw6sys_get_default_script_file: C functionslw6sys_get_default_user_dir: C functionslw6sys_get_home: C functionslw6sys_get_hostname: C functionslw6sys_get_log_file: C functionslw6sys_get_map_dir: C functionslw6sys_get_map_path: C functionslw6sys_get_memory_bazooka_free_count: C functionslw6sys_get_memory_bazooka_malloc_count: C functionslw6sys_get_memory_bazooka_malloc_max: C functionslw6sys_get_memory_bazooka_size: C functionslw6sys_get_mod_dir: C functionslw6sys_get_mutex_lock_count: C functionslw6sys_get_mutex_unlock_count: C functionslw6sys_get_prefix: C functionslw6sys_get_run_dir: C functionslw6sys_get_script_file: C functionslw6sys_get_thread_create_count: C functionslw6sys_get_thread_join_count: C functionslw6sys_get_user_dir: C functionslw6sys_get_username: C functionslw6sys_getenv: C functionslw6sys_hash_dup: C functionslw6sys_hash_free: C functionslw6sys_hash_get: C functionslw6sys_hash_has_key: C functionslw6sys_hash_keys: C functionslw6sys_hash_map: C functionslw6sys_hash_new: C functionslw6sys_hash_set: C functionslw6sys_hash_sort_and_map: C functionslw6sys_hash_unset: C functionslw6sys_hexa_serializer_as_string: C functionslw6sys_hexa_serializer_eof: C functionslw6sys_hexa_serializer_free: C functionslw6sys_hexa_serializer_new: C functionslw6sys_hexa_serializer_pop_color: C functionslw6sys_hexa_serializer_pop_float: C functionslw6sys_hexa_serializer_pop_int16: C functionslw6sys_hexa_serializer_pop_int32: C functionslw6sys_hexa_serializer_pop_int64: C functionslw6sys_hexa_serializer_pop_int8: C functionslw6sys_hexa_serializer_pop_str: C functionslw6sys_hexa_serializer_pop_whd: C functionslw6sys_hexa_serializer_pop_xyz: C functionslw6sys_hexa_serializer_push_color: C functionslw6sys_hexa_serializer_push_float: C functionslw6sys_hexa_serializer_push_int16: C functionslw6sys_hexa_serializer_push_int32: C functionslw6sys_hexa_serializer_push_int64: C functionslw6sys_hexa_serializer_push_int8: C functionslw6sys_hexa_serializer_push_str: C functionslw6sys_hexa_serializer_push_whd: C functionslw6sys_hexa_serializer_push_xyz: C functionslw6sys_hexa_serializer_rewind: C functionslw6sys_history_free: C functionslw6sys_history_get: C functionslw6sys_history_init: C functionslw6sys_history_register: C functionslw6sys_id_atol: C functionslw6sys_id_ltoa: C functionslw6sys_idle: C functionslw6sys_is_big_endian: C functionslw6sys_is_little_endian: C functionslw6sys_is_memory_bazooka_trustable: C functionslw6sys_itoa: C functionslw6sys_keyword_as_arg: C functionslw6sys_keyword_as_env: C functionslw6sys_keyword_as_key: C functionslw6sys_keyword_as_xml: C functionslw6sys_list_dup: C functionslw6sys_list_free: C functionslw6sys_list_is_empty: C functionslw6sys_list_length: C functionslw6sys_list_map: C functionslw6sys_list_new: C functionslw6sys_list_next: C functionslw6sys_list_pop_back: C functionslw6sys_list_pop_front: C functionslw6sys_list_push_back: C functionslw6sys_list_push_front: C functionslw6sys_locale_to_utf8: C functionslw6sys_log: C functionslw6sys_log_clear: C functionslw6sys_log_critical: C functionslw6sys_log_get_level: C functionslw6sys_log_set_file: C functionslw6sys_log_set_level: C functionslw6sys_malloc: C functionslw6sys_math_angle_360: C functionslw6sys_math_blink: C functionslw6sys_math_heartbeat: C functionslw6sys_math_poly_wy1y2s1: C functionslw6sys_megabytes_available: C functionslw6sys_memory_bazooka_report: C functionslw6sys_mutex_create: C functionslw6sys_mutex_destroy: C functionslw6sys_mutex_lock: C functionslw6sys_mutex_trylock: C functionslw6sys_mutex_unlock: C functionslw6sys_new_sprintf: C functionslw6sys_options_log: C functionslw6sys_options_log_defaults: C functionslw6sys_path_add_slash: C functionslw6sys_path_concat: C functionslw6sys_path_is_cwd: C functionslw6sys_path_is_relative: C functionslw6sys_path_parent: C functionslw6sys_path_split: C functionslw6sys_path_strip_slash: C functionslw6sys_path_unparent: C functionslw6sys_path_unparent_no_malloc: C functionslw6sys_print_xml_footer: C functionslw6sys_print_xml_header: C functionslw6sys_profiler_check: C functionslw6sys_progress_begin: C functionslw6sys_progress_default: C functionslw6sys_progress_end: C functionslw6sys_progress_half: C functionslw6sys_progress_split: C functionslw6sys_progress_split3: C functionslw6sys_progress_split4: C functionslw6sys_progress_split5: C functionslw6sys_progress_update: C functionslw6sys_random: C functionslw6sys_random_float: C functionslw6sys_read_file_content: C functionslw6sys_realloc: C functionslw6sys_sdl_register: C functionslw6sys_sdl_unregister: C functionslw6sys_serialize_int16: C functionslw6sys_serialize_int32: C functionslw6sys_serialize_int64: C functionslw6sys_set_memory_bazooka_eraser: C functionslw6sys_set_memory_bazooka_size: C functionslw6sys_setenv: C functionslw6sys_shape_check_min_max_whd: C functionslw6sys_shape_check_pos: C functionslw6sys_shape_is_same: C functionslw6sys_skip_blanks: C functionslw6sys_sleep: C functionslw6sys_sort: C functionslw6sys_sort_float_callback: C functionslw6sys_sort_float_desc_callback: C functionslw6sys_sort_int_callback: C functionslw6sys_sort_int_desc_callback: C functionslw6sys_sort_str_callback: C functionslw6sys_sort_str_desc_callback: C functionslw6sys_spinlock_create: C functionslw6sys_spinlock_destroy: C functionslw6sys_spinlock_lock: C functionslw6sys_spinlock_trylock: C functionslw6sys_spinlock_unlock: C functionslw6sys_str_cleanup: C functionslw6sys_str_concat: C functionslw6sys_str_copy: C functionslw6sys_str_is_blank: C functionslw6sys_str_is_same: C functionslw6sys_str_reformat: C functionslw6sys_str_split: C functionslw6sys_str_split_no_0: C functionslw6sys_test: C functionslw6sys_thread_create: C functionslw6sys_thread_get_data: C functionslw6sys_thread_get_id: C functionslw6sys_thread_is_callback_done: C functionslw6sys_thread_join: C functionslw6sys_time_init: C functionslw6sys_timer_update: C functionslw6sys_timestamp: C functionslw6sys_true: C functionslw6sys_unserialize_int16: C functionslw6sys_unserialize_int32: C functionslw6sys_unserialize_int64: C functionslw6sys_uptime: C functionslw6sys_vthread_create: C functionslw6sys_vthread_is_running: C functionslw6sys_vthread_join: C functionslw6sys_vthread_run: C functionslw6sys_write_file_content: C functionslw6tsk_loader_free: C functionslw6tsk_loader_get_stage: C functionslw6tsk_loader_new: C functionslw6tsk_loader_repr: C functionsmap-path: Path optionsmax-cursor-pot: Map rules.xmlmax-cursor-pot-offset: Map rules.xmlmax-map-height: Map hints.xmlmax-map-surface: Map hints.xmlmax-map-width: Map hints.xmlmax-nb-cursors: Map rules.xmlmax-nb-servers: Map rules.xmlmax-nb-teams: Map rules.xmlmax-round-delta: Map rules.xmlmax-zone-size: Map rules.xmlmemory-bazooka-eraser: Advanced settingsmemory-bazooka-size: Advanced settingsmenu-color-auto: Map hints.xmlmenu-color-default-bg: Map style.xmlmenu-color-default-fg: Map style.xmlmenu-color-disabled-bg: Map style.xmlmenu-color-disabled-fg: Map style.xmlmenu-color-selected-bg: Map style.xmlmenu-color-selected-fg: Map style.xmlmenu-style: Map style.xmlmin-map-height: Map hints.xmlmin-map-surface: Map hints.xmlmin-map-width: Map hints.xmlmoves-per-round: Map rules.xmlmusic-volume: Sound optionsnb-attack-tries: Map rules.xmlnb-defense-tries: Map rules.xmlnb-move-tries: Map rules.xmlpilot-lag: Advanced settingspixelize: Map style.xmlresample: Map hints.xmlrespawn-team: Map rules.xmlround-delta: Map rules.xmlrounds-per-sec: Map rules.xmlside-attack-factor: Map rules.xmlside-defense-factor: Map rules.xmlsingle-army-size: Map rules.xmlsnd-backend: Sound optionssound-volume: Sound optionsspread-thread: Map rules.xmlspreads-per-round: Map rules.xmlstart-blue-x: Map rules.xmlstart-blue-y: Map rules.xmlstart-cyan-x: Map rules.xmlstart-cyan-y: Map rules.xmlstart-green-x: Map rules.xmlstart-green-y: Map rules.xmlstart-lightblue-x: Map rules.xmlstart-lightblue-y: Map rules.xmlstart-magenta-x: Map rules.xmlstart-magenta-y: Map rules.xmlstart-orange-x: Map rules.xmlstart-orange-y: Map rules.xmlstart-pink-x: Map rules.xmlstart-pink-y: Map rules.xmlstart-position-mode: Map rules.xmlstart-purple-x: Map rules.xmlstart-purple-y: Map rules.xmlstart-red-x: Map rules.xmlstart-red-y: Map rules.xmlstart-yellow-x: Map rules.xmlstart-yellow-y: Map rules.xmlsystem-color-auto: Map hints.xmlsystem-color-bg: Map style.xmlsystem-color-fg: Map style.xmltarget-fps: Advanced settingsteam-color-blue: Map style.xmlteam-color-cyan: Map style.xmlteam-color-green: Map style.xmlteam-color-lightblue: Map style.xmlteam-color-magenta: Map style.xmlteam-color-orange: Map style.xmlteam-color-pink: Map style.xmlteam-color-purple: Map style.xmlteam-color-red: Map style.xmlteam-color-yellow: Map style.xmltotal-armies-size: Map rules.xmltotal-time: Map rules.xmluse-hints-xml: Map parametersuse-rules-xml: Map parametersuse-style-xml: Map parametersuse-texture: Map parametersuser-dir: Path optionsvertical-move: Map rules.xmlview-color-auto: Map hints.xmlview-color-cursor-bg: Map style.xmlview-color-cursor-fg: Map style.xmlview-color-map-bg: Map style.xmlview-color-map-fg: Map style.xmlview-style: Map style.xmlwidth: Graphics optionswindowed-mode-limit: Graphics optionsx-polarity: Map rules.xmlx-wrap: Map style.xmly-polarity: Map rules.xmly-wrap: Map style.xmlz-polarity: Map rules.xmlzoom: Map style.xmlzoom-max: Map style.xmlzoom-min: Map style.xml