diff --git a/doc/kenolaba/index.docbook b/doc/kenolaba/index.docbook index 33640bac..eb16faad 100644 --- a/doc/kenolaba/index.docbook +++ b/doc/kenolaba/index.docbook @@ -58,7 +58,7 @@ played by two players. &kenolaba; is a simple board strategy game that is played by two players. There are red and yellow pieces for each player. Beginning from a position where each player has 14 pieces, moves are drawn until -one player has pushed 6 of his opponent's pieces out of the +one player has pushed 6 of their opponent's pieces out of the board. The original program was developed in 1993 for DOS and pure @@ -303,8 +303,8 @@ key. Settings menu, and the Spy option. If it is your turn, you can see the computer's rating of the move you want to play in the status bar. If it's the computer's turn you -can see (in status bar and highlighted pieces) the move he actually -thinks is the best to play. Of course this changes along his +can see (in status bar and highlighted pieces) the move they actually +thinks is the best to play. Of course this changes along their search. @@ -576,8 +576,8 @@ your move. -When the computer is thinking, his depth search is interrupted and he -draws the best move he has found so far. +When the computer is thinking, its depth search is interrupted and he +draws the best move it has found so far. diff --git a/doc/kenolaba/man-kenolaba.6.docbook b/doc/kenolaba/man-kenolaba.6.docbook index a89a79fd..873f69a9 100644 --- a/doc/kenolaba/man-kenolaba.6.docbook +++ b/doc/kenolaba/man-kenolaba.6.docbook @@ -38,7 +38,7 @@ &kenolaba; is a simple board strategy game that is played by two players. There are red and yellow pieces for each player. Beginning from a start position where each player has 14 pieces, moves are drawn -until one player has pushed 6 of his opponent's pieces out of the +until one player has pushed 6 of their opponent's pieces out of the board. diff --git a/doc/kgoldrunner/index.docbook b/doc/kgoldrunner/index.docbook index 4caafd23..0545f543 100644 --- a/doc/kgoldrunner/index.docbook +++ b/doc/kgoldrunner/index.docbook @@ -75,8 +75,8 @@ will kill you if they catch you! The problem is you have no weapon to kill them. All you can do is run away, dig holes in the floor to trap them or lure them into some area where they cannot -hurt you. After a short time a trapped enemy climbs out of his hole, -but if it closes before that, he will die and reappear somewhere else. +hurt you. After a short time a trapped enemy climbs out of their hole, +but if it closes before that, they will die and reappear somewhere else. If you have never played before, try the Tutorial @@ -97,16 +97,16 @@ solving — all in one game. Good luck! Below is a typical game in progress. The hero (green) is at level 4 in the Advanced Tutorial game. The window's status bar shows -how many lives he has left and how many points he has scored. It also -shows that there is a hint available for this level (as there always +how many lives they have left and how many points they have scored. +It also shows that there is a hint available for this level (as there always is in tutorial games) and that the action is stopped (while taking this snapshot), but can be continued by pressing P or Esc. The hero started at the top left, dug a hole and dropped into a -line of false bricks and gold where you can now see him falling. The -enemy above him will fall into the hole, then climb out and be trapped -up there till the end of the level. He could cause the hero some +line of false bricks and gold where you can now see them falling. The +enemy above them will fall into the hole, then climb out and be trapped +up there till the end of the level. They could cause the hero some problems then, because that is where the hidden ladders appear when all the gold is gone. The hero has to use them to get to the next level. @@ -120,8 +120,8 @@ level. The enemy on the right is falling and carrying some gold. -Notice his gold outline. The third enemy is about to come down a ladder to -chase the hero. He will have to dodge both enemies when he reaches +Notice their gold outline. The third enemy is about to come down a ladder to +chase the hero. They will have to dodge both enemies when they reach the floor ... This level also shows diggable bricks and undiggable concrete and has lots of traps (false bricks), which look just like ordinary bricks. @@ -152,15 +152,15 @@ level completed. Moving Around By default you control the hero (green) with the mouse, but you -can also control him with the keyboard (see below). He moves towards -wherever you place the mouse pointer. He cannot move as fast as you -can move the mouse, but he will try hard to catch up. If the mouse -pointer is above or below his level, he will always go up or down when -there is a ladder available or a place to fall into. Otherwise he will -move horizontally until he is above, below or right at the mouse -pointer. You can make him follow simple paths (like _ | L or U), but -be careful not to get too many twists and turns ahead of him. +can also control them with the keyboard (see below). They move towards +wherever you place the mouse pointer. They cannot move as fast as you +can move the mouse, but they will try hard to catch up. If the mouse +pointer is above or below their level, they will always go up or down when +there is a ladder available or a place to fall into. Otherwise they will +move horizontally until they are above, below or right at the mouse +pointer. You can make them follow simple paths (like _ | L or U), but +be careful not to get too many twists and turns ahead of them. You can move left or right over bricks, concrete, ladders or bars and up or down over ladders. If you are on an empty square or a @@ -195,10 +195,10 @@ menu. The movement keys (I, J, K, L or arrows) start the hero -moving up, down, left or right. He continues moving in that direction, -if he can, until you press another movement key or -Space to stop. In mouse mode, he stops automatically -when he gets to the mouse pointer. +moving up, down, left or right. They continue moving in that direction, +if they can, until you press another movement key or +Space to stop. In mouse mode, they stop automatically +when they gets to the mouse pointer. A word of warning: using the keyboard is much harder, in the long run, than using the mouse. Think of the mouse as a @@ -253,13 +253,13 @@ linkend="rules-of-digging">Rules of Digging below). They will pick up gold either always or at random, depending on the game settings, and will drop gold at random on brick, concrete or the top of a ladder. An enemy who is carrying gold has a gold outline. You -must get the gold away from him before you can finish the +must get the gold away from them before you can finish the level. If an enemy touches you or you move down onto one, you die and must start the level again, if you have any lives left. However, it is possible to walk or stand on an enemy's head and you can ride an enemy -down when he is falling. Some advanced levels require such a +down when they are falling. Some advanced levels require such a move. @@ -290,8 +290,8 @@ mouse button, or use one of the digging keys (defaults O.) You can dodge an oncoming enemy by digging a hole, waiting for -him to fall in and then running quickly over his head. At the same -time you can collect any gold he was carrying. Usually you can dig two +him to fall in and then running quickly over their head. At the same +time you can collect any gold they were carrying. Usually you can dig two holes to capture and run over two enemies who are close together, but this rarely works if the enemies are separated or there are more than two of them. @@ -329,7 +329,7 @@ will always climb UP to get out of it. Their time in the hole is less than the time the hole stays open, so to kill enemies you usually have to dig several holes in quick succession. Enemies always give up gold as they fall into a hole, so you can quickly run onto the enemy's head -and grab the gold before he climbs out. +and grab the gold before they climb out. Enemies will never fall down through a hole from above, but depending on the game rules and Settings, they can @@ -404,7 +404,7 @@ enemies choose a path to the hero. In the Traditional search method, enemies look for vertical paths (ladders and falls) and they try to stay above the -hero or at the same height. They go below him only as a last +hero or at the same height. They go below them only as a last resort. The enemies make no attempt to chase the hero in the horizontal direction until they are at the same height and can find a horizontal path. This leads to situations where you can @@ -442,7 +442,7 @@ both types of play. Traditional play but not in &kgoldrunner; play. The trick in several Traditional levels depends on releasing an enemy from -behind a brick wall. When you dig away the bricks, he runs out through +behind a brick wall. When you dig away the bricks, they run out through the hole. @@ -786,7 +786,7 @@ on every level. -Kills the hero when he is in a position from which he cannot +Kills the hero when they are in a position from which they cannot escape. @@ -1210,7 +1210,7 @@ else if you prefer and you do not have to use the whole 28x20 area. Lots of interesting levels use smaller areas. The minimum requirement for a level to be playable is to have a -hero, a gold nugget he can get to and a visible or hidden ladder +hero, a gold nugget they can get to and a visible or hidden ladder leading to the top of the playing area. You do not have to have enemies, bars or even bricks. There are many challenging levels that have no enemies or no bricks. @@ -1292,7 +1292,7 @@ release the mouse button. If you make a mistake, you can use the Empty space icon to erase it. The hero icon works differently, because there can be only one -hero. When you paint the hero, he moves from his previous position to +hero. When you paint the hero, they move from their previous position to wherever you release the mouse button. @@ -1418,9 +1418,9 @@ Solving Difficult Levels -You can always trap a single oncoming enemy in one hole, get his -gold and run on over him without killing him. It is often a good idea -to dig behind you and delay him further, but that might kill him. In +You can always trap a single oncoming enemy in one hole, get their +gold and run on over them without killing them. It is often a good idea +to dig behind you and delay them further, but that might kill them. In some levels it is not a good idea to kill enemies. @@ -1444,13 +1444,13 @@ collect gold while they run along behind you. takes three to nine holes to kill one to five enemies. -It is possible to kill an enemy with one hole if he is far +It is possible to kill an enemy with one hole if they are far enough away when you dig it. In the Traditional game, you can trap an enemy permanently in a pit of brick or concrete. Stand near the edge of the -pit on the opposite side to the enemy. As he approaches the pit, move +pit on the opposite side to the enemy. As they approach the pit, move down one square (to the level of the floor of the pit) and the enemy will usually run into the pit. @@ -1513,7 +1513,7 @@ position. In some situations an enemy can be killed without giving up the -gold he is carrying. The gold becomes a lost +gold they are carrying. The gold becomes a lost nugget. You score no points for making an enemy lose a nugget, but at least you can finish the level. @@ -1547,7 +1547,7 @@ easier stages. In digging puzzles, look for false bricks you can fall into and thus have one less brick to dig. Or consider using an enemy to go -ahead of you, so that you can stand on his head and dig. +ahead of you, so that you can stand on their head and dig. Look for a theme or trick in the level, such as riding down on @@ -1555,7 +1555,7 @@ an enemy's head, trapping all the enemies in a pit, luring the enemies to a corner where they will stay and not chase you, luring the enemies into pits you must cross to get to some gold, getting the enemies to fetch gold for you or finding spots where you can stand and make an -enemy move to where you want him. +enemy move to where you want them. diff --git a/doc/kpoker/index.docbook b/doc/kpoker/index.docbook index 2f588615..f4bc368f 100644 --- a/doc/kpoker/index.docbook +++ b/doc/kpoker/index.docbook @@ -307,7 +307,7 @@ you think you are ready then click again on the Draw New Cards Perhaps you do not get new cards - then the computer player has -quite good cards (or at least not very bad cards) and he has +quite good cards (or at least not very bad cards) and they have raised. You have to decide to adjust your bet or to get out of the round. By default you will adjust your bet. Click again on the Draw New Cards button when ready. diff --git a/doc/kreversi/index.docbook b/doc/kreversi/index.docbook index 525137bb..30b782c2 100644 --- a/doc/kreversi/index.docbook +++ b/doc/kreversi/index.docbook @@ -66,7 +66,7 @@ computer. The playing field is an 8 by 8 square board divided into 64 squares. The game piece used is a colored stone - one side of it is red, the other blue. If a piece is captured by an opposing player, that piece is turned to reveal the color of that player. A winner is declared when one player has -more pieces of his own color on the board and if there are no more possible +more pieces of their own color on the board and if there are no more possible moves. @@ -187,7 +187,7 @@ another square later in the game. When it is no longer possible for either player to move, the game is over. Discs are then counted and the player with the majority -of his or her color discs on the board is declared the winner. +of their color discs on the board is declared the winner. It is possible for a game to end before all 64 squares are filled. diff --git a/doc/kspaceduel/index.docbook b/doc/kspaceduel/index.docbook index 62043531..b52e99bf 100644 --- a/doc/kspaceduel/index.docbook +++ b/doc/kspaceduel/index.docbook @@ -61,7 +61,7 @@ other. The Game -The idea of the game is simple (but addictive). You try to destroy your opponent before he destroys you. +The idea of the game is simple (but addictive). You try to destroy your opponent before they destroy you. Be careful not to hit the sun. Rules of the Game diff --git a/doc/ktron/index.docbook b/doc/ktron/index.docbook index e8b11dc5..7b9e8641 100644 --- a/doc/ktron/index.docbook +++ b/doc/ktron/index.docbook @@ -142,7 +142,7 @@ xtron-1.1. At skill levels Average and Expert, the computer tries to hinder the -opponent when he comes near. +opponent when they come near. diff --git a/doc/ktuberling/index.docbook b/doc/ktuberling/index.docbook index bb9c16b8..8ac74926 100644 --- a/doc/ktuberling/index.docbook +++ b/doc/ktuberling/index.docbook @@ -105,7 +105,7 @@ include them in the museum if he gets some spare time. &ktuberling; can also speak. It will spell out the name of the objects you drag and drop. It will speak in a language -that you can chose. You can even use it to learn a bit of vocabulary +that you can choose. You can even use it to learn a bit of vocabulary in foreign languages. Currently, &ktuberling; can speak Danish, German, English, Spanish, French, Italian, Dutch, Portuguese, Romanian, Serbian, Slovak, Slovenian and Swedish. diff --git a/doc/lskat/index.docbook b/doc/lskat/index.docbook index dbdf16e9..f816a7d2 100644 --- a/doc/lskat/index.docbook +++ b/doc/lskat/index.docbook @@ -140,7 +140,7 @@ holding for any trump): -The player who wins both cards will add their value to his score. The +The player who wins both cards will add their value to their score. The values of the cards are: diff --git a/doc/man/kenolaba/kenolaba.6 b/doc/man/kenolaba/kenolaba.6 index 42654a08..97d10a12 100644 --- a/doc/man/kenolaba/kenolaba.6 +++ b/doc/man/kenolaba/kenolaba.6 @@ -11,7 +11,7 @@ kenolaba \- Abalone board game for TDE KEnolaba is a simple board strategy game that is played by two players. There are red and yellow pieces for each player. Beginning from a start position where each player has 14 pieces, moves are drawn until -one player has pushed 6 of his opponent's pieces out of the board. +one player has pushed 6 of their opponent's pieces out of the board. The original program was developed in 1993 for DOS and pure Xlib. For TDE there was a major rewrite. diff --git a/doc/man/kreversi/kreversi.6 b/doc/man/kreversi/kreversi.6 index a0cf3399..77443e55 100644 --- a/doc/man/kreversi/kreversi.6 +++ b/doc/man/kreversi/kreversi.6 @@ -14,7 +14,7 @@ playing field is an 8 by 8 square board divided into 64 squares. The game piece used is a colored stone - one side of it is red, the other blue. If a piece is captured by an opposing player, that piece is turned to reveal the color of that player. A winner is declared when -one player has more pieces of his own color on the board and if there +one player has more pieces of their own color on the board and if there are no more possible moves. .SH GENERIC OPTIONS diff --git a/doc/man/lskat/lskat.6 b/doc/man/lskat/lskat.6 index f0bece5e..ebff8a34 100644 --- a/doc/man/lskat/lskat.6 +++ b/doc/man/lskat/lskat.6 @@ -12,8 +12,8 @@ Lieutnant skat (from German \fIOffiziersskat\fP) is a card game for two players. It is roughly played according to the rules of Skat but with only two players and simplified rules. -Every player has a set of cards in front of him/her, half of them -covered and half of them open. Both players try to win more than 60 of +Every player has a set of cards in front of them, half of which is +covered and the other half open. Both players try to win more than 60 of the 120 possible points. After 16 moves all cards are played and the game ends. diff --git a/doc/twin4/index.docbook b/doc/twin4/index.docbook index 69349e83..0f305dc3 100644 --- a/doc/twin4/index.docbook +++ b/doc/twin4/index.docbook @@ -102,7 +102,8 @@ connection). It further shows the level of the computer opponent, the number of moves done as well as the computer calculated chance of winning. This chance is calculated only if the computer opponent makes a move. A positive number means that the player has an advantage, a -negative number means that the computer thinks he is better. +negative number means that the computer thinks it is better than the +player. diff --git a/kgoldrunner/src/data_messages.cpp b/kgoldrunner/src/data_messages.cpp index f905168b..4c456077 100644 --- a/kgoldrunner/src/data_messages.cpp +++ b/kgoldrunner/src/data_messages.cpp @@ -29,19 +29,19 @@ i18n("TRANSLATORS: Please see the notes in the data_messages.cpp file."); i18n("Hi !!"); i18n("Hi ! Welcome to KGoldrunner ! The idea of the game is to pick up all the gold nuggets, then climb to the top of the playing area and move up to the next level. A hidden ladder will appear as you collect the last nugget." "\n" -"\nThe hero (the green figure) is your deputy. To collect the nuggets, just point the mouse where you want him to go. At first gravity takes over and he falls ..." +"\nThe hero (the green figure) is your deputy. To collect the nuggets, just point the mouse where you want the hero to go. At first gravity takes over and the hero falls ..." ); // From levels/tute002.grl (in levels.tar). i18n("Navigation"); -i18n("This is an exercise in moving around. Follow the track of gold nuggets until the ladder pops up at the right. The hero can only follow the mouse along simple paths (like _ | L or U), so be careful not to get too far ahead of him." +i18n("This is an exercise in moving around. Follow the track of gold nuggets until the ladder pops up at the right. The hero can only follow the mouse along simple paths (like _ | L or U), so be careful not to get too far ahead of them." "\n" "\nDANGER: Try not to fall off the ladder or bar into the concrete pit at the bottom right. If you do get trapped there, the only way out is to kill the hero (press key Q for quit) and start the level again." ); // From levels/tute003.grl (in levels.tar). i18n("Digging"); -i18n("Now you have to dig to get the gold! Just use the left and right mouse buttons to dig left or right of the hero's position. The hero can then jump into and through the hole he has dug. He can also dig several holes in a row and run sideways through the dug holes. Be careful though. After a while the holes close up and you can get trapped and killed." +i18n("Now you have to dig to get the gold! Just use the left and right mouse buttons to dig left or right of the hero's position. The hero can then jump into and through the hole they have dug. They can also dig several holes in a row and run sideways through the dug holes. Be careful though. After a while the holes close up and you can get trapped and killed." "\n" "\nIn the third box down, you have to dig two holes, jump in and quickly dig one more, to get through two layers. On the right, you have to dig three, then two then one to get through. There are also two little puzzles to work out along the way. Good luck!" "\n" @@ -54,9 +54,9 @@ i18n("Well, it's been nice and easy up to now, but the game would be no fun with "\n" "\nYou can handle enemies by running away, digging a hole or luring them into part of the playing area where they get stranded." "\n" -"\nIf an enemy falls into a hole, he gives up any gold he is carrying, then gets stuck in the hole for a time and climbs out. If the hole closes while he is in it, he dies and reappears somewhere else on the screen. You can deliberately kill enemies by digging several holes in a row." +"\nIf an enemy falls into a hole, they give up any gold they are carrying, then get stuck in the hole for a time and climb out. If the hole closes while they are in it, they die and reappear somewhere else on the screen. You can deliberately kill enemies by digging several holes in a row." "\n" -"\nMore importantly, you can run over an enemy's head. You must do that right at the start of this level. Dig a hole, trap the enemy, wait for him to fall all the way in, then run over him, with the other enemy in hot pursuit..." +"\nMore importantly, you can run over an enemy's head. You must do that right at the start of this level. Dig a hole, trap the enemy, wait for them to fall all the way in, then run over them, with the other enemy in hot pursuit..." ); // From levels/tute005.grl (in levels.tar). @@ -82,7 +82,7 @@ i18n("This is just a nice easy level to finish up with. Have fun with the other i18n("Bars and Ladders"); i18n("There's nowhere to dig, so you must dodge the enemies and avoid falling to the concrete at the wrong time. Try to keep the enemies together." "\n" -"\nIf an enemy has a gold outline, he is holding a nugget. He might drop it as he runs over the concrete or maybe at the top of a ladder ...... patience, patience !!" +"\nIf an enemy has a gold outline, they are holding a nugget. They might drop it as they run over the concrete or maybe at the top of a ladder ...... patience, patience !!" ); // From levels/tutea002.grl (in levels.tar). @@ -96,7 +96,7 @@ i18n("You cannot get up to the gold, so you must get the enemies to bring it dow i18n("... Or not to kill?"); i18n("It is best not to kill the enemy. Try it and you will find out why ... Heh, heh, heh !! ... ;-)" "\n" -"\nIf you do kill him unintentionally, before you have collected the gold at the top left, you can still finish the level by digging away the side of the pit he is in." +"\nIf you do kill them unintentionally, before you have collected the gold at the top left, you can still finish the level by digging away the side of the pit they are in." ); // From levels/tutea004.grl (in levels.tar). diff --git a/libtdegames/kgame/libtdegames.html b/libtdegames/kgame/libtdegames.html index 94656f36..417ce9b2 100644 --- a/libtdegames/kgame/libtdegames.html +++ b/libtdegames/kgame/libtdegames.html @@ -59,8 +59,8 @@ The exchange of moves and other information is done using the class KMessageServer. An object of this class is a server that waits for connections. Someone who wants to take part - in the game has to connect to this server - usually using an internet socket connection. He does - this by creating a KMessageClient object. This object connects to the message server.

+ in the game has to connect to this server - usually using an internet socket connection. This is + done by creating a KMessageClient object. This object connects to the message server.

The transfer of data is realised by subclasses of the abstract class KMessageIO. One object of this class is created on the client side, one on the server side. Different types of networks can @@ -84,8 +84,8 @@ The KGame objects are by default all equal. So the usual approach will be that every KGame object will store the complete status of the game, and any change or move will be broadcasted to the other KGame objects, so that they all change the status in identical ways. Sometimes it may be necessary (or just - easier to implement) that one KGame object is a game server (i.e. he is repsonsible for everything, - he coordinates the complete game and stores the game status), whereas the other KGame objects are + easier to implement) that one KGame object is a game server (i.e. repsonsible for everything, + coordinating the complete game and stores the game status), whereas the other KGame objects are only dumb stubs that are used to contact the game server. You can implement both approaches using the message server structure. If you need to elect the KGame object that shall be the game server, you may e.g. use the one that has the KMessageClient that is the admin of the message @@ -119,8 +119,8 @@ Scenario 2: network game, started by one player

- If one user is bored of playing alone, he can open his game for connections from the outside world. - He listens to a TCP/IP socket port (i.e. a number between 0 and 65535). Other players can create + If one user is bored of playing alone, they can open their game for connections from the outside world. + The game listens to a TCP/IP socket port (i.e. a number between 0 and 65535). Other players can create KGame objects of their own and connect to this port. They need to know the IP address of that computer and the port number. This situation will have this structure: @@ -184,4 +184,4 @@ - \ No newline at end of file + diff --git a/twin4/index.html b/twin4/index.html index ea969510..1ff83bc2 100644 --- a/twin4/index.html +++ b/twin4/index.html @@ -135,7 +135,7 @@ During game only the player who is not moving can be changed. This is analogous to the yellow side. It is possible that there are two local players just as the computer can take both local players. Only one remote player is possible though. If the client does -not choose one remote player he will be asked as soon as a connection +not choose one remote player they will be asked as soon as a connection is built. It does not matter what colour the remote side chooses. If both remote parties choose to play the same colour the computer will handle this and transform the other players colour