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vovan
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I apologize if this info is readily available somewhere, but I haven't been up to speed on the progress of the project, so I figured I'd ask in a separate thread. 
So, as you probably know from the other thread, I got the game to compile on Visual Studio.NET. I also found that I gave my CtP2 cd to a friend of mine, and so I should have it back... some time soon. Till then, I cannot really test whether the code really works or not. It currently runs, and doesn't complain about missing libraries or anything. Of course, it crashes on startup, which should be caused by missing resources, but who knows. Maybe there's another problem somwhere...
Any way, in the mean time, I decide to read through some of the code to figure out how some stuff works (I am mostly interested in the AI, and graphics, but other stuff is pretty cool too). Well, what can I say? 
So, I was wondering. I remember people wanted to document the code some. I was wondering how the progress on that is. Is there any code to download that has been already documented? Or did the effort kinda die out and people are mostly fixing bugs?
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:36
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The altered source file thread contains code to download, we posted every change we made in file form there. From time to time I posted a *.zip with all the files. Here is the according post.. Well it is now more then a month sice when I posted the last pack, so looks like I have to post an update this weak. We use the preprocessor symbol ACTIVISION_ORIGINAL to mark our alterations. I also suggest to mark all the changes that doesn't harm compilation under VC++ 6 made for VC++ 7. Like the typename issure. Well I hope that it doesn't harm VC++ 6, but as adding the keyword typename is standart conform in comparision of leaving it out this should be no problem.
For documentation issures, we just commented the code we were working on, if at all. But this isn't actual a big deal for us, as I know for what I have to look for if I search something in particular.
For instance if I want to look for something like stealing an advance from a captured city I started from the entry in the const.txt, searched the according flag in the source code, found it, searched for the according function that returns this value, found it and finally searched for the place at that it is used.
Well to figure out how to add Slic Database access was a little bit more complicated.
-Martin
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Keygen
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Athens, Hellas
Jan 2000 time: 07:36
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vovan, I am in the process to start a thread about documenting the code but since it needs some preliminary work to be done before I post it and while I am packing stuff as I am moving to a new house at the end of the week it will take me some time before I do that.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:36
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About a week ago I decided to (once again) try to make sense of the scheduling process. To start with I just copied and pasted Richard Meyers' comments from Scheduler.txt and started adding a few of my own. Eventually, it dawned on me that a systematic approach, using a standard format like Fromafar's, is required so I've got to go back and tidy things up. But for what it's worth here's how I've messed up scheduler.cpp. I've also been working on CTPAgent, CTPGoal, Goal, and Plan.
Attachment: scheduler.zip
This has been downloaded 11 time(s).
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vovan
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That's a start. I played around some with the graphics code, and documented some of it. I don't know about Fromafar's style of commenting, but I used Javadoc style:
/**
* Description goes here.
*/
void someFunc() {...}
Because it is understood by Doxygen, and that's what I normally use to generate docs for my own projects.
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Keygen
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Athens, Hellas
Jan 2000 time: 07:36
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vovan, regarding the commenting format have a look at this old thread about coding conventions and standards. We didn't come into a common accepting format so it could be a good idea to revive the discussion.
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ctplinuxfan
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Here is an update on the documentation (sources posted on Altered source files thread)
Changes:
- notes on spaces in path problem
- refers to latest ALL patch of 2004-09-13.
Attachment: ctp2_dev.pdf
This has been downloaded 21 time(s).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:36
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Hello,
Is there a documentation somewhere of which directory does what and what file does what?
I have been looking for the exploration code to help me design my own exploration algorithm in Clash and I don't get anywhere. There are robot and robotcom directories for instance, whose names are quite meaningless to me. The variable I was looking for is, of course, public, so I am stuck into grepping all instances of m_pos in the code if I want to go anywhere. I can't understand how you manage to work without a documentation describing what directory stands for what at the very least (well, I can understand, but I know that's not practical). Has anyone done something like listing the directories and explaining what the files inside did, or done some rough architecture overview which would explain more or less which parts of the code are where and how they fit and communicate together?
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