This document has 3 sections - section 1 is current programming style/hints for
developers to make things easier.  Section 2 is a programming guide for new
addition.  Section 3 contains notes for making patches.

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Section 1 - currently used conventions/hints for new code writers:

1)  Variable abbreviations - op is short for object pointer, ob is for object,
    and pl is for player.

2)  Some functions are named using the conventions above - the naming reflects
    what options they take (insert_ob_in_ob takes 2 object structures)

3)  Identation is either 2 spaces or 4 spaces.  This can be a pain to read, but
    most functions should be consistent through the function.

4)  Some structure elements should never be accessed directly - rather, there
    are other functions to use the values.

        object->owner:  This contains the owner id for this object.  Use
        set_owner and get_owner instead.  Directly using object->owner
        is likely to get unpredictable results.

        object->nrof:  This contains the number of an object.
        Since changing this will change the weight of an object, direct
        access should also be avoided.  Use decrease_ob_nr, split_ob,
        and insert_ob_in_... - the later will merge the objects if
        applicable.

5)  If using insert_ob_in_map and plan to do further actions with the object,
    check and make sure the object still exists after insertion - it is
    possible that the object gets destroyed while being inserted.

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Section 2 - Style guide for new additions:

1)  Use descriptive variable names.  op and pl should only be used for
    temporary variables (cycling through the list or the like).  For variables
    well defined, use an accurate name (ie, hitter, sack, etc).

2)  Only add name options with #ifdef's to the config file if the behaviour
    seriously changes the game.  Adding a new spell does not warrant an #ifdef.
    There are already too many options in the config.h file.

3)  Log errors/diagnostics with the LOG function.  When doing so, please
    include the function name - this is especially true for errors.

4)  If you want to add special debug code for certain compiles, generate a
    unique #define for it - don't use the global DEBUG.  For example,
    NEWCS_DEBUG.

5)  Try to use the [s/u]int[8/16/32] whenever possible.  Use the one of
    appropriate size/type.  If not sure, go for the next size up.  Do not ever
    write code assuming that any of those will have an exact number of bits -
    those types only mean that you will get at least that many bits - you may
    get more.

6)  The exception to #5 above is strings.  Continue to use 'char', since the
    signedness of functions that take string options can differ system to
    system, and generate excessive warnings if the wrong sign is used.

7)  When adding new function, include a comment of what the function is
    supposed to do, what options it takes, and what if any value it returns.
    This makes debugging of such functions easier, and also makes it better
    known to other developers if that function might be useful to them.

8)  Try to keep lines to less than 80 columns when possible.  This is not a
    strict requirement - don't break up some complex comparison because the
    line would otherwise be 83 characters long.  Xterms can be resized to most
    any width.  However, use your judgement on whether breaking up a long line
    would make something more or less readable.

9)  Assume all names use one namespace.  For example, if there is a struct
    called spell, don't make the name of an optional parameter spell.  This
    will break on C compilers that follow the spec strictly

10) As a followup on 9 above, don't use nonstandard gcc extensions (// for
    comment lines, ability to nest functions, declare arrays with variable
    bounds, etc.)  Likewise, don't use special system functions - don't assume
    the target system will be bsd or svr4 - if using a potentially non standard
    function, add checks in the autoconf script and include a version of the
    function in case it is not on that system.  They key word here is
    portability - don't assume everyone else has the same system as you do.

11) Write code that can easily be maintained in the future, not code that is
    easiest to write at that second.  This basically means don't do the quick
    and ugly hack, but instead fix it properly.

12) Use 4 space indentation.  While a lot of old code may have 2 space indents,
    a move to 4 space will improve readability in the future.

13) /*
     * do block
     * comment like
     * this
     */

    /*
      and not
      like this
     */

     /* If you are doing a single line comment, this method is fine */

    It is much easier to spot the block comments if they all start with *,
    and these comments tend to be worth noticing.

14) /**
     * Functions should be commented like this.
     *
     * @param bla
     * this is a parameter
     * @return
     * returns NULL
     */

    This lets doxygen generate nice documentation.

15) As discussed on IRC, the preferred style for expressions is like this:

    if (expression) {
        statement;
        statement;
    }

    If <space> (expression), the space between the if and expression is
    required.

    NOT like this:

    if (expression)
    {
        statement;
        statement;
    }

16) The preferred style of formal parameters:

    void myFooFunction(param1, param2, param3) {
        statement;
        statement;
    }

    There is no space after the left paren, no space before the right paren,
    comma right after the formal param, and space right after the comma.

17) Local variable names. Just a rules of thumb.

    These are ok:

        int mylongvarname;
        int my_long_var_name;

    Please do NOT use caps except for typedefs, enums and defines.

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Section 3 - Submitting Patches:

1)  Please send patches on a bug fix or feature enhancement basis individually,
    and not make mega patches.  A diff that changes 10 things is first more
    difficult for me to look over and understand as unrelated changes might be
    going on.  It is also harder for me to reject part of a patch (feature X is
    nice, but Y doesn't work).

2)  Please state in the message included with the patch what it fixes/changes.
    Too often, I get patches which is just a bunch of source code, and I have
    no idea if I want to incorporate it, or even if the bug is still there.
    Please also state what version of crossfire the diff is for.

3)  I will assume any patches mailed directly to me are to be included.  If
    posting a patch on the mailing list (either source or ftp location), please
    explicity state whether or not you want that patch incorporated into the
    master source.  Many times, a patch may be made available on an
    expiremental basis which is not ready for widespread distribution.

4)  When making patches, please make context diffs.  Please also include the
    directory that the file is in (run the diff in the top level directory).
    Please make 5 line context diffs - large line context diffs are fine if you
    think that may make it easier.

     Example:

	 'diff -c5 (oldfile) (newfile)'

     You can also do diffs of entire directories.  Do do this, type:

          'diff -c5 -r (old_directory) (new_directory)'

     An example:

           'diff -c5 -r crossfire-0.90.1 crossfire-0.90.2'

5)  Gnu diff will include files that did not exist before.  Other diff programs
    may not do this.

6)  If your diff looks excessively long and you made a lot of formatting
    changes, you can add -w to the diff options to have it ignore whitespace.
    Note that this will then mean that those formatting changes will then be
    lost.

7)  There is no need to make a seperate diff file for each file different (ie,
    treasure.diff, player.diff, etc).  Assuming you follow steps 1-6, all the
    diffs can be contained in one file, and patch will deal with it just fine.

8)  If you need to send a map, new archetypes, or other new files where a diff
    doesn't make since, a uuencoded tar file will work just fine.

9)  Submit all patches to the Sourceforge patch tracker on Sourceforge:

        http://sourceforge.net/projects/crossfire

    After posting the patch, mail an announcement to:

        Crossfire Discussion Mailing List <crossfire@metalforge.org>

