Log message:
Update games/xsoldier to xsoldier-1.8.
From Benedek Gergely via pkgsrc-users@ with some minor changes from myself.
Changes:
2011-08-13 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.8
* score.c: compare_entry() is now static
* configure.ac: added x before with/enable variables in case
their values begin with a special character
* player.c: removed the "not shooting" bonus debug message
because it is too noisy
* boss.c: removed debug messages in BossHit1 because they are
too noisy
2011-08-10 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.7
* joystick.c, joystick.h: define empty functions instead of
commenting them out when the joystick support is disabled
to avoid an empty .c file
* enemyshot.c: included stdio.h and stdlib.h (for abs())
* Makefile.am: removed -Wcast-qual because the file name for
XpmReadFileToPixmap is char *, not const char *
2011-08-09 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.6
* configure.ac: fixed so that --enable options can be disabled
correctly
* configure.ac: rewrite --with option
* configure.ac: added AC_PROG_CPP because AC_CHECK_HEADERS requires it
* configure.ac: checks the function atexit because graphic.c uses it
* configure.ac: fixed comments
* joystick.c, joystick.h: comment out the whole file if JSTK is
not defined
* Makefile.am: fixed comment so that Makefile doesn't say "process
this file with automake"
* Makefile.am, configure.ac: use the tar-ustar option of automake
instead of AMTAR = ustar in Makefile.am
* configure.ac: added the foreign option to AM_INIT_AUTOMAKE
* README: says that the joystick support is only on Linux
2009-11-08 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.5
* game.c, xsoldier.h: make sure that an object never acts at the same
frame as it is created
* game.c: removed unnecessary variable ocheck
* version.h: updated UPDATE
2006-09-16 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.4
* Makefile.am: minor cleanup
- uses some AM_variables
- gcc -g and the overkill warnings are now default
- set AMTAR to ustar
* Makefile.in: regenerated with automake 1.9
* configure: ./configure accepts --without-sld as well as --with-sdl
* INSTALL: fixed high score file instruction
* input.c, main.c, manage.c, xsolder.h: the SDL version respects
the TERM signal and closing the window
2002-05-26 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.3
* configure.ac: does not stop configuring even if --with-sdl is
specified but AC_CHECK_LIB([SDL], [SDL_Init]) fails (this won't do
any harm because if there is no SDL then "make" will fail correctly)
(I don't know why AC_CHECK_LIB fails on a non-i386 architecture
(perhaps because of missing -lpthread?))
* configure.ac: regenerated
* image.c, manage.c: s/HAVE_LIBSDL_IMAGE/HAVE_LIBSDL/g
* common.c, ending.c, enemyshot.c, game.c, joystick.c, opening.c:
added some #include to avoid gcc -Wall warnings
* enemyshot.c, graphic.c, manage.c, player.c: use division instead
of shift
* score.c: fake records no longer have loop 0
* score.c: fake records are more close to the default
* image.c: fixed image loading so that xsoldier displays the correct
color on a 16-bit-per-pixel display (thanks to Stephen McCamant
<smcc@CSUA.Berkeley.EDU> for the patch)
* README: fixed typo
* image.c: SDL version sets the palette of pixmaps explicitly if
the screen is 8 bpp (without this the window is blank)
* README, extern.h, graphic.c, image.c, main.c, xsoldier.6: now
-c option does nothing because it does not work with raw X on
8 bpp screen
* image.h: SDL version uses typedef instead of #define for Image
* graphic.c, image.c, star.c: fixed memory leak (I still don't know
how to free memory allocated by getpwuid() in manage.c)
* README: fixed description (xsoldier is not first-person, "for one
player" is the right term)
* boss.c: you can't go to the next stage if the game is over
2002-04-24 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.2
* xsoldier is ported to SDL (the Simple DirectMedia Layer library)
* extern.h: fixed a typo in comment
* callback.c, game.c, graphic.c, image.c, input.c, joystick.c,
main.c, manage.c, config.h, extern.h, graphic.h, image.h, key.h:
Added libsdl support (use --with-sdl). Note that libsdl support
uses a double-standard for coordinates to keep the 10 pixel
boundary
* enemyshot.c: enemy shots do move
* INSTALL, README: added note on SDL
* README: added a game tip
2002-04-21 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.1
* now xsolider comes with its own font
* graphic.c: no longer use the X font (this is necessary for porting
to SDL)
* pixmap/font*.xpm: new files, provide the font
* boss.c, enemy.c: enemies appear more gracefully
* game.c: fixed counter of the number of normal enemies
* Makefile.am: "make install" does not overwrite the high score file
* INSTALL: added more info on the high score file
2002-04-21 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 1.0
* now I am the official developer of xsoldier (I got a mail from
the original of xsoldier, Yuusuke HASHIMOTO <hachi@pm.highway.ne.jp>)
* player.c: weapon 1 shoots more and damages less
* game.c: set boss time to 2000 instead of 3000 if not in final stage
* boss.c: teleportation of boss 6 takes less time
* enemy.c: power-up items move faster
* boss.c: boss has a fixed (independent of loop) hit point
* game.c, player.c, player.h: you lose some of power-up items
when you are killed
* boss.c: reduced the amount of ring shots of the last boss
* boss.c: the last boss shoots a 5way shot in loop 1
* enemy.c: enemy 6 may give you an item
* player.c: set immutable time to 60 instead of 50 when
starting/restarting
* xsoldier.h: changed the argument of the srand() macro from s to x
because the word "srand" contains the letter "s"
* boss.c: homing shot of the last boss is faster
* boss.c, enemy.c, enemyshot.c: fixed window edge detection
* boss.c: fixed homing shot of boss 2
* main.c: you can enter the high score list even if you use the
-wait option as long as the wait is not greater than default
* game.c: normal enemies appear more frequently
* main.c: made sig_handle() static
* common.c, common.h, extern.h: translated all comments into English
* graphic.c, graphic.h, input.c, input.h: new files, putting all
X related stuff here
* ending.c, game.c, opening.c: no more X stuff
* boss.c: boss 2 can shoot backward in loop 2 or later
* ending.c: added my name and fixed a typo
* player.c: power-up item is O(loop), not O(loop^2)
* main.c, star.c: free what is malloc()ed --- I always put away
what I take
* main.c: removed unnecessary headers
* xsoldier.h: added #include "image.h"
* ending.c: you can skip the ending by pressing space key
* ending.c: the staff list scrolls at a fixed (independent of loop)
speed
* ending.c: added "press space key" message
* player.c: change weapon item always makes you a bit powerful
* INSTALL: added "required libraries" and fixed a typo
* xsoldier.6: fixed typo in synopsis
* README: new file, including overview, command line options, key
control and explanation of bonus
* LICENSE: added note on the files GPL and old-doc/CONDITION
2002-04-12 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 0.99
* putting old documents in old-doc/
* translated all comments into English
* INSTALL: fixed the FHS way
* main.c: fixed -display and -wait option
* main.c: improved the error message for bad options
* boss.c: the last boss is a bit weaker in loop 2
* game.c, main.c, manage.c, xsoldier.h: added -nopausemessage option
* boss.c, enemy.c, game.c, player.c, score.c, star.c
s/random()/rand()/g
* main.c, xsoldier.h: s/random/rand/g, s/srandom/srand/g
* configure.ac: checks rand() instead of random()
* xsoldher.h: s/HAVE_RANDOM/HAVE_RAND/
* score.c: almost a complete rewrite
* GPL: renamed, old name is COPYING
* LICENSE: renamed, old name is CONDITION
* LICENSE: added my name
* boss.c: made boss 4 larger to prevent backstab
* boss.c: made boss 8 smaller for better collision-detection
* callback.c, game.c: draws a rectangle in the object's "real"
size if debug is enabled
* game.c: added do_actions() and collision_detection()
* enemy.c: enemy 7 escapes from the upper side of the window
(now weapon 2 is not the only way to get the perfect bonus)
* game.c: improved shoot down bonus (shoot down bonus should be large
enough so that missing a boss is a big loss, but small enough not
to trivialize non-shooting bonus)
* game.c: added shoot_down_bonus() and perfect_bonus()
* enemyshot.c: made homing missiles more stupid
* boss.c: boss 7 does escape from the window if the time is over
* manage.c: always starts a loop with a fixed level (that is, 10)
* game.c: normal enemies appear less frequently
* enemy.c: normal eneimes have a fixed hit point (independent of loop)
* main.c: set max length of player name
* manage.c: added paranoid checks to NewPlayerData()
2002-04-02 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 0.98
* uses Makefile.am instead of Imakefile
* put all *.c , *.h and the manpage under RCS
* boss.c, callback.c, ending.c, enemy.c, game.c, joystick.c,
manage.c, opening.c, player.c: hacked to avoid gcc -Wall warnings
- added many #include
- removed Japanese comments which are encoded to /*
- removed unused variables
* callback.c, ending.c, game.c, image.c, joystick.c, joystick.h,
manage.c, manage.h, opening.c, score.c, sin.c, star.c, star.h:
hacked to avoid gcc overkill warnings (see Makefile.am)
- added many #include
- declared some arguments and variables as const
- converted switch statement to if-else because KeySym may
not be int
- avoid the name of a global variable in prototypes
- removed unused arguments from printf
* xsoldier.h: now defines WAIT, PIXMAP, SCORE and SCOREFILE
* manage.h: added declaration of ClearEnemyShotManage()
* player.c: initializes notShootingTime correctly (this fixes
a bug which didn't give you the non-shooting bonus unless
you shot at least once)
* xsoldier.6: renamed, old name is "xsoldier.man"
* fix/: dropped because it is not used
* version.h: now VERSION is defined in config.h
* main.c, xsoldier.6: added -maxlevel option
* game.c: removed high score display because you don't need it
during the game
* main.c: checks invalid options
* boss.c, ending.c, game.c, image.c, main.c, opening.c, player.c,
score.c: now includes config.h
* main.c: removed zero padding from the output of -score
* xsoldier.h: replaced SYSV with HAVE_RANDOM because it only
affects random()
* INSTALL: added
* image.c: fixed SplitImage debug message
* main.c, manage.c, xsoldier.h: added -loop, -state, -maxpower and
-ship options (all for debug only)
* game.c, manage.c, xsoldier.h: never show shoot down bonus
at the beginning of the game
* ending.c: fixed a typo in the ending message
* ending.c: the staff list scrolls slow in the loop 3 or later
* image.c: fixed "isn't just" debug message
* enemy.c: enemy 6 does disappear
2002-03-15 Oohara Yuuma <oohara@libra.interq.or.jp>
* version 0.97
* based on the Debian package (version 1:0.96-14)
* bug fixes:
- boss.c: fixed the size of boss 1 and 4 (you can't backstab them)
- boss.c: enables the hitmask when boss 6 reappears
- enemyshot.c: added return NoneDel; at the end of EnemyLaserAct()
(without this the function sometimes ends without calling
return, resulting a suicide of the boss of the stage 4)
- game.c: when handling Hit(), call the enemy's Hit first
(necessary because Hit() of the weapon 3 changes its Attack
and the damage is calculated in Hit() of the enemy)
- joystick.c: applied Right and Down fix (fix available at the
original author's webpage:
http://www.surfline.ne.jp/hachi/xsoldier.html)
- main.c: set the maximum number of player's object to 256
(64 seems to be insufficient for the weapon 2)
- main.c: modified sig_handle() because sigaction() expects
void f(int), not static void f(void)
- opening.c: made sure stars moves at the normal speed
* game balance tweaks:
- ending.c: staff list scrolls faster
- game.c: adjusted the interval between enemy's appearances
- game.c, opening.c: disabled zero padding of scores
- manage.c: max level (internal parameter) is now MaxLevel
(which is currently 80), not 85
- player.c, player.h: made the player's weapons much more powerful
- player.c: speed change is now 3 points/key-type instead of 5
- player.c: your weapon does not power down even if you are killed
- xsoldier.h: extend every 200,000 points instead of 100,000
* new features:
- boss.c, enemy.c: act routine improved a lot
- boss.c, game.c, manage.c, xsoldier.h: a boss escapes if
the time is up (in this case you don't get the shoot down bonus)
- callback.c, enemy.c: dealing damage to a enemy gives you a score
even if you don't destroy it
- callback.c, enemy.c, game.c, manage.c: shows the remaining hit
points of a enemy when you shoot it
- game.c: shoot down bonus is bigger in second or later loop
- game.c: perfect bonus raises the level
- game.c: added c (clear enemy shot) key (enabled only when
compiled with -DDEBUG)
- game.c, manage.c: cleans enemy's shots when you restart
- main.c: set max loop to 3 (24 stages total)
- manage.c, player.c: gives you a score as long as you don't push
the shot key
- opening.c: added short help for debug-only commands
- player.c: power up item gives you a score and raises the level
if you already have enough power up items
- player.c: the level will be lowered if you are killed
* game.c: set the score limit to 10,000,000
* manage.c: added paranoid initialization of objects
* score.c: s/strcpy()/strncpy()/g
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