From ff7364e4082666f114a94bf8c8028ae4b78adda4 Mon Sep 17 00:00:00 2001 From: Alina Lenk Date: Fri, 28 Jan 2022 18:08:19 +0100 Subject: [PATCH 2/2] Remove unnecessarily gendered language See osdn #43725 --- ai/default/aiferry.c | 2 +- ai/default/aihunt.c | 2 +- ai/default/aiparatrooper.c | 2 +- ai/default/aitools.c | 8 ++--- ai/default/daicity.c | 2 +- ai/default/daidiplomacy.c | 30 +++++++++--------- ai/default/daimilitary.c | 2 +- ai/default/daimilitary.h | 2 +- client/client_main.c | 4 +-- client/clinet.c | 2 +- client/connectdlg_common.c | 8 ++--- client/control.c | 4 +-- client/gui-gtk-3.22/citydlg.c | 2 +- client/gui-gtk-3.22/pages.c | 2 +- client/gui-gtk-4.0/citydlg.c | 2 +- client/gui-gtk-4.0/pages.c | 2 +- client/gui-qt/connectdlg.cpp | 2 +- client/gui-sdl2/diplodlg.c | 2 +- client/gui-sdl2/widget.c | 2 +- client/plrdlg_common.c | 2 +- client/reqtree.c | 2 +- common/actions.c | 41 +++++++++++++------------ common/ai.h | 2 +- common/aicore/path_finding.h | 2 +- common/combat.c | 2 +- common/metaknowledge.c | 8 ++--- common/player.c | 4 +-- common/player.h | 2 +- common/research.h | 8 ++--- common/unit.h | 2 +- data/civ2civ3/README.civ2civ3 | 2 +- data/helpdata.txt | 2 +- data/sandbox/buildings.ruleset | 2 +- data/sandbox/game.ruleset | 7 +++-- data/webperimental/README.webperimental | 12 ++++---- data/webperimental/game.ruleset | 7 +++-- doc/HACKING | 12 ++++---- doc/HOWTOPLAY | 4 +-- doc/README.AI | 6 ++-- doc/README.actions | 14 ++++----- doc/README.effects | 6 ++-- doc/README.nations | 2 +- scripts/setup_auth_server.sh | 2 +- server/actiontools.c | 12 ++++---- server/advisors/advdata.c | 8 ++--- server/animals.c | 2 +- server/auth.c | 2 +- server/citytools.c | 12 ++++---- server/diplhand.c | 10 +++--- server/diplomats.c | 10 +++--- server/maphand.c | 6 ++-- server/plrhand.c | 8 ++--- server/savegame/savegame2.c | 4 +-- server/savegame/savegame3.c | 2 +- server/score.c | 2 +- server/srv_main.c | 9 +++--- server/stdinhand.c | 10 +++--- server/techtools.c | 8 ++--- server/unithand.c | 29 ++++++++--------- server/unittools.c | 16 +++++----- tools/fcmp/mpgui_gtk3.c | 2 +- tools/fcmp/mpgui_gtk4.c | 2 +- utility/registry_ini.c | 2 +- 63 files changed, 198 insertions(+), 193 deletions(-) diff --git a/ai/default/aiferry.c b/ai/default/aiferry.c index 7bbf700fdc..2a92d9cf65 100644 --- a/ai/default/aiferry.c +++ b/ai/default/aiferry.c @@ -1194,7 +1194,7 @@ void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, && get_transporter_occupancy(punit) != 0) { /* The boss isn't on the ferry, has not passed control away, * and we have other passengers? - * Forget about him. */ + * Forget about the boss. */ unit_data->passenger = FERRY_ABANDON_BOSS; } } diff --git a/ai/default/aihunt.c b/ai/default/aihunt.c index a9f45076b6..a6fbe48c96 100644 --- a/ai/default/aihunt.c +++ b/ai/default/aihunt.c @@ -344,7 +344,7 @@ static void dai_hunter_try_launch(struct ai_type *ait, UNIT_LOG(LOGLEVEL_HUNT, missile, "found primary target %d(%d, %d)" " dist %d", victim->id, TILE_XY(unit_tile(victim)), move_cost); - break; /* Our target! Get him!!! */ + break; /* Our target! Get it!!! */ } victim_type = unit_type_get(victim); diff --git a/ai/default/aiparatrooper.c b/ai/default/aiparatrooper.c index ab2ca750fa..88a327065b 100644 --- a/ai/default/aiparatrooper.c +++ b/ai/default/aiparatrooper.c @@ -304,7 +304,7 @@ void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, /*************************************************************************//** Evaluate value of the unit. - Idea: one paratrooper can scare/protect all cities in his range + Idea: one paratrooper can scare/protect all cities in their range *****************************************************************************/ static int calculate_want_for_paratrooper(struct unit *punit, struct tile *ptile_city) diff --git a/ai/default/aitools.c b/ai/default/aitools.c index 61c99be540..7f97b79372 100644 --- a/ai/default/aitools.c +++ b/ai/default/aitools.c @@ -153,12 +153,12 @@ int military_amortize(struct player *pplayer, struct city *pcity, /**********************************************************************//** There are some signs that a player might be dangerous: We are at - war with him, he has done lots of ignoble things to us, he is an - ally of one of our enemies (a ticking bomb to be sure), he is - our war target, we don't like him, diplomatic state is neutral + war with them, they have done lots of ignoble things to us, they are + an ally of one of our enemies (a ticking bomb to be sure), they are + our war target, we don't like them, diplomatic state is neutral or we have case fire. This function is used for example to check if pplayer can leave - his city undefended when aplayer's units are near it. + their city undefended when aplayer's units are near it. **************************************************************************/ void dai_consider_plr_dangerous(struct ai_type *ait, struct player *plr1, struct player *plr2, diff --git a/ai/default/daicity.c b/ai/default/daicity.c index a161437299..b709447ef0 100644 --- a/ai/default/daicity.c +++ b/ai/default/daicity.c @@ -1223,7 +1223,7 @@ static int action_target_neg_util(action_id act_id, /* Really bad for the city owner. */ case ACTRES_SPY_NUKE: case ACTRES_CONQUER_CITY: - /* The ai will never destroy his own city to keep it out of enemy + /* The ai will never destroy their own city to keep it out of enemy * hands. If it starts supporting it this value should change. */ case ACTRES_DESTROY_CITY: return 20; diff --git a/ai/default/daidiplomacy.c b/ai/default/daidiplomacy.c index 3aaab96334..2464c83a3e 100644 --- a/ai/default/daidiplomacy.c +++ b/ai/default/daidiplomacy.c @@ -262,7 +262,7 @@ static int compute_tech_sell_price(struct ai_type *ait, if (pplayers_allied(taker, eplayer) && !pplayers_allied(giver, eplayer)) { - /* Taker can enrichen his side with this tech */ + /* Taker can enrich their side with this tech */ worth += dai_goldequiv_tech(ait, eplayer, tech_id) / 4; } } players_iterate_alive_end; @@ -380,7 +380,7 @@ static int dai_goldequiv_clause(struct ai_type *ait, break; } - /* He was allied with an enemy at the begining of the turn. */ + /* They were allied with an enemy at the begining of the turn. */ if (adip->is_allied_with_enemy && pclause->type != CLAUSE_CEASEFIRE) { dai_diplo_notify(aplayer, _("*%s (AI)* I would like to see you keep your " @@ -476,10 +476,10 @@ static int dai_goldequiv_clause(struct ai_type *ait, worth = 0; } else { /* Very silly algorithm 1: Sea map more worth if enemy has more - cities. Reasoning is he has more use of seamap for settling - new areas the more cities he has already. */ + cities. Reasoning is they have more use of seamap for settling + new areas the more cities they have already. */ worth -= 15 * city_list_size(aplayer->cities); - /* Don't like him? Don't give him! */ + /* Don't like them? Don't give it to them! */ worth = MIN(pplayer->ai_common.love[player_index(aplayer)] * 7, worth); /* Make maps from novice player cheap */ if (has_handicap(pplayer, H_DIPLOMACY)) { @@ -502,7 +502,7 @@ static int dai_goldequiv_clause(struct ai_type *ait, if (!pplayers_in_peace(pplayer, aplayer)) { worth *= 2; } - /* Don't like him? Don't give him! */ + /* Don't like them? Don't give it to them! */ worth = MIN(pplayer->ai_common.love[player_index(aplayer)] * 10, worth); /* Make maps from novice player cheap */ if (has_handicap(pplayer, H_DIPLOMACY)) { @@ -759,7 +759,7 @@ void dai_treaty_accepted(struct ai_type *ait, struct player *pplayer, } clause_list_iterate_end; /* Rather arbitrary algorithm to increase our love for a player if - * he or she offers us gifts. It is only a gift if _all_ the clauses + * they offer us gifts. It is only a gift if _all_ the clauses * are beneficial to us. */ if (total_balance > 0 && gift) { int i = total_balance / ((city_list_size(pplayer->cities) * 10) + 1); @@ -1049,7 +1049,7 @@ void dai_diplomacy_begin_new_phase(struct ai_type *ait, struct player *pplayer) if (pplayers_allied(pplayer, aplayer)) { amount += ai->diplomacy.love_incr / 3; } - /* Increase love by each enemy he is at war with */ + /* Increase love by each enemy they are at war with */ players_iterate(eplayer) { if (WAR(eplayer, aplayer) && WAR(pplayer, eplayer)) { amount += ai->diplomacy.love_incr / 4; @@ -1095,7 +1095,7 @@ void dai_diplomacy_begin_new_phase(struct ai_type *ait, struct player *pplayer) } /* Increase the love if aplayer has got a building that makes - * us love him more. Typically it's Eiffel Tower */ + * us love them more. Typically it's Eiffel Tower */ if (!NEVER_MET(pplayer, aplayer)) { pplayer->ai_common.love[player_index(aplayer)] += get_player_bonus(aplayer, EFT_GAIN_AI_LOVE) * MAX_AI_LOVE / 1000; @@ -1337,7 +1337,7 @@ static void dai_go_to_war(struct ai_type *ait, struct player *pplayer, } else { /* Ooops! */ DIPLO_LOG(ait, LOG_DIPL, pplayer, target, "Wanted to declare war " - "for his war against an ally, but can no longer find " + "for their war against an ally, but can no longer find " "this ally! War declaration aborted."); adip->countdown = -1; return; @@ -1431,11 +1431,11 @@ static void war_countdown(struct ai_type *ait, struct player *pplayer, case DAI_WR_BEHAVIOUR: case DAI_WR_EXCUSE: dai_diplo_notify(ally, - PL_("*%s (AI)* %s has grossly violated his treaties " + PL_("*%s (AI)* %s has grossly violated their treaties " "with us for own gain. We will answer in force in " "%d turn and expect you to honor your alliance " "with us and do likewise!", - "*%s (AI)* %s has grossly violated his treaties " + "*%s (AI)* %s has grossly violated their treaties " "with us for own gain. We will answer in force in " "%d turns and expect you to honor your alliance " "with us and do likewise!", countdown), @@ -2083,8 +2083,8 @@ static void dai_incident_nuclear_self(struct player *receiver, Called when someone caused an incident to make the receiver lose AI love. Make the victim angry at the violator. Twice as angry if this was bad enough to cause International Outrage. - Make the rest of the world a bit angry if the violator did this to him - self. Twice as angry if the violator did it to someone else. + Make the rest of the world a bit angry if the violator did this to + themself. Twice as angry if the violator did it to someone else. @param receiver the player that receives information about the incident @param violator the player that caused the incident @param victim the victim of the incident @@ -2114,7 +2114,7 @@ static void dai_incident_simple(struct player *receiver, /******************************************************************//** War declared against a player. We apply a penalty because this - means he is seen as untrustworthy, especially if past relations + means they are seen as untrustworthy, especially if past relations with the victim have been cordial (betrayal). Reasons for war and other mitigating circumstances are checked diff --git a/ai/default/daimilitary.c b/ai/default/daimilitary.c index c2004250d7..713c26edca 100644 --- a/ai/default/daimilitary.c +++ b/ai/default/daimilitary.c @@ -428,7 +428,7 @@ void dai_assess_danger_player(struct ai_type *ait, struct player *pplayer, The idea in this horrible function is that there is an enemy nearby that can whack us, so let's build something that can defend against - him. If danger is urgent and overwhelming, danger is 200+, if it is + them. If danger is urgent and overwhelming, danger is 200+, if it is only overwhelming, set it depending on danger. If it is underwhelming, set it to 100 plus urgency. diff --git a/ai/default/daimilitary.h b/ai/default/daimilitary.h index 0fc10b76ea..40ccf6b104 100644 --- a/ai/default/daimilitary.h +++ b/ai/default/daimilitary.h @@ -26,7 +26,7 @@ #endif /* FREECIV_WEB */ /* When an enemy has this or lower number of cities left, try harder - to finish him off. */ + to finish them off. */ #define FINISH_HIM_CITY_COUNT 5 typedef struct unit_list *(player_unit_list_getter)(struct player *pplayer); diff --git a/client/client_main.c b/client/client_main.c index 33f4c7b704..a652e87b01 100644 --- a/client/client_main.c +++ b/client/client_main.c @@ -775,7 +775,7 @@ void client_packet_input(void *packet, int type) } /**********************************************************************//** - Handle user ending his/her turn. + Handle user ending their turn. **************************************************************************/ void user_ended_turn(void) { @@ -783,7 +783,7 @@ void user_ended_turn(void) } /**********************************************************************//** - Send information about player having finished his/her turn to server. + Send information about player having finished their turn to server. **************************************************************************/ void send_turn_done(void) { diff --git a/client/clinet.c b/client/clinet.c index c615e059e6..bfc2cebc16 100644 --- a/client/clinet.c +++ b/client/clinet.c @@ -310,7 +310,7 @@ void disconnect_from_server(void) stop_turn_change_wait(); - /* If it's internal server - kill him + /* If it's internal server - kill it * We assume that we are always connected to the internal server */ if (!force) { client_kill_server(FALSE); diff --git a/client/connectdlg_common.c b/client/connectdlg_common.c index bb25a6f3e3..bcc29b803f 100644 --- a/client/connectdlg_common.c +++ b/client/connectdlg_common.c @@ -592,10 +592,10 @@ bool client_start_server(void) /* We set the topology to match the view. * - * When a typical player launches a game, he wants the map orientation to - * match the tileset orientation. So if you use an isometric tileset you - * get an iso-map and for a classic tileset you get a classic map. In - * both cases the map wraps in the X direction by default. + * When a typical player launches a game, they want the map orientation + * to match the tileset orientation. So if you use an isometric tileset, + * you get an iso-map and for a classic tileset you get a classic map. + * In both cases the map wraps in the X direction by default. * * This works with hex maps too now. A hex map always has * tileset_is_isometric(tileset) return TRUE. An iso-hex map has diff --git a/client/control.c b/client/control.c index a096d694ab..7fef5d4ac5 100644 --- a/client/control.c +++ b/client/control.c @@ -777,7 +777,7 @@ void unit_focus_update(void) if (!can_ask_server_for_actions()) { fc_assert(get_num_units_in_focus() > 0); - /* An actor unit is asking the player what to do. Don't steal his + /* An actor unit is asking the player what to do. Don't steal its * focus. */ return; } @@ -2827,7 +2827,7 @@ void do_map_click(struct tile *ptile, enum quickselect_type qtype) } else if (unit_list_size(ptile->units) > 0) { /* The stack list is always popped up, even if it includes enemy units. * If the server doesn't want the player to know about them it shouldn't - * tell him! The previous behavior would only pop up the stack if you + * tell them! The previous behavior would only pop up the stack if you * owned a unit on the tile. This gave cheating clients an advantage, * and also showed you allied units if (and only if) you had a unit on * the tile (inconsistent). */ diff --git a/client/gui-gtk-3.22/citydlg.c b/client/gui-gtk-3.22/citydlg.c index fd2b31b72b..7cccb3d4eb 100644 --- a/client/gui-gtk-3.22/citydlg.c +++ b/client/gui-gtk-3.22/citydlg.c @@ -2833,7 +2833,7 @@ static void unit_upgrade_callback(GtkWidget *w, gpointer data) /******** Callbacks for citizen bar, map funcs that are not update *******/ /**********************************************************************//** Somebody clicked our list of citizens. If they clicked a specialist - then change the type of him, else do nothing. + then change its type, else do nothing. **************************************************************************/ static gboolean citizens_callback(GtkWidget *w, GdkEventButton *ev, gpointer data) diff --git a/client/gui-gtk-3.22/pages.c b/client/gui-gtk-3.22/pages.c index c37fbc3d26..e6ce06f8ac 100644 --- a/client/gui-gtk-3.22/pages.c +++ b/client/gui-gtk-3.22/pages.c @@ -2825,7 +2825,7 @@ void handle_game_load(bool load_successful, const char *filename) set_client_page(PAGE_START); if (game.info.is_new_game) { - /* It's pregame. Create a player and connect to him */ + /* It's pregame. Create a player and connect to it */ send_chat("/take -"); } } diff --git a/client/gui-gtk-4.0/citydlg.c b/client/gui-gtk-4.0/citydlg.c index e9a58c77a1..83ad85023b 100644 --- a/client/gui-gtk-4.0/citydlg.c +++ b/client/gui-gtk-4.0/citydlg.c @@ -2850,7 +2850,7 @@ static void unit_upgrade_callback(GtkWidget *w, gpointer data) /***********************************************************************//** Somebody clicked our list of citizens. If they clicked a specialist - then change the type of him, else do nothing. + then change its type, else do nothing. ***************************************************************************/ static gboolean citizens_callback(GtkWidget *w, GdkEvent *ev, gpointer data) diff --git a/client/gui-gtk-4.0/pages.c b/client/gui-gtk-4.0/pages.c index a1816c5378..59e702ba54 100644 --- a/client/gui-gtk-4.0/pages.c +++ b/client/gui-gtk-4.0/pages.c @@ -2859,7 +2859,7 @@ void handle_game_load(bool load_successful, const char *filename) set_client_page(PAGE_START); if (game.info.is_new_game) { - /* It's pregame. Create a player and connect to him */ + /* It's pregame. Create a player and connect to it */ send_chat("/take -"); } } diff --git a/client/gui-qt/connectdlg.cpp b/client/gui-qt/connectdlg.cpp index 5ad4ff2c51..e1b3d4694a 100644 --- a/client/gui-qt/connectdlg.cpp +++ b/client/gui-qt/connectdlg.cpp @@ -65,7 +65,7 @@ void handle_game_load(bool load_successful, const char *filename) set_client_page(PAGE_START); if (game.info.is_new_game) { - /* It's pregame. Create a player and connect to him */ + /* It's pregame. Create a player and connect to it */ send_chat("/take -"); } } diff --git a/client/gui-sdl2/diplodlg.c b/client/gui-sdl2/diplodlg.c index d5e392969f..e40ba71f34 100644 --- a/client/gui-sdl2/diplodlg.c +++ b/client/gui-sdl2/diplodlg.c @@ -1618,7 +1618,7 @@ void popup_diplomacy_dialog(struct player *pplayer) buttons++; buf = create_themeicon_button_from_chars(current_theme->cancel_icon, - pwindow->dst, _("Send him back"), + pwindow->dst, _("Send them back"), adj_font(12), 0); buf->action = cancel_sdip_dlg_callback; diff --git a/client/gui-sdl2/widget.c b/client/gui-sdl2/widget.c index 7e8dfaeeb0..0d546003dd 100644 --- a/client/gui-sdl2/widget.c +++ b/client/gui-sdl2/widget.c @@ -612,7 +612,7 @@ void widget_add_as_prev(struct widget *new_widget, struct widget *add_dock) /**********************************************************************//** Delete Widget from Main widgets list ( begin_widget_list ) - NOTE: This function does not destroy Widget, only remove his pointer from + NOTE: This function does not destroy Widget, only remove its pointer from list. To destroy this Widget totaly ( free mem... ) call macro: del_widget_from_gui_list( pwidget ). This macro call this function. **************************************************************************/ diff --git a/client/plrdlg_common.c b/client/plrdlg_common.c index 328fc694fb..38e16ef5ce 100644 --- a/client/plrdlg_common.c +++ b/client/plrdlg_common.c @@ -268,7 +268,7 @@ const char *plrdlg_col_state(const struct player *plr) /************************************************************************//** Returns a string telling the player's client's hostname (the - machine from which he is connecting). + machine from which they are connecting). The host is kept as a blank address if no one is controlling the player, even if there is observers. diff --git a/client/reqtree.c b/client/reqtree.c index 56751e296e..0d10ffabcb 100644 --- a/client/reqtree.c +++ b/client/reqtree.c @@ -404,7 +404,7 @@ static struct reqtree *create_dummy_reqtree(struct player *pplayer, if (pplayer && !show_all && !research_invention_reachable(presearch, tech)) { /* Reqtree requested for particular player and this tech is - * unreachable to him/her. */ + * unreachable to them. */ nodes[tech] = NULL; continue; } diff --git a/common/actions.c b/common/actions.c index b28b219418..6d781c13af 100644 --- a/common/actions.c +++ b/common/actions.c @@ -737,7 +737,7 @@ static void hard_code_oblig_hard_reqs(void) * 3. A player could, at the time this rule was made explicit, not * be allied to a player that is at war with another ally. * 4. A player could, at the time this rule was made explicit, only - * conquer a city belonging to someone he was at war with. + * conquer a city belonging to someone they were at war with. * Conclusion: the conquered city had to be empty. */ oblig_hard_req_register(req_from_values(VUT_MAXTILEUNITS, REQ_RANGE_TILE, @@ -3596,7 +3596,7 @@ action_hard_reqs_actor(const struct action *paction, enum action_result result = paction->result; if (!action_actor_utype_hard_reqs_ok_full(paction, actor_unittype, TRUE)) { - /* Info leak: The actor player knows the type of his unit. */ + /* Info leak: The actor player knows the type of their unit. */ /* The actor unit type can't perform the action because of hard * unit type requirements. */ return TRI_NO; @@ -3606,7 +3606,7 @@ action_hard_reqs_actor(const struct action *paction, case ACTRES_PARADROP: case ACTRES_PARADROP_CONQUER: /* Reason: Keep the old rules. */ - /* Info leak: The player knows if his unit already has paradropped this + /* Info leak: The player knows if their unit already has paradropped this * turn. */ if (actor_unit->paradropped) { return TRI_NO; @@ -3650,7 +3650,7 @@ action_hard_reqs_actor(const struct action *paction, case ACTRES_CONVERT: /* Reason: Keep the old rules. */ - /* Info leak: The player knows his unit's cargo and location. */ + /* Info leak: The player knows their unit's cargo and location. */ if (!unit_can_convert(actor_unit)) { return TRI_NO; } @@ -3804,18 +3804,18 @@ is_action_possible(const action_id wanted_action, /* Only check requirement against the target unit if the actor can see it * or if the evaluator is omniscient. The game checking the rules is - * omniscient. The player asking about his odds isn't. */ + * omniscient. The player asking about their odds isn't. */ can_see_tgt_unit = (omniscient || (target_unit && can_player_see_unit(actor_player, target_unit))); /* Only check requirement against the target tile if the actor can see it * or if the evaluator is omniscient. The game checking the rules is - * omniscient. The player asking about his odds isn't. */ + * omniscient. The player asking about their odds isn't. */ can_see_tgt_tile = (omniscient || plr_sees_tile(actor_player, target_tile)); - /* Info leak: The player knows where his unit is. */ + /* Info leak: The player knows where their unit is. */ if (action_get_target_kind(paction) != ATK_SELF && !action_distance_accepted(paction, real_map_distance(actor_tile, @@ -3910,7 +3910,7 @@ is_action_possible(const action_id wanted_action, case ACTRES_SPY_TARGETED_STEAL_TECH: /* Reason: The Freeciv code don't support selecting a target tech * unless it is known that the victim player has it. */ - /* Info leak: The actor player knowns who's techs he can see. */ + /* Info leak: The actor player knowns whose techs they can see. */ if (!can_see_techs_of_target(actor_player, target_player)) { return TRI_NO; } @@ -3956,7 +3956,7 @@ is_action_possible(const action_id wanted_action, /* It is only possible to help the production if the production needs * the help. (If not it would be possible to add shields for something * that can't legally receive help if it is build later) */ - /* Info leak: The player knows that the production in his own city has + /* Info leak: The player knows that the production in their own city has * been hurried (bought or helped). The information isn't revealed when * asking for action probabilities since omniscient is FALSE. */ if (!omniscient @@ -4063,7 +4063,7 @@ is_action_possible(const action_id wanted_action, case ACTRES_HOME_CITY: /* Reason: can't change to what is. */ - /* Info leak: The player knows his unit's current home city. */ + /* Info leak: The player knows their unit's current home city. */ if (homecity != NULL && homecity->id == target_city->id) { /* This is already the unit's home city. */ return TRI_NO; @@ -4081,17 +4081,18 @@ is_action_possible(const action_id wanted_action, case ACTRES_UPGRADE_UNIT: /* Reason: Keep the old rules. */ - /* Info leak: The player knows his unit's type. He knows if he can + /* Info leak: The player knows their unit's type. They know if they can * build the unit type upgraded to. If the upgrade happens in a foreign * city that fact may leak. This can be seen as a price for changing * the rules to allow upgrading in a foreign city. - * The player knows how much gold he has. If the Upgrade_Price_Pct - * effect depends on information he don't have that information may - * leak. The player knows the location of his unit. He knows if the + * The player knows how much gold they have. If the Upgrade_Price_Pct + * effect depends on information they don't have that information may + * leak. The player knows the location of their unit. They know if the * tile has a city and if the unit can exist there outside a transport. - * The player knows his unit's cargo. By knowing their number and type - * he can predict if there will be room for them in the unit upgraded - * to as long as he knows what unit type his unit will end up as. */ + * The player knows their unit's cargo. By knowing the number and type + * of cargo, they can predict if there will be enough room in the unit + * upgraded to, as long as they know what unit type their unit will end + * up as. */ if (unit_upgrade_test(actor_unit, FALSE) != UU_OK) { return TRI_NO; } @@ -4101,7 +4102,7 @@ is_action_possible(const action_id wanted_action, case ACTRES_PARADROP: case ACTRES_PARADROP_CONQUER: /* Reason: Keep the old rules. */ - /* Info leak: The player knows if he knows the target tile. */ + /* Info leak: The player knows if they know the target tile. */ if (!plr_knows_tile(actor_player, target_tile)) { return TRI_NO; } @@ -4638,7 +4639,7 @@ is_action_possible(const action_id wanted_action, case ACTRES_SPY_ESCAPE: /* Reason: Be merciful. */ - /* Info leak: The player know if he has any cities. */ + /* Info leak: The player know if they have any cities. */ if (city_list_size(actor_player->cities) < 1) { return TRI_NO; } @@ -5568,7 +5569,7 @@ action_prob_battle_then_dice_roll(const struct player *act_player, "Success" indicates that the action achieves its goal, not that the actor survives. For actions that cost money it is assumed that the player has and is willing to spend the money. This is so the player can - figure out what his odds are before deciding to get the extra money. + figure out what their odds are before deciding to get the extra money. **************************************************************************/ static struct act_prob action_prob(const action_id wanted_action, diff --git a/common/ai.h b/common/ai.h index 52ade2b8af..f261c1f1f1 100644 --- a/common/ai.h +++ b/common/ai.h @@ -272,7 +272,7 @@ struct ai_type void (*first_contact)(struct player *pplayer, struct player *aplayer); /* Called for player AI type of the victim when someone does some violation - * against him/her. */ + * against them. */ void (*incident)(enum incident_type type, enum casus_belli_range scope, const struct action *paction, struct player *receiver, diff --git a/common/aicore/path_finding.h b/common/aicore/path_finding.h index d40778d176..8edbad2445 100644 --- a/common/aicore/path_finding.h +++ b/common/aicore/path_finding.h @@ -195,7 +195,7 @@ extern "C" { * You may call pf_map_path() multiple times with the same pfm. * * B) the caller doesn't know the map position of the goal yet (but knows - * what he is looking for, e.g. a port) and wants to iterate over + * what they are looking for, e.g. a port) and wants to iterate over * all paths in order of increasing costs (total_CC): * * struct pf_parameter parameter; diff --git a/common/combat.c b/common/combat.c index 62a4698d8c..b5edd61120 100644 --- a/common/combat.c +++ b/common/combat.c @@ -929,7 +929,7 @@ struct unit *get_diplomatic_defender(const struct unit *act_unit, /* The victim unit is defenseless unless it's a SuperSpy. * Rationalization: A regular diplomat don't mind being bribed. A * SuperSpy is high enough up the chain that accepting a bribe is - * against his own interests. */ + * against their own interests. */ continue; } diff --git a/common/metaknowledge.c b/common/metaknowledge.c index 991a7c6c7f..071f43de4e 100644 --- a/common/metaknowledge.c +++ b/common/metaknowledge.c @@ -237,7 +237,7 @@ static bool is_req_knowable(const struct player *pow_player, switch (req->range) { case REQ_RANGE_LOCAL: - /* The owner can see if his unit has move fragments left. */ + /* The owner can see if their unit has move fragments left. */ return unit_owner(target_unit) == pow_player; case REQ_RANGE_TILE: case REQ_RANGE_CADJACENT: @@ -366,7 +366,7 @@ static bool is_req_knowable(const struct player *pow_player, return TRUE; } - /* The player knows his city even if he can't see it */ + /* The player knows their city even if they can't see it */ pcity = tile_city(target_tile); return pcity && city_owner(pcity) == pow_player; case REQ_RANGE_CADJACENT: @@ -375,7 +375,7 @@ static bool is_req_knowable(const struct player *pow_player, return TRUE; } - /* The player knows his city even if he can't see it */ + /* The player knows their city even if they can't see it */ cardinal_adjc_iterate(&(wld.map), target_tile, ptile) { pcity = tile_city(ptile); if (pcity && city_owner(pcity) == pow_player) { @@ -391,7 +391,7 @@ static bool is_req_knowable(const struct player *pow_player, return TRUE; } - /* The player knows his city even if he can't see it */ + /* The player knows their city even if they can't see it */ adjc_iterate(&(wld.map), target_tile, ptile) { pcity = tile_city(ptile); if (pcity && city_owner(pcity) == pow_player) { diff --git a/common/player.c b/common/player.c index 91fd2aa4cf..fc242bd8ce 100644 --- a/common/player.c +++ b/common/player.c @@ -983,7 +983,7 @@ bool can_player_see_hypotetic_units_at(const struct player *pplayer, /*******************************************************************//** Checks if a unit can be seen by pplayer at (x,y). - A player can see a unit if he: + A player can see a unit if they: (a) can see the tile AND (b) can see the unit at the tile (i.e. unit not invisible at this tile) AND (c) the unit is outside a city OR in an allied city AND @@ -1058,7 +1058,7 @@ bool can_player_see_unit(const struct player *pplayer, If the player can see units in the city, then the server sends the unit info for units in the city to the client. The client uses the tile's unitlist to determine whether to show the city occupied flag. Of - course the units will be visible to the player as well, if he clicks on + course the units will be visible to the player as well, if they click on them. If the player can't see units in the city, then the server doesn't send diff --git a/common/player.h b/common/player.h index 1563e04f07..f3e8c61f70 100644 --- a/common/player.h +++ b/common/player.h @@ -323,7 +323,7 @@ struct player struct player_tile *private_map; - /* Player can see inside his borders. */ + /* Player can see inside their borders. */ bool border_vision; bv_player really_gives_vision; /* takes into account that p3 may see diff --git a/common/research.h b/common/research.h index fbc2cc6d6d..2f8797787e 100644 --- a/common/research.h +++ b/common/research.h @@ -52,10 +52,10 @@ struct research { Tech_type_id researching; int bulbs_researched; - /* If the player changes his research target in a turn, he loses some or - * all of the bulbs he's accumulated toward that target. We save the - * original info from the start of the turn so that if he changes back - * he will get the bulbs back. + /* If the player changes their research target in a turn, they lose some + * or all of the bulbs they've accumulated toward that target. We save + * the original info from the start of the turn so that if they change + * back they will get the bulbs back. * * Has the same values as researching, plus A_UNKNOWN used between turns * (not -1 anymore) for savegames. */ diff --git a/common/unit.h b/common/unit.h index 0b1158bd4c..e7defe4dc7 100644 --- a/common/unit.h +++ b/common/unit.h @@ -111,7 +111,7 @@ struct unit_order { /* The player wants to record that the unit now belongs to the specified * battle group. */ #define SPECENUM_VALUE2 USSDT_BATTLE_GROUP -/* The player wants the unit to stop bothering him unless: +/* The player wants the unit to stop bothering them unless: * - a hostile units comes within 3 tiles * - the unit has its hitpoints restored * - the unit is bounced diff --git a/data/civ2civ3/README.civ2civ3 b/data/civ2civ3/README.civ2civ3 index e3e39f3b5a..a12c1166a7 100644 --- a/data/civ2civ3/README.civ2civ3 +++ b/data/civ2civ3/README.civ2civ3 @@ -438,7 +438,7 @@ By Distance * +1% +1% +1% +1% +1% +1% +1% Corruption) is equal for all governments. - "Empire Size" (number of cities before they start causing extra - unhappiness): Modern governments have double size limit than his + unhappiness): Modern governments have double size limit than their ancient counterpart. Empire Base Size is always equal to Empire Step Size. diff --git a/data/helpdata.txt b/data/helpdata.txt index 85ac0b95d6..7a7b4a1960 100644 --- a/data/helpdata.txt +++ b/data/helpdata.txt @@ -542,7 +542,7 @@ if a different kind of item is reached, production pauses until the \ following turn. This can be used to limit the number of units produced \ by highly productive cities.\ "), _("\ -Each player is free to build any products that his technology has made \ +Each player is free to build any products that their technology has made \ available, with a few restrictions; see the sections on Units, City \ Improvements, and Wonders of the World for more information. Be \ careful -- the game even gives you the freedom to produce units you \ diff --git a/data/sandbox/buildings.ruleset b/data/sandbox/buildings.ruleset index 32e3779f82..b34aa9f5a5 100644 --- a/data/sandbox/buildings.ruleset +++ b/data/sandbox/buildings.ruleset @@ -2194,7 +2194,7 @@ are created as Hardened).\ ; This is the "It Is Just A Game" version. I have been working on "Pax Dei", ; a version for more "serious" rulesets, since 2015. It will only ban its -; owner (and perhaps his allies) from violence against civilians in return +; owner (and perhaps their allies) from violence against civilians in return ; for increased trade. (Merchants and their goods were protected.) I could ; replace "Treuga Dei" with "Pax Dei" in sandbox when it is done. ; A historian will object and say that there were around 80 days each year diff --git a/data/sandbox/game.ruleset b/data/sandbox/game.ruleset index 855a293f75..d761462fc4 100644 --- a/data/sandbox/game.ruleset +++ b/data/sandbox/game.ruleset @@ -1705,9 +1705,10 @@ actor_reqs = ; city. (See the "orders by phone" Milgram experiment variation) ; ; The domestic city requirement forces the player to invade a city before -; he can destroy it. If this limit is weakened by allowing the destruction -; of undefended (MaxUnitsOnTile) foreign cities during war it will lead to -; situations where a player can destroy a city but is unable to occupy it. +; they can destroy it. If this limit is weakened by allowing the +; destruction of undefended (MaxUnitsOnTile) foreign cities during war it +; will lead to situations where a player can destroy a city but is unable +; to occupy it. ; Rationalization: the resistance must be crushed before the destruction. ; ; TODO: create an international incident (set the Casus_Belli_Success diff --git a/data/webperimental/README.webperimental b/data/webperimental/README.webperimental index ab64c9528e..4806cc7956 100644 --- a/data/webperimental/README.webperimental +++ b/data/webperimental/README.webperimental @@ -29,17 +29,17 @@ Differences compared to the classic ruleset are: before contact. - The Zone of Control rules have been turned off. - There's only one barbarian nation, attacking from both land and sea. -- A player that knows Electricity has no fog of war inside his borders. +- A player that knows Electricity has no fog of war inside their borders. - Foot soldiers can peacefully expel foreign civilian units from your terrain. - It is possible to establish an embassy while inside a ship. - The startunits are by default spread over the map. - The Leader unit has been added to the default startunits. - The Leader unit can destroy a domestic city. (Be careful when you scorch - the earth. If your Leader dies you lose he game.) -- Killing an enemy Leader gives you a few of his cities, some of his gold - and some of his knowledge. Not all his cities will follow you. Some will - rather turn barbarian. + the earth. If your Leader dies you lose the game.) +- Killing an enemy Leader gives you a few of their cities, some of their + gold and some of their knowledge. Not all their cities will follow you. + Some will rather turn barbarian. - The Leader can heal light weight units belonging to you or to your allies. - The Leader can destroy visible buildings in enemy cities, like city walls. This has a 50% chance of success and ends the leader's turn. @@ -76,7 +76,7 @@ Differences compared to the classic ruleset are: and ordering it to change home city. - Caravan and Freight can help allies to complete wonders. - Sun Tzu's War Academy gives its veteran bonus (combat and production) - to both its owner and to all his allies. + to both its owner and to all their allies. - J.S. Bach's Cathedral makes two unhappy citizens content in allied cities too. - A. Smith's Trading Co. pays for your allies' 1 upkeep buildings too. diff --git a/data/webperimental/game.ruleset b/data/webperimental/game.ruleset index f9cdb9bb75..917a4f419a 100644 --- a/data/webperimental/game.ruleset +++ b/data/webperimental/game.ruleset @@ -1249,9 +1249,10 @@ target_reqs = ; city. (See the "orders by phone" Milgram experiment variation) ; ; The domestic city requirement forces the player to invade a city before -; he can destroy it. If this limit is weakened by allowing the destruction -; of undefended (MaxUnitsOnTile) foreign cities during war it will lead to -; situations where a player can destroy a city but is unable to occupy it. +; they can destroy it. If this limit is weakened by allowing the +; destruction of undefended (MaxUnitsOnTile) foreign cities during war it +; will lead to situations where a player can destroy a city but is unable +; to occupy it. ; Rationalization: the resistance must be crushed before the destruction. ; ; TODO: create an international incident (set the Casus_Belli_Success diff --git a/doc/HACKING b/doc/HACKING index d7ebce30e1..6a7eb084e5 100644 --- a/doc/HACKING +++ b/doc/HACKING @@ -877,12 +877,12 @@ units in armies different from units outside an army - say by having them attack as one unit - would be an action. Putting a unit under the control of the autosettlers server side agent -isn't an action. The player could modify his client to automatically give +isn't an action. The player could modify their client to automatically give the same orders as autosettlers would have given or even give those orders by hand. Leaving a destroyed transport isn't an action. The player can't order a -unit to perform this action. Having a unit destroy his transport and then +unit to perform this action. Having a unit destroy its transport and then leave it is an action. Leaving a transport "mid flight" (no matter if it was destroyed or not) and having a certain probability of surviving to show up somewhere else is an action. @@ -1093,10 +1093,10 @@ common/networking/packets.def server/gamehand.[ch] server/stdinhand.[ch] -When a player starts a client, he is presents with several options: start -a new game, continue a saved game and connect to a networked game. For the -latter option, connect_to_server() is called and login proceeeds as normal. -The first two options, connectdlg_common.c:client_start_server() is +When a player starts a client, they are presented with several options: +start a new game, continue a saved game and connect to a networked game. +For the latter option, connect_to_server() is called and login proceeeds as +normal. The first two options, connectdlg_common.c:client_start_server() is called. Here, a server is spawned, standard input and outputs to that process are closed, and then connect_to_server() is called so the client connects to that server. diff --git a/doc/HOWTOPLAY b/doc/HOWTOPLAY index 3527df5032..8c5d7fbf23 100644 --- a/doc/HOWTOPLAY +++ b/doc/HOWTOPLAY @@ -131,7 +131,7 @@ Utter Annihilation of Your Enemies Phase: advanced weapons. Pick a relatively weak enemy, and send over a few ship-loads of -troops. Take over his cities, and use them to build more units to +troops. Take over their cities, and use them to build more units to take out the rest of them with. Show no quarter! To the death! Repeat as often as necessary! ;-) @@ -158,7 +158,7 @@ Q. In multiplayer games, what timeout should I set? That depends upon the number of players. If there are just two of you playing, you can usually get away with using timeout 0. If there are more than two, or if one of the two is going to be away from -his terminal at random intervals and you don't want to halt play, a +their terminal at random intervals and you don't want to halt play, a timeout of 60 seconds is usually sufficient. Later in the game, however, as things get more complex, you may want to extend the timeout to 240 seconds. In general, the more players you have, the diff --git a/doc/README.AI b/doc/README.AI index 58daca7bb2..d46e88c3d4 100644 --- a/doc/README.AI +++ b/doc/README.AI @@ -260,10 +260,10 @@ For people who want to hack at this part of the AI code, please note * pplayers_non_attack(p1,p2) returns FALSE if p1==p2 * pplayers_allied(p1,p2) returns TRUE if p1==p2 * pplayer_has_embassy(p1,p2) returns TRUE if p1==p2 -i.e. we do not ever consider a player to be at war with himself, we +i.e. we do not ever consider a player to be at war with themmself, we never consider a player to have any kind of non-attack treaty with -himself, and we always consider a player to have an alliance with -himself. +themself, and we always consider a player to have an alliance with +themself. The introduction of diplomacy is fraught with many problems. One is that it usually gains only human players, not AI players, since humans diff --git a/doc/README.actions b/doc/README.actions index e34e7adba8..d15f88ee36 100644 --- a/doc/README.actions +++ b/doc/README.actions @@ -13,7 +13,7 @@ zero, one or more action enablers defined for it in the ruleset. The player can do the action only when at least one generalized action enabler says that the action is enabled (and all its hard requirements are fulfilled). A ruleset author can therefore disable an action by not defining any action enablers for -it in his ruleset. +it in their ruleset. A generalized action enabler lives in game.ruleset. It consists of the action it enables and two requirement vectors. The first requirement vector, actor_reqs, @@ -32,8 +32,8 @@ enabled or not the action is shown to the player in case it is possible. The client will indicate the uncertainty to the player. Should the player order a unit to do an illegal action the server will -inform the player that his unit was unable to perform the action. The actor -unit may also lose a ruleset configurable amount of move fragments. +inform the player that their unit was unable to perform the action. The +actor unit may also lose a ruleset configurable amount of move fragments. Example ======= @@ -64,9 +64,9 @@ No information is given to the player about what action enabler enabled an action. The first action enabler, actionenabler_veil_the_threat_of_terror, is -simple. It allows a player to incite a city if he has a reason to declare -war on its owner AND the cities owner don't have a reason to declare war on -him. +simple. It allows a player to incite a city if they have a reason to declare +war on its owner AND the city's owner don't have a reason to declare war on +them. The second action enabler, actionenabler_go_bind_your_sons_to_exile, is more complex. It allows a player that has Flight to bribe the cities of @@ -209,7 +209,7 @@ Forcing a unit to (try to) perform an action from Lua ===================================================== A unit can be forced to try to perform an enabler controlled action from Lua. The action is subject to the same rules as if the player ordered it -performed himself. This respects the ruleset rules about when an action is +performed themself. This respects the ruleset rules about when an action is enabled and what consequences performing the action has. actor_unit:perform_action(action[, target[, sub_target]]) diff --git a/doc/README.effects b/doc/README.effects index 7020caef84..8290101939 100644 --- a/doc/README.effects +++ b/doc/README.effects @@ -129,9 +129,9 @@ Effect types Action_Odds_Pct Modifies the odds of an action being successful. Some actions have a - risk: the actor may get caught before he can perform it. This effect - modifies the actor's odds. A positive value helps him. A negative value - makes it more probable that he will get caught. When evaluating + risk: the actor may get caught before they can perform it. This effect + modifies the actor's odds. A positive value helps them. A negative + value makes it more probable that they will get caught. When evaluating requirements for this effect, player is the acting player. See also Action_Resist_Pct. Currently supports the actions diff --git a/doc/README.nations b/doc/README.nations index 7c33c81dcd..3659c26d80 100644 --- a/doc/README.nations +++ b/doc/README.nations @@ -262,7 +262,7 @@ Civil war nations ================= Specify one or more civil war nations. When a player's capital is -captured, that player might suffer a civil war where his or her +captured, that player might suffer a civil war where their nation is divided and a new player created. The nation for this new player is selected from one of the civil war nations specified in the ruleset. A civil war nation should be linguistically, geographically diff --git a/scripts/setup_auth_server.sh b/scripts/setup_auth_server.sh index edf2986af1..e4af63232f 100755 --- a/scripts/setup_auth_server.sh +++ b/scripts/setup_auth_server.sh @@ -516,7 +516,7 @@ if test "x$MYSQL_PASSWORD" != "x" && then # User has given password for this script, should it also # go to config script? If user has not given password even - # to this script, (s)he definitely does not want it saved. + # to this script, they definitely do not want it saved. echo "Freeciv server needs MySQL password from config file" echo "in order to access database." echo "It has to be added to config file before authentication" diff --git a/server/actiontools.c b/server/actiontools.c index abf0ab5222..5b679d206f 100644 --- a/server/actiontools.c +++ b/server/actiontools.c @@ -124,8 +124,8 @@ static void action_give_casus_belli(struct player *offender, } players_iterate_end; } else if (victim_player && offender != victim_player) { /* If an unclaimed tile is nuked there is no victim to give casus - * belli. If an actor nukes his own tile he is more than willing to - * forgive him self. */ + * belli. If an actor nukes their own tile, they are more than willing + * to forgive themself. */ /* Give the victim player a casus belli. */ player_diplstate_get(victim_player, offender)->has_reason_to_cancel = @@ -209,7 +209,7 @@ static void notify_actor_caught(struct player *receiver, const char *victim_link) { if (!victim_player || offender == victim_player) { - /* There is no victim or the actor did this to him self. */ + /* There is no victim or the actor did this to themself. */ return; } @@ -266,7 +266,7 @@ static void notify_victim_caught(struct player *receiver, const char *victim_link) { if (!victim_player || offender == victim_player) { - /* There is no victim or the actor did this to him self. */ + /* There is no victim or the actor did this to themself. */ return; } @@ -393,7 +393,7 @@ static void notify_actor_success(struct player *receiver, const char *victim_link) { if (!victim_player || offender == victim_player) { - /* There is no victim or the actor did this to him self. */ + /* There is no victim or the actor did this to themself. */ return; } @@ -447,7 +447,7 @@ static void notify_victim_success(struct player *receiver, const char *victim_link) { if (!victim_player || offender == victim_player) { - /* There is no victim or the actor did this to him self. */ + /* There is no victim or the actor did this to themself. */ return; } diff --git a/server/advisors/advdata.c b/server/advisors/advdata.c index 62daaf6a16..0d8943e44f 100644 --- a/server/advisors/advdata.c +++ b/server/advisors/advdata.c @@ -363,7 +363,7 @@ bool adv_data_phase_init(struct player *pplayer, bool is_new_phase) adv->threats.suicide_attack = TRUE; } - /* If he builds nukes, worry a lot. */ + /* If they build nukes, worry a lot. */ action_list_iterate(nuke_actions, act_id) { if (unit_can_do_action(punit, act_id)) { danger_of_nukes = TRUE; @@ -1080,9 +1080,9 @@ bool adv_wants_science(struct player *pplayer) } /**********************************************************************//** - There are some signs that a player might be dangerous: We are at - war with him, he has done lots of ignoble things to us, he is an - ally of one of our enemies (a ticking bomb to be sure), we don't like him, + There are some signs that a player might be dangerous: We are at war + with them, they have done lots of ignoble things to us, they are an ally + of one of our enemies (a ticking bomb to be sure), we don't like them, diplomatic state is neutral or we have cease fire. **************************************************************************/ bool adv_is_player_dangerous(struct player *pplayer, diff --git a/server/animals.c b/server/animals.c index afa305f444..e1c0680e25 100644 --- a/server/animals.c +++ b/server/animals.c @@ -87,7 +87,7 @@ static void place_animal(struct player *plr) } /************************************************************************//** - Create animal kingdom player and his units. + Create animal kingdom player and their units. ****************************************************************************/ void create_animals(void) { diff --git a/server/auth.c b/server/auth.c index 336ccbc8c9..1b1d19d6c3 100644 --- a/server/auth.c +++ b/server/auth.c @@ -130,7 +130,7 @@ bool auth_user(struct connection *pconn, char *username) pconn->server.auth_settime = time(NULL); pconn->server.status = AS_REQUESTING_OLD_PASS; } else { - /* we couldn't find the user, he is new */ + /* we couldn't find the user, they are new */ if (srvarg.auth_allow_newusers) { /* TRANS: Try not to make the translation much longer than the original. */ sz_strlcpy(buffer, _("First time login. Set a new password and confirm it.")); diff --git a/server/citytools.c b/server/citytools.c index 89a7e4d639..0b4bee47b2 100644 --- a/server/citytools.c +++ b/server/citytools.c @@ -1043,7 +1043,7 @@ static void build_free_small_wonders(struct player *pplayer, improvement_name_translation(pimprove), city_link(pnew_city)); /* - * The enemy want to see the new capital in his intelligence + * The enemies want to see the new capital in their intelligence * report. */ send_city_info(NULL, pnew_city); @@ -1290,7 +1290,7 @@ bool transfer_city(struct player *ptaker, struct city *pcity, update_tile_knowledge(pcenter); } - /* Build a new palace for free if the player lost her capital and + /* Build a new palace for free if the player lost their capital and savepalace is on. */ build_free_small_wonders(pgiver, &had_small_wonders); @@ -1314,9 +1314,9 @@ bool transfer_city(struct player *ptaker, struct city *pcity, if (city_remains) { /* Send city with updated owner information to giver and to everyone - * having shared vision pact with him/her before (s)he may + * having shared vision pact with them before they may * lose vision to it. When we later send info to everybody seeing the city, - * (s)he may not be included. */ + * they may not be included. */ send_city_info(NULL, pcity); } @@ -1851,7 +1851,7 @@ void remove_city(struct city *pcity) /* Infrastructures may have changed. */ send_tile_info(NULL, pcenter, FALSE); - /* Build a new palace for free if the player lost her capital and + /* Build a new palace for free if the player lost their capital and savepalace is on. */ build_free_small_wonders(powner, &had_small_wonders); @@ -2221,7 +2221,7 @@ void send_all_known_cities(struct conn_list *dest) } /************************************************************************//** - Send information about all his/her cities to player + Send information about all their cities to player ****************************************************************************/ void send_player_cities(struct player *pplayer) { diff --git a/server/diplhand.c b/server/diplhand.c index 85c0fae16f..06b73b8c5e 100644 --- a/server/diplhand.c +++ b/server/diplhand.c @@ -154,9 +154,9 @@ static enum diplstate_type dst_closest(enum diplstate_type a, } /**********************************************************************//** - pplayer clicked the accept button. If he accepted the treaty we check the - clauses. If both players have now accepted the treaty we execute the agreed - clauses. + pplayer clicked the accept button. If they accepted the treaty we check + the clauses. If both players have now accepted the treaty we execute the + agreed clauses. **************************************************************************/ void handle_diplomacy_accept_treaty_req(struct player *pplayer, int counterpart) @@ -187,7 +187,7 @@ void handle_diplomacy_accept_treaty_req(struct player *pplayer, if (!*player_accept) { /* Tries to accept. */ - /* Check that player who accepts can keep what (s)he promises. */ + /* Check that player who accepts can keep what they promise. */ clause_list_iterate(ptreaty->clauses, pclause) { struct city *pcity = NULL; @@ -342,7 +342,7 @@ void handle_diplomacy_accept_treaty_req(struct player *pplayer, nclauses); /* Check that one who accepted treaty earlier still have everything - (s)he promised to give. */ + they promised to give. */ clause_list_iterate(ptreaty->clauses, pclause) { struct city *pcity; diff --git a/server/diplomats.c b/server/diplomats.c index 8e33676994..7d5c4d6348 100644 --- a/server/diplomats.c +++ b/server/diplomats.c @@ -929,7 +929,7 @@ bool diplomat_get_tech(struct player *pplayer, struct unit *pdiplomat, times = diplomats_unignored_tech_stealings(pdiplomat, pcity); - /* Check if the Diplomat/Spy succeeds with his/her task. */ + /* Check if the Diplomat/Spy succeeds with their task. */ /* (Twice as difficult if target is specified.) */ /* (If already stolen from, impossible for Diplomats and harder for Spies.) */ if (times > 0 && expected_kills) { @@ -1029,7 +1029,7 @@ bool diplomat_get_tech(struct player *pplayer, struct unit *pdiplomat, Gold for inciting might get lost. - If the provocateur is captured and executed, there is probability - that he was carrying bag with some gold, which will be lost. + that they were carrying bag with some gold, which will be lost. - There is chance, that this gold will be transfered to nation which succesfully defended against inciting revolt. @@ -1141,7 +1141,7 @@ bool diplomat_incite(struct player *pplayer, struct unit *pdiplomat, log_debug("incite: infiltrated"); - /* Check if the Diplomat/Spy succeeds with his/her task. */ + /* Check if the Diplomat/Spy succeeds with their task. */ if (action_failed_dice_roll(pplayer, pdiplomat, pcity, cplayer, paction)) { notify_player(pplayer, ctile, E_MY_DIPLOMAT_FAILED, ftc_server, @@ -1268,7 +1268,7 @@ bool diplomat_sabotage(struct player *pplayer, struct unit *pdiplomat, log_debug("sabotage: infiltrated"); - /* Check if the Diplomat/Spy succeeds with his/her task. */ + /* Check if the Diplomat/Spy succeeds with their task. */ if (action_failed_dice_roll(pplayer, pdiplomat, pcity, cplayer, paction)) { notify_player(pplayer, city_tile(pcity), @@ -1593,7 +1593,7 @@ bool spy_steal_gold(struct player *act_player, struct unit *act_unit, / 1000; /* How much to actually take. 1 gold is the smallest amount that can be - * stolen. The victim player has at least 1 gold. If he didn't the + * stolen. The victim player has at least 1 gold. If they didn't, the * something to steal sanity check would have aborted the theft. */ gold_take = fc_rand(gold_take) + 1; diff --git a/server/maphand.c b/server/maphand.c index f5a614a525..d883838276 100644 --- a/server/maphand.c +++ b/server/maphand.c @@ -710,7 +710,7 @@ void map_vision_update(struct player *pplayer, struct tile *ptile, } /**********************************************************************//** - Turn a players ability to see inside his borders on or off. + Turn a player's ability to see inside their borders on or off. It is safe to set the current value. **************************************************************************/ @@ -1386,7 +1386,7 @@ bool update_player_tile_knowledge(struct player *pplayer, struct tile *ptile) Note this only checks for changing of the terrain, special, or resource for the tile, since these are the only values held in the playermap. - A tile's owner always can see terrain changes in his or her territory. + A tile's owner always can see terrain changes in their territory. **************************************************************************/ void update_tile_knowledge(struct tile *ptile) { @@ -1439,7 +1439,7 @@ static void really_give_tile_info_from_player_to_player(struct player *pfrom, * Let me try in words: * 1) if the tile is seen by pfrom the info is sent to pdest * OR - * 2) if the tile is known by pfrom AND (he has more recent info + * 2) if the tile is known by pfrom AND (they have more recent info * OR it is not known by pdest) */ if (map_is_known_and_seen(ptile, pfrom, V_MAIN) diff --git a/server/plrhand.c b/server/plrhand.c index 6ecb0d8019..56ab890d4a 100644 --- a/server/plrhand.c +++ b/server/plrhand.c @@ -190,7 +190,7 @@ void kill_player(struct player *pplayer) log_verbose("Civil war strikes the remaining empire of %s", pplayer->name); /* out of sheer cruelty we reanimate the player - * so he can behold what happens to his empire */ + * so they can behold what happens to their empire */ pplayer->is_alive = TRUE; (void) civil_war(pplayer); } else { @@ -902,7 +902,7 @@ void handle_diplomacy_cancel_pact(struct player *pplayer, CLAUSE_ALLIANCE); } else { /* We are in the same team as the agressor; we cannot break - * alliance with him. We trust our team mate and break alliance + * alliance with them. We trust our team mate and break alliance * with the attacked player */ notify_player(other, NULL, E_TREATY_BROKEN, ftc_server, _("Your team mate %s declared war on %s. " @@ -1115,7 +1115,7 @@ static void package_player_common(struct player *plr, * client side to not have it burden server side. Client could * actually avoid it completely when music disabled from the client options. * Client has no use for music styles of other players, and there should - * be no such information about the player him/herself needed to determine + * be no such information about the player themself needed to determine * the music style that client does not know. */ music = player_music_style(plr); if (music != NULL) { @@ -2676,7 +2676,7 @@ static struct player *split_player(struct player *pplayer) old_research->researching_saved = A_UNKNOWN; BV_CLR_ALL(pplayer->real_embassy); /* all embassies destroyed */ - /* give splitted player the embassies to his team mates back, if any */ + /* give splitted player the embassies to their team mates back, if any */ if (pplayer->team) { players_iterate(pdest) { if (pplayer->team == pdest->team diff --git a/server/savegame/savegame2.c b/server/savegame/savegame2.c index 9bc0cc0e8c..0b379ad64f 100644 --- a/server/savegame/savegame2.c +++ b/server/savegame/savegame2.c @@ -3768,7 +3768,7 @@ static int sg_order_to_action(int order, struct unit *act_unit, case ORDER_OLD_BUILD_CITY: if (tile_city(tgt_tile) && city_owner(tile_city(tgt_tile)) == unit_owner(act_unit)) { - /* The player's cities are loaded right before his units. It wasn't + /* The player's cities are loaded right before their units. It wasn't * possible for rulesets to allow joining foreign cities before 3.0. * This means that a converted build city order only can be a Join * City order if it targets a domestic city. */ @@ -4574,7 +4574,7 @@ static void sg_load_player_vision(struct loaddata *loading, * - fogged cities are not saved for any reason; * - a savegame with fog of war turned off; * - or game.save_private_map is not set to FALSE in the scenario / - * savegame. The players private knowledge is set to be what he could + * savegame. The players private knowledge is set to be what they could * see without fog of war. */ whole_map_iterate(&(wld.map), ptile) { if (map_is_known(ptile, plr)) { diff --git a/server/savegame/savegame3.c b/server/savegame/savegame3.c index 6678113954..71de04ac8b 100644 --- a/server/savegame/savegame3.c +++ b/server/savegame/savegame3.c @@ -6673,7 +6673,7 @@ static void sg_load_player_vision(struct loaddata *loading, * - fogged cities are not saved for any reason; * - a savegame with fog of war turned off; * - or game.save_private_map is not set to FALSE in the scenario / - * savegame. The players private knowledge is set to be what he could + * savegame. The players private knowledge is set to be what they could * see without fog of war. */ whole_map_iterate(&(wld.map), ptile) { if (map_is_known(ptile, plr)) { diff --git a/server/score.c b/server/score.c index bd300c7092..a7b83b354e 100644 --- a/server/score.c +++ b/server/score.c @@ -398,7 +398,7 @@ int total_player_citizens(const struct player *pplayer) The definition of winners and losers: a winner is one who is alive at the end of the game and has not surrendered, or in the case of a team game, is alive or a teammate is alive and has not surrendered. A loser is - surrendered or dead. Exception: the winner of the spacerace and his + surrendered or dead. Exception: the winner of the spacerace and their teammates will win of course. In games ended by /endgame, endturn, or any other interruption not caused diff --git a/server/srv_main.c b/server/srv_main.c index 16e0f177c4..b95bb6113d 100644 --- a/server/srv_main.c +++ b/server/srv_main.c @@ -1036,7 +1036,7 @@ static void update_diplomatics(void) Check all players to see whether they are dying. WARNING: do not call this while doing any handling of players, units, - etc. If a player dies, all his units will be wiped and other data will + etc. If a player dies, all their units will be wiped and other data will be overwritten. **************************************************************************/ static void kill_dying_players(void) @@ -2518,9 +2518,10 @@ static void generate_players(void) * on player names. */ players_iterate(pplayer) { if (pplayer->nation != NO_NATION_SELECTED) { - /* Traits are initialized here, and not already when nation gets picked, - * as player may change his/her mind after picking one nation, and picks - * another and we want to init traits only once, for the correct nation. */ + /* Traits are initialized here, and not already when nation gets + * picked, as player may change their mind after picking one nation, + * and picks another and we want to init traits only once, for the + * correct nation. */ ai_traits_init(pplayer); announce_player(pplayer); continue; diff --git a/server/stdinhand.c b/server/stdinhand.c index 1039d0fe3b..6fdd1c38d3 100644 --- a/server/stdinhand.c +++ b/server/stdinhand.c @@ -352,7 +352,7 @@ static void cmd_reply_line(enum command_id cmd, struct connection *caller, package_event(&packet, NULL, E_SETTING, ftc_server, "%s", line); conn_list_iterate(game.est_connections, pconn) { - /* Do not tell caller, since he was told above! */ + /* Do not tell caller, since they were told above! */ if (caller != pconn) { send_packet_chat_msg(pconn, &packet); } @@ -2610,7 +2610,7 @@ static bool cancelvote_command(struct connection *caller, "the string \"all\".")); return FALSE; } - /* The caller cancel his/her own vote. */ + /* The caller is canceling their own vote. */ if (!(pvote = get_vote_by_caller(caller))) { cmd_reply(CMD_CANCELVOTE, caller, C_FAIL, _("You don't have any vote going on.")); @@ -3611,7 +3611,7 @@ static bool detach_command(struct connection *caller, char *str, bool check) goto end; } - /* if no argument is given, the caller wants to detach himself */ + /* if no argument is given, the caller wants to detach themself */ if (!pconn) { pconn = caller; } @@ -3649,8 +3649,8 @@ static bool detach_command(struct connection *caller, char *str, bool check) /* Actually do the detaching. */ connection_detach(pconn, TRUE); - /* The user explicitly wanted to detach, so if a player is marked for him, - * reset its username. */ + /* The user explicitly wanted to detach, so if a player is marked for + * them, reset its username. */ players_iterate(aplayer) { if (0 == strncmp(aplayer->username, pconn->username, MAX_LEN_NAME)) { sz_strlcpy(aplayer->username, _(ANON_USER_NAME)); diff --git a/server/techtools.c b/server/techtools.c index 0483f6c0ad..76384f376d 100644 --- a/server/techtools.c +++ b/server/techtools.c @@ -947,8 +947,8 @@ void choose_random_tech(struct research *research) } /************************************************************************//** - Called when a player chooses the tech he wants to research (or when - the server chooses it for him automatically). + Called when a player chooses the tech they want to research (or when + the server chooses it for them automatically). This takes care of all side effects so the research target probably shouldn't be changed outside of this function (doing so has been the @@ -1019,8 +1019,8 @@ void choose_tech(struct research *research, Tech_type_id tech) } /************************************************************************//** - Called when a player chooses the tech goal he wants to research (or when - the server chooses it for him automatically). + Called when a player chooses the tech goal they want to research (or when + the server chooses it for them automatically). ****************************************************************************/ void choose_tech_goal(struct research *presearch, Tech_type_id tech) { diff --git a/server/unithand.c b/server/unithand.c index 0e2973fa80..71488d8b26 100644 --- a/server/unithand.c +++ b/server/unithand.c @@ -467,7 +467,7 @@ static bool do_wipe_units(struct unit *punit, } /**********************************************************************//** - Expel the target unit to his owner's capital. + Expel the target unit to its owner's capital. Returns TRUE iff action could be done, FALSE if it couldn't. Even if this returns TRUE, unit may have died during the action. @@ -502,7 +502,7 @@ static bool do_expel_unit(struct player *pplayer, target_tile = unit_tile(target); - /* Expel the target unit to his owner's primary capital. */ + /* Expel the target unit to its owner's primary capital. */ /* TODO: Could be also nearest secondary capital */ pcity = player_primary_capital(uplayer); @@ -882,10 +882,10 @@ static bool do_unit_make_homeless(struct unit *punit, } /**********************************************************************//** - Returns TRUE iff the player is able to change his diplomatic + Returns TRUE iff the player is able to change their diplomatic relationship to the other player to war. - Note that the player can't declare war on someone he already is at war + Note that the player can't declare war on someone they already are at war with. **************************************************************************/ static bool rel_may_become_war(const struct player *pplayer, @@ -898,9 +898,10 @@ static bool rel_may_become_war(const struct player *pplayer, ds = player_diplstate_get(pplayer, oplayer)->type; - /* The player can't declare war on someone he already is at war with. */ + /* The player can't declare war on + * someone they already are at war with. */ return ds != DS_WAR - /* The player can't declare war on a teammate or on himself. */ + /* The player can't declare war on a teammate or on themself. */ && ds != DS_TEAM && pplayer != oplayer; } @@ -2194,7 +2195,7 @@ void handle_unit_get_actions(struct connection *pc, && action_id_distance_accepted(act, actor_target_distance)) { /* The target city is non existing. The player isn't aware of this - * fact because he can't see the tile it was located on. The + * fact because they can't see the tile it was located on. The * actor unit it self doesn't contradict the requirements to * perform the action. The (no longer existing) target city was * known to be close enough. */ @@ -2881,7 +2882,7 @@ static bool illegal_action_pay_price(struct player *pplayer, if (act_unit->hp > 0) { /* The actor unit survived */ - /* The player probably wants to be disturbed if his unit was punished + /* The player probably wants to be disturbed if their unit was punished * with the loss of hit points. */ notify_player(pplayer, unit_tile(act_unit), E_UNIT_ILLEGAL_ACTION, ftc_server, @@ -2894,7 +2895,7 @@ static bool illegal_action_pay_price(struct player *pplayer, } else { /* The unit didn't survive */ - /* The player probably wants to be disturbed if his unit was punished + /* The player probably wants to be disturbed if their unit was punished * with death. */ notify_player(pplayer, unit_tile(act_unit), E_UNIT_ILLEGAL_ACTION, ftc_server, @@ -2932,7 +2933,7 @@ static bool illegal_action_pay_price(struct player *pplayer, send_unit_info(NULL, act_unit); if (punishment_mp != 0) { - /* The player probably wants to be disturbed if his unit was punished + /* The player probably wants to be disturbed if their unit was punished * with the loss of movement points. */ notify_player(pplayer, unit_tile(act_unit), E_UNIT_ILLEGAL_ACTION, ftc_server, @@ -3983,7 +3984,7 @@ static bool do_unit_change_homecity(struct unit *punit, unit_change_homecity_handling(punit, pcity, TRUE); if (punit->homecity == pcity->id && giver) { - /* Notify the city owner about the gift he received. */ + /* Notify the city owner about the gift they received. */ notify_player(city_owner(pcity), city_tile(pcity), E_UNIT_BUILT, ftc_server, /* TRANS: other player ... unit type ... city name. */ @@ -4035,7 +4036,7 @@ static bool city_add_unit(struct player *pplayer, struct unit *punit, /* Notify the city owner when a foreign unit joins a city. */ notify_player(city_owner(pcity), city_tile(pcity), E_CITY_BUILD, ftc_server, - /* TRANS: another player had his unit joint your city. */ + /* TRANS: another player had their unit join your city. */ _("%s adds %s to your city %s."), player_name(unit_owner(punit)), unit_tile_link(punit), @@ -5474,7 +5475,7 @@ static bool unit_do_help_build(struct player *pplayer, if (action_has_result(paction, ACTRES_HELP_WONDER)) { /* Let the player that just donated shields with "Help Wonder" know - * the result of his donation. */ + * the result of their donation. */ prod = city_production_name_translation(pcity_dest); } else { fc_assert(action_has_result(paction, ACTRES_RECYCLE_UNIT)); @@ -5513,7 +5514,7 @@ static bool unit_do_help_build(struct player *pplayer, city_tile(pcity_dest), city_link(pcity_dest)); if (cowner != unit_owner(punit)) { - /* Tell the city owner about the gift he just received. */ + /* Tell the city owner about the gift they just received. */ notify_player(cowner, city_tile(pcity_dest), E_CARAVAN_ACTION, ftc_server, diff --git a/server/unittools.c b/server/unittools.c index 369f331397..57e7da16ee 100644 --- a/server/unittools.c +++ b/server/unittools.c @@ -1453,8 +1453,8 @@ void remove_allied_visibility(struct player *pplayer, struct player *aplayer, } unit_list_iterate_end; city_list_iterate(aplayer->cities, pcity) { - /* The player used to know what units were in these cities. Now that he - * doesn't, he needs to get a new short city packet updating the + /* The player used to know what units were in these cities. Now that + * they don't, they need to get a new short city packet updating the * occupied status. */ if (map_is_known_and_seen(pcity->tile, pplayer, V_MAIN)) { send_city_info(pplayer, pcity); @@ -4150,8 +4150,8 @@ static bool maybe_cancel_patrol_due_to_enemy(struct unit *punit) Returns TRUE iff it is reasonable to assume that the player is wathing the unit. - Since the player is watching the unit there is no need to inform him - about things he could see happening. Remember that it still may + Since the player is watching the unit there is no need to inform them + about things they could see happening. Remember that it still may be necessary to explain why something happened. **************************************************************************/ static inline bool player_is_watching(struct unit *punit, const bool fresh) @@ -4895,10 +4895,10 @@ bool unit_order_list_is_sane(int length, const struct unit_order *orders) /* Don't validate that the target tile really contains a target or * that the actor player's map think the target tile has one. - * The player may target a something from his player map that isn't - * there any more, a target he thinks is there even if his player map - * doesn't have it or even a target he assumes will be there when the - * unit reaches the target tile. + * The player may target something from their player map that isn't + * there any more, a target they think is there even if their player + * map doesn't have it, or even a target they assume will be there + * when the unit reaches the target tile. * * With that said: The client should probably at least have an * option to only aim city targeted actions at cities. */ diff --git a/tools/fcmp/mpgui_gtk3.c b/tools/fcmp/mpgui_gtk3.c index ee6eafdb7a..bcd39a578c 100644 --- a/tools/fcmp/mpgui_gtk3.c +++ b/tools/fcmp/mpgui_gtk3.c @@ -112,7 +112,7 @@ static gboolean quit_dialog_callback(void) gtk_window_present(GTK_WINDOW(dialog)); } else { - /* User loses no work by quitting, so let's not annoy him/her + /* User loses no work by quitting, so let's not annoy them * with confirmation dialog. */ modinst_quit(); } diff --git a/tools/fcmp/mpgui_gtk4.c b/tools/fcmp/mpgui_gtk4.c index ff883c8214..306ba7965d 100644 --- a/tools/fcmp/mpgui_gtk4.c +++ b/tools/fcmp/mpgui_gtk4.c @@ -124,7 +124,7 @@ static gboolean quit_dialog_callback(void) gtk_window_present(GTK_WINDOW(quit_dialog)); } else { - /* User loses no work by quitting, so let's not annoy him/her + /* User loses no work by quitting, so let's not annoy them * with confirmation dialog. */ modinst_quit(); } diff --git a/utility/registry_ini.c b/utility/registry_ini.c index b0a3572097..2ecb90309f 100644 --- a/utility/registry_ini.c +++ b/utility/registry_ini.c @@ -2850,7 +2850,7 @@ secfile_sections(const struct section_file *secfile) /**********************************************************************//** Returns the list of sections which match the name prefix. Returns NULL if no section was found. This list is not owned by the registry module - and the user must destroy it when he finished to work with it. + and the user must destroy it when they finished working with it. **************************************************************************/ struct section_list * secfile_sections_by_name_prefix(const struct section_file *secfile, -- 2.17.1