tDocumentation updates - vaccinewars - be a doctor and try to vaccinate the world
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       ---
 (DIR) commit 4eecef7a9ab09475080dec30c4e87ee871153657
 (DIR) parent 434455e1ed438c0fedc114df818b64ac191c39bf
 (HTM) Author: Ben Webb <ben@salilab.org>
       Date:   Sun, 29 Apr 2001 18:02:32 +0000
       
       Documentation updates
       
       
       Diffstat:
         M doc/configfile.html                 |     122 +++++++++++++++++++------------
         M doc/example-cfg                     |      31 +++++++++++++++++--------------
       
       2 files changed, 91 insertions(+), 62 deletions(-)
       ---
 (DIR) diff --git a/doc/configfile.html b/doc/configfile.html
       t@@ -17,6 +17,8 @@ The order of making dopewars settings is as follows:-
        <ol>
        <li>The global configuration file (if present) <b>/etc/dopewars</b>
        <li>The user-specific file (if present) <b>~/.dopewars</b>
       +<li><i>(Windows only)</i> The file <b>dopewars-config.txt</b> in the current
       +directory
        <li>Options specified on the <a href="commandline.html">command line</a>
        </ol>
        
       t@@ -24,10 +26,11 @@ Settings in a configuration file can set numbers, strings or "string lists".
        A numerical value is set with a command such as <b>Port=7902</b> (which sets
        the TCP port for mulitplayer connections to 7902).<p>
        
       -String (text) values are set with commands such as <b>BankName="the bank"</b>
       +String (text) values are set with commands such as <b>BankName='the bank'</b>
        (which sets the name of the bank). Notice that string values <b>must</b> be
       -enclosed in quotes. Strings in double quotes understand escapes such as "\n";
       -strings in single quotes do not treat backslash characters specially.<p>
       +enclosed in quotes. Strings in double quotes understand escapes such as "\t";
       +strings in single quotes do not treat backslash characters specially, and
       +so should be used for Windows pathnames.<p>
        
        A string list is used for setting an array of strings; for example
        <b>SubwaySaying = { "Saying 1", "Saying 2", "Saying 3" }</b> sets up three
       t@@ -53,7 +56,7 @@ the parts in italics to customise your own server and client.<p>
        <li><a href="#metaserver">Metaserver configuration</a>
        <li><a href="#places">Basic configuration: places in the game</a>
        <li><a href="#drugs">Basic configuration: drug prices</a>
       -<li><a href="#guns">Basic configuration: guns</a>
       +<li><a href="#combat">Basic configuration: guns and fighting</a>
        <li><a href="#advanced">Advanced configuration</a>
        </ul>
        
       t@@ -159,9 +162,9 @@ The index within the square brackets can range from 1 to whatever
        NumLocation is set to above, or an error will be reported.
        
        <dt><b>Location[<i>4</i>].PolicePresence=<i>90</i></b>
       -<dd>Sets the police presence in the <i>4th</i> location to <i>90%</i>. In
       -theory this affects how likely it is for the police to catch players at
       -each location; in practice, it has no effect (code not written yet - sorry!).
       +<dd>Sets the police presence in the <i>4th</i> location to <i>90%</i>. This
       +affects how likely it is for the police to attack players at each location
       +when arriving, dropping drugs, or attacking other players.
        
        <dt><b>Location[<i>4</i>].MinDrug=<i>4</i></b>
        <dd>Sets the minimum possible number of different drugs that will be on sale
       t@@ -253,7 +256,7 @@ normal price distribution (between Drug[x].MinPrice and Drug[x].MaxPrice) by
        <i>4</i>.
        </dl>
        
       -<a name="guns"><h2>Basic configuration: guns</h2></a>
       +<a name="combat"><h2>Basic configuration: guns and fighting</h2></a>
        <dl>
        <dt><b>NumGun=<i>4</i></b>
        <dd>Configures the game to have <i>4</i> guns available to players at the
       t@@ -272,9 +275,64 @@ of the value set here.
        inventory - i.e. carrying one of these guns uses the same spaces as 4 drugs.
        
        <dt><b>Gun[<i>3</i>].Damage=<i>4</i></b>
       -<dd>Defines gun number <i>3</i> to do up to <i>4</i> points of damage - i.e.
       -a successful hit with one of these guns decreases the target's health by
       -up to 4 points.
       +<dd>Defines gun number <i>3</i> to do up to <i>4</i> points of damage.
       +
       +<dt><b>PlayerArmour=<i>100</i></b>
       +<dd>Sets the percentage armour rating of each player to <i>100</i> - this
       +defines the amount of health that you lose when you are successfully hit.
       +If 100, you lose the same number of health points as the gun's damage.
       +If more than 100, you lose fewer health points, and if less than 100, you lose
       +<b>more</b> health points than the gun's damage. This rating applies only
       +when you have no bitches.
       +
       +<dt><b>BitchArmour=<i>50</i></b>
       +<dd>Sets the percentage armour rating of each bitch to <i>50</i>.
       +
       +<dt><b>NumCop=<i>3</i></b>
       +<dd>Configures the game to have <i>3</i> cops. If you kill the first one, you
       +will later be attacked by the second one, and so on. (The last cop is 'undead'
       +and will return even if you kill him.)
       +
       +<dt><b>Cop[<i>1</i>].Name=<i>Officer Hardass</i></b>
       +<dd>Names the first cop to attack you <i>"Officer Hardass"</i>.
       +
       +<dt><b>Cop[<i>1</i>].DeputyName=<i>deputy</i></b>
       +<dd>Names a solitary deputy accompanying the first cop <i>"deputy"</i>.
       +
       +<dt><b>Cop[<i>1</i>].DeputiesName=<i>deputies</i></b>
       +<dd>Names more than one deputy accompanying the first cop <i>"deputies"</i>.
       +
       +<dt><b>Cop[<i>1</i>].Armour=<i>4</i></b>
       +<dd>Sets the armour rating of the first cop to <i>4%</i>.
       +
       +<dt><b>Cop[<i>1</i>].DeputyArmour=<i>3</i></b>
       +<dd>Sets the armour rating of the first cop's deputies to <i>3%</i>.
       +
       +<dt><b>Cop[<i>1</i>].AttackPenalty=<i>30</i></b>
       +<dd>When attacking another player, whether you successfully hit them depends
       +on whether your attack rating is greater than their defence rating, which are
       +generally numbers between 0 and 100 (think of them as percentages). This
       +penalises the first cop (and his deputies) by <i>30%</i> when attacking you.
       +
       +<dt><b>Cop[<i>1</i>].DefendPenalty=<i>30</i></b>
       +<dd>Penalises the first cop (and his deputies) by <i>30%</i> when defending
       +against a player.
       +
       +<dt><b>Cop[<i>1</i>].MinDeputies=<i>2</i></b>
       +<dd>The first cop will be accompanied by a minimum of <i>2</i> deputies.
       +
       +<dt><b>Cop[<i>1</i>].MaxDeputies=<i>8</i></b>
       +<dd>The first cop will be accompanied by a maximum of <i>8</i> deputies.
       +
       +<dt><b>Cop[<i>1</i>].GunIndex=<i>0</i></b>
       +<dd>The first cop, and his deputies, will carry gun number <i>0</i>
       +(zero-based).
       +
       +<dt><b>Cop[<i>1</i>].CopGun=<i>1</i></b>
       +<dd>The first cop will carry <i>1</i> gun.
       +
       +<dt><b>Cop[<i>1</i>].DeputyGun=<i>1</i></b>
       +<dd>The first cop's deputies will each carry <i>1</i> gun.
        </dl>
        
        <a name="advanced"><h2>Advanced configuration</h2></a>
       t@@ -331,34 +389,6 @@ takes at least 5 seconds.
        <dd>Each player will start the game with a debt to the loan shark of
        <i>$5,000</i>.
        
       -<dt><b>Cops.EscapeProb=<i>70</i></b>
       -<dd>Gives each player a <i>70%</i> chance of escaping successfully from 
       -Officer Hardass or Bob on his own, if the player chooses to run
       -
       -<dt><b>Cops.DeputyEscape=<i>2</i></b>
       -<dd>Decreases the probability of escaping from the cops by <i>2%</i> per
       -deputy accompanying a police officer.
       -
       -<dt><b>Cops.HitProb=<i>65</i></b>
       -<dd>Sets the probability of a lone policer officer hitting you in a firefight
       -to <i>65%</i>.
       -
       -<dt><b>Cops.DeputyHit=<i>2</i></b>
       -<dd>Increases the probability of the cops hitting you by <i>2%</i> per deputy
       -accompanying a police officer.
       -
       -<dt><b>Cops.Damage=<i>5</i></b>
       -<dd>Sets the maximum damage done to a player in a firefight with the cops
       -to <i>5</i> per cop.
       -
       -<dt><b>Cops.Toughness=<i>2</i></b>
       -<dd>Sets the difficulty of killing a cop to <i>2</i>. This works <b>against</b>
       -the decreased difficulty provided by each extra gun a player has.
       -
       -<dt><b>Cops.DropProb=<i>30</i></b>
       -<dd>Sets the probability that the cops will discover a player dropping drugs,
       -and subsequently attack them, to <i>30%</i>.
       -
        <dt><b>Names.Bitch=<i>"bitch"</i></b>
        <dd>Sets the word used to describe a single "bitch" in the game. Bitch, gun
        and drug names are automatically capitalised where necessary by the dopewars
       t@@ -390,14 +420,6 @@ is the month, in displaying the date in MM-DD-YYYY format)
        <dd>Sets the text displayed to the immediate right of the current turn (by
        default, the year).
        
       -<dt><b>Names.Officer=<i>"Hardass"</i></b>
       -<dd>Sets the name of the first police officer to attack each player to
       -<i>Hardass</i>.
       -
       -<dt><b>Names.ReserveOfficer=<i>"Bob"</i></b>
       -<dd>Sets the name of the police officer which attacks the players if they
       -kill the first one to <i>Bob</i>.
       -
        <dt><b>Prices.Spy=<i>20000</i></b>
        <dd>Sets the price to pay a bitch to spy on another player to be
        <i>$20,000</i>.
       t@@ -449,12 +471,16 @@ see <b>SubwaySaying</b> for more details.
        <dt><b>NumStoppedTo=<i>5</i></b>
        <dd>Sets there to be <i>5</i> distinct things which you can stop to do.
        
       +<dt><b>DrugValue=<i>1</i></b>
       +<dd>If non-zero, then the server will keep track of the price you paid for
       +any drugs, and clients will display this information if available.
       +
        </dl>
        
        <hr>
        <ul>
        <li><a href="index.html">Main index</a>
        </ul>
       -Last update: <b>09-09-2000</b>
       +Last update: <b>29-04-2001</b>
        </body>
        </html>
 (DIR) diff --git a/doc/example-cfg b/doc/example-cfg
       t@@ -9,32 +9,35 @@
        # An example of setting a numerical value
        MaxClients= 6
        
       -/* An example of setting a string (text) value */
       -HiScoreFile= "/var/lib/games/dopewars.sco"
       +/* An example of setting a string (text) value (all strings should be quoted -
       +   double-quotes can also be used, but these interpret C-style escape
       +   sequences (like \t for a tab character) and so should be avoided, e.g, for
       +   Windows path names) */
       +HiScoreFile= '/var/lib/games/dopewars.sco'
        
        # An example of setting a string list value
       -StoppedTo = { "drink a beer", "visit a friend",
       -              "smoke a cigar" }
       +StoppedTo = { 'drink a beer', 'visit a friend',
       +              'smoke a cigar' }
        
        StartCash=2000000  # Start each player with $2million
        StartDebt=0
        Port=7904
       -Pager="less"
       +Pager='less'
        NumLocation=6
       -Location[1].Name="Oxford"
       -Location[2].Name="London"
       -Location[3].Name="Birmingham"
       -Location[4].Name="Manchester"
       -Location[5].Name="Edinburgh"
       -Location[6].Name="Milton Keynes"
       -
       -Drug[1].Name="Smarties"
       +Location[1].Name='Oxford'
       +Location[2].Name='London'
       +Location[3].Name='Birmingham'
       +Location[4].Name='Manchester'
       +Location[5].Name='Edinburgh'
       +Location[6].Name='Milton Keynes'
       +
       +Drug[1].Name='Smarties'
        Drug[1].Cheap=0
        Drug[1].Expensive=1
        Drug[1].MinPrice=5000
        Drug[1].MaxPrice=50000
        
       -Gun[2].Name="Uzi 9mm"
       +Gun[2].Name='Uzi 9mm'
        Gun[2].Price=500000
        Gun[2].Space=20
        Gun[2].Damage=50