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ChangeLog
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2003-04-24 rprix <[email protected]>
* src/init.c:
FindAllThemes() used a non-POSIX compliant GNU extension of readdir(), which
only exists for libc6 >= 2.1, but strangely also failed on my other Debian3
machine with libc6 2.2.5...
For better portability this now uses POSIX-compliant stat() and S_ISDIR()
to find all subdirs in ./graphics/.
* configure.ac: official classic-version set to 1.0.1
* map/freedroid.ruleset: adjusted alert-settings a bit
2003-04-17 rprix <[email protected]>
added the whole of Jason's Mac OSX ProjectBuilder subdirectory structure.
* src/defs.h: adjusted DATADIR fallback for MacOSX ProjectBuilder
* AUTHORS: added Jason's contribution to MacOSX port
2003-04-17 rprix <[email protected]>
* src/system.h, src/ship.c, src/menu.c, src/map.c, src/main.c, src/defs.h:
* applied Jason's MacOS X patch. Worked fine and still runs perfectly
under Linux. Of course I have no clue yet if it will work under Mac OSX
but I'll try that on SF's compile-farm, as soon as I've got access...
* src/view.c, src/ship.c, src/menu.c, src/misc.c, src/defs.h, src/init.c:
* new (mini-)feature added: partial map visibility
* restructured menus a bit: all "classic" legacy options are now in one
submenu, and there is a switch to set all otpions to "strictly classic" ;)
2003-03-27 rprix <[email protected]>
fixed bugs introduced by new TERMINATED-status for droids:
doors, LevelEmpty() and MoveEnemy() now know about it...
(hope I didn't forget anytying...)
2003-03-25 rprix <[email protected]>
* TODO: updated... not so much left now ;)
* game-config now uses human-readable variable = value format (using read_variable())
* added switchable "decal" feature, i.e. droid-ashes after explosions
* moved "blast duration" variable from config.theme into freedroid.config
* fixed bug in Area-name reading
* fixed bug of exploding enemys at game-restart
2003-03-24 rprix <[email protected]>
* src/init.c:
- removed the brain-dead freeing() of Me.TextToBeDisplayed, which
obviously leads to SegFaults...
- clean the enemy-array at new game-start, to avoid "dying droids" when
restarting....
2003-03-17 rprix <[email protected]>
* TODO: updated TODO... seems to get longer the more I do... mhh
* configure.ac:
restored to its former glory... (had only used a cut-down version for developing)
* map/freedroid.ruleset, map/Paradroid.maps:
* updated map with new ALERT_GREEN code
* added Alert-related params in freedroid.ruleset
-> current values are for debugging purposes, not really tuned yet!
* added Alert-tiles for 4 different Alert states (replacing Teleporter-tiles ;)
* tried to improve '=' character in parafont... well
* sound/Alert.wav: New file.
* sound/Alert.wav, sound/ThouArtDefeated_Sound_0.wav:
added Alert siren, shortened game-over sound somewhat
summary checkin of the weekend:
*) themes are now looked for as "graphics/*_theme/" and have to contain a
valid 'config.theme'.
*) Alert feature fully implemented, adjustable by the following parameters
in 'freedroid.ruleset':
Deathcount drain speed = 10.0
First alert threshold = 300
Alert bonus per second = 5
Deathcount is increased in a droid-kill by droidtype^2
*) fixed about a billion memory-leaks (and gaping holes...), mainly in
InitPictures() and game+mission parameter-reading...
*) lots of minor code-fiddling and cleanup
2003-03-13 rprix <[email protected]>
* LevelEditor can now correctly insert/remove waypoints+connections again,
using the slightly simplified waypoint/connection format
+ minor improvement to inserting connections: line between "point" and "mark"
(emacs slang...) is now drawn as well, which makes connection-building more
"graphic".
2003-03-12 rprix <[email protected]>
* map/Paradroid.mission:
updated version of intro + key-descriptions. Forgot to check this in earlier,
this is still far from perfect but it's a bit more up-to-date.
* map/Paradroid.maps:
(slightly) modified map-file using new format. This has actually been
saved with level-editor and seems to work ok and is "stable", i.e. load and
save produce an identical map-file again.
* use the 999.png for the end-of-game display which needs transparency
* slight improvements of map+waypoints file-format + reading/writing
--> level-editor now (again) correctly reads/writes map+waypoints+connections,
no more "-1" markers are used in waypoints/connections
2003-03-05 rprix <[email protected]>
* src/takeover.c, src/defs.h, src/global.h, src/graphics.c, src/ship.c:
activated new takeover background. Takeover game is now made _transparent_
(using alpha, don't worry Bastian ;) on this great background setting...
--> looks terrific!!
2003-03-04 rprix <[email protected]>
* src/ship.c, src/graphics.c, src/defs.h:
fiddled a bit with the droid-animations, no real changes...
Commented out the colorkey-use for .jpg animations, as it's rather useless now.
all current droid-rotations in .jpg strips (will be loaded with priority to .pngs)
* src/ship.c, src/graphics.c, src/global.h:
jpg droid-portraits are now rendered using colorkey-transparency.
This is experimental and doesn't actually work too well, so it might
be dropped again.... (is just one line to comment so...)
new show_droid_portrait() function that does dynamic unpacking of droid-portraits
an displays them animated (if available) or not. jpeg-transparency not yet implemented.
2003-03-03 rprix <[email protected]>
* graphics/Makefile.am, configure.ac:
put a Makefile.am into mouse_buttons + re-inserted it into configure.ac.
* configure.ac, graphics/Makefile.am:
quick-fix for non-existent mouse_buttons directory contents: removed from
autoconf/automake structure: seems to work now.
2003-02-28 rprix <[email protected]>
ok, here my first go at the droid-rotations. Currently all droid-pics are
still loaded at startup, which will be changed soon...
* graphics/classic_theme/bullet.png, graphics/571_rot.jpg:
two 24-frame droid rotations for testing purposes, both are actually 571 ;)
2003-02-27 rprix <[email protected]>
* secured all file-reading by implementing a 'critical' parameter in find_file():
if critical=CRITICAL then find_file will give an ERROR and Terminate() if file not found,
if critical=WARNONLY it will do just that and return NULL,
if critical=IGNORE, NULL is returned and that's it
* added a new Influ-Status: "Activate" wich is used for Konsoles and Lifts,
to activate, press 'e', 'RightShift', Middle-mouse button or joy-button 3
* removed the redundant "armament" category, which is taken care of by "gun"
* consistently switch off sound and continue game if any sound-files are not found
2003-02-24 rprix <[email protected]>
* map/freedroid.ruleset:
changed blast-radius to make blast-damage more effective (as is in Paradroid...)
* yep, lots of sox'ed or even new sounds! Hope you like them!
* src/view.c: improved "flash" effect.
* src/menu.c:
slightly cleared up LevelEditor menu-code, and made LevelEditor use the full
screen, as the Freedroid banner is really not needed here...
* src/init.c, src/influ.c, src/graphics.c:
added new InfluExplosion sound and white-noise sound.
* src/defs.h, src/sound.c:
* added new sounds for Influ-explosion, and white-noise.
* src/bullet.c: slightly improved blast-damage handling to droids
* src/input.c:
* extended joystick-code to allow joystick directions to be
soft-released as well
* fixed the funny bug in ModIsPressed() that would not show if Alt was
pressed!!
2003-02-21 rprix <[email protected]>
* map/freedroid.ruleset, map/Paradroid.mission:
adapted some parameters to move the game closer to Paradroid.
* Here's some work from yesterday's nightshift (-2am!), namely a new keyboard-code: ;)
I've taken the much more convenient and elegant DroidWorld keyboard function
KeyIsPressed(key) to replace the old One-function-per-key() handling.
This also has the practical advantage that it's now more easily possible to
'release' a key via ReleaseKey(key). Moreover, new functions KeyIsPressedR()
check a key _and_ release it!
Bottom-line of all this is: there is no more while(SomeKeyPressed()); loops in
the code to wait for a key-release, which had the annoying side-effect that
the game stopped while you've not released a key!
2003-02-18 rprix <[email protected]>
* src/misc.c, src/bullet.c:
fixed SegFault bug cause by non-initialisation of memory by malloc:
2003-02-14 rprix <[email protected]>
* src/graphics.c, src/influ.c, src/init.c, src/main.c, src/sound.c, src/takeover.c
some minor stuff:
- set sound-channels a bit lower (only 20 should be enough), +
print warning (level=0) when all channels used
- Assemble_Combat_Picture() now SDL_updates User_Rect and TxtRect separately, which
increases FPS when using the ClassicUserRect.
- add some blast sounds when influ finally explodes
2003-02-12 rprix <[email protected]>
* src/defs.h, src/influ.c, src/init.c, src/map.c, src/menu.c, src/misc.c:
* Improved GameOver behaviour + 'slow motion' explosion of the influ.
* LevelEditor: background pic is now updated for level- and color-changes.
The SaveShip() function is now _partially_ adapted to the modified
waypoint/connection handling, i.e. at least it doesn't mess up the waypoints
any more when saving. Still, adding removing waypoints needs to be adapted,
as this will currently not work properly.
2003-02-06 rprix <[email protected]>
* src/ship.c, src/menu.c, src/init.c, src/graphics.c:
console & level-editor are now "cpu-cycle friendly" as well.
* map/Paradroid.maps:
removed unneeded waypoint/connection entries, which are no longer required
in the new improved waypoint/connection handling.
Also removed "gaps" in the waypoint-list, which are no longer allowed!
-> LevelEditor still needs to be adapted to write in the same new format as well...
* src/struct.h, src/map.c, src/menu.c, src/enemy.c:
new ShuffleEnemys() function has uncovered some shortcomings of the
current waypoint/connection handling, so I've improved that a little bit.
Please test, hope everythings works fine again.
* src/highscore.c, src/menu.c, src/view.c:
"slowed down" the game menus to reduce unneccessary CPU use.
2003-02-05 rprix <[email protected]>
* map/Paradroid.maps:
- corrected a bug in waypoints of level 8: wp 11 and 12 were unconnected.
(this only showed up now that ShuffleEnemys() uses all waypoints!)
*) made ShuffleEnemys() produce really random droid distributions (on waypoints)
as the previous function tended to fill the waypoints sequentially
*) added an acoustic countdown sound to the takeover game, which should make
it easier to know how much time is left
*) hard-linked 'a,d,s,w' onto Left,Right,Up,Down, to allow Quake/HL like steering.
*) some cleanup.
* graphics/711.png: incorporated new 711 into classic branch.
2003-02-04 rprix <[email protected]>
* src/graphics.c, src/text.c:
some improvements to printf_SDL() and InitPictures(), which speeds up the
Picture-loading and theme-switching process.
(--> I noticed that 0.8.4 used to be much faster with these, dunno why,
but now we're approximately just as fast, I think)
- improved mouse-handling and mouse-cursor display throughout the game.
(hope I didnt forget anything)
Most important change: MouseLeftPressed is no longer mapped to SpacePressed,
to allow to distinguish between these two. That means, however, that we need
to test for both of these in most places...
2003-02-03 rprix <[email protected]>
* src/vars.h, src/main.c, src/ship.c, src/init.c:
removed remaining references to "ship.h"
* src/ship.h: no longer used. Goodbye.
* src/ship.c, src/proto.h:
used some more mouse-tricks in the console menu. is quite cool now, I think.
Maybe we should also have a similar mouse-interface for the Game menus?...
2003-02-02 rprix <[email protected]>
* graphics/arrow_right.png, graphics/arrow_up.png, graphics/arrow_down.png
crop'ed arrows down to minimal size, in order to allow more precise
mouse-click use.
* generalized jp's recent mouse-click-code in the Console-menu, in order to allow
for even more mouse-click support in the console menu.
Seems to work ok so far, but some minor inconsistencies in the 'user interface'
still have to be fixed.
+ some general code-cleanup here and there...
2003-01-30 rprix <[email protected]>
* src/main.c:
removed some of the debug-clutter I put in for chasing the "droid pile bug"
* src/ship.c, src/main.c, src/map.c, src/init.c, src/enemy.c:
YIPPIEE!! Seems I found the "enemy pile bug", which appeared only after
having been killed: Reason: ThouArtDefeated() didnt call
ActivateConservativeFrameComputation() ==> First step in new game had a
_huge_ Frame_Time(), which would just set droids to their next waypoints
resulting in piles....
:| this took me about 2 hours to figure out !! arghahhahhhaaaa
Good night ;)
* TODO: updated BUG list with recently fixed "hanging flash" bug.
fixed nasty bug: Flash would hurt droids on all levels!! Only IsVisible(pos) check
was done, which does not take levelnum into account... well, one bug fixed! ;)
+ some minor polishings
2003-01-24 rprix <[email protected]>
* TODO:
the mouse-glitch bug only seems to occur in my ATI 3D driver, not with
the standard one... so I think it's maybe ATI's fault, not ours...Strange
2003-01-21 rprix <[email protected]>
* map/Paradroid.mission: removed some unused option lines.
* graphics/banner.png, graphics/console_fg.png:
better cutting of picture borders.
In an effort to make the code more stable:
* rewritten the whole InitPicture() function based on the more modern and
unified DroidWorld code: All blocks are loaded via LoadBlock()
* general code cleanup: cut out so much dead code that I got rid of 3 files!!
2003-01-20 rprix <[email protected]>
* src/input.c:
made mouse-wheel to work also for SDL-versions prior to 1.2.5
* src/graphics.c, src/influ.c, src/init.c, src/input.c, src/ship.c, src/struct.h:
* removed possiblity to shortcut the EndTitle & white_noise sequence
* joy-button 1= fire, joy-button > 1 = takeover (mapped onto right mouse button)
* minor cleanup and improvements in console.
2003-01-19 rprix <[email protected]>
* improved line-break handling in DisplayText()
* added "navigation arrows" to DroidShow(), to make it more intuitive..
2003-01-15 rprix <[email protected]>
* src/sound.c:
More flexible error-treatment in sound: in case of any error, we just print
a warning and deactivate sound instead of Terminating...
* src/misc.c:
fixed bug in Terminate(): only save config and highscores if ExitCode==OK!
to avoid messing up these files when things went wrong...
* More continuous music-playing (i.e. don't start again each time you step into a lift):
SwitchBackgroundMusic (NULL) now _pauses_ music, and resumes it the next time if
you switch to the same one.
So: if stepping into a lift and stepping back out again, music is _resumed_
or: if going from one gray level to another one, music plays on where it stopped.
* fixed bug: command-line options have the highest priority, overriding defaults and config-file
2003-01-13 rprix <[email protected]>
* fullscreen now in GameConfig.UseFullscreen (gets saved). Default=off.
* when Mission accomplished, Game starts again, but Score is not reset to 0!
(allows you to continue with score until killed)
* some improvements in menu-display
2003-01-01 rprix <[email protected]>
*) 'd'-key deactivated, QuitGame now asks for confirmation
*) Removed experimental mission from Menu
*) When mission accomplished, game should start again with score not reset
2002-12-30 rprix <[email protected]>
fixed some finer points found in jp's test-playing:
*) higher scroll-speed and MouseWheel in ScrollText()
*) energy-increase in collisions now impossible
*) Frame-rate was not respected in Pause-mode
*) 'reject' explosion now does not harm the 001, to avoid destroying it
* sound/Fire_Bullet_Laser_Rifle_Sound_0.wav, sound/phaser.wav:
replaced the ridiculous Laser_Rifle sound of the 614 with sth better...
2002-12-28 rprix <[email protected]>
* map/Paradroid.mission:
EndTitle music now android-commando. Re-written 'debriefing' text: no further
mission is announced, but our further games: RPG + DroidWorld.
Game restarts when mission is completed.
* src/init.c, src/menu.c:
EndTitle() scrolling corrected. Added Credits for android-commando mod used in EndTitle.
* sound/android-commando_hiscore.mod:
added Commando-highscore mod as "victory music".
mass commit: main changes are: new function ApplyFilter() allows coloring
influence-device for takeover-mode and low-energy fading.
Started cleanup of unused "extensions" to freedroid, which are no longer
supported and/or live on in RPGFreedroid.
2002-12-25 rprix <[email protected]>
level background music now consists of 'C64 legacy mods'.
(still have to credit the authors...)
2002-12-22 rprix <[email protected]>
* configure.ac:
adapted message when failing SDL_Mixer check correspondingly.
* configure.ac:
now we check for Mix_ChannelFinished, which exists only since SDL_Mixer 1.2.1
2002-12-19 rprix <[email protected]>
* changed droid inertia and friction to more resemble paradroid
2002-12-15 rprix <[email protected]>
* sound/Paradroid.ogg:
here is the paradroid.ogg sound-file I've mentioned earlier.
changed title-music entry to use the .ogg paradroid 'FeepBeep' sounds.
removed that low-quality wav, which is now provided as a high-quality .ogg!
* src/sound.c, src/graphics.c, src/defs.h:
fixed bug in white_noise() that would screw up User_Rect when using
'Classic' (i.e. small) Combat window. (dunno why that hasn't shown up before)
2002-12-02 rprix <[email protected]>
* improved info-line display when Classic_User_Rect is used
* default User_Rect is now Classic_ ... hehe, this is the classic version
Sound-modifs:
* title-music is original "Feep-Beep" now ;)
* level background-music is "color coded": i.e. one background-song/color
(see beginning of color.c)
* graphics/571.png, graphics/614.png, graphics/742.png, graphics/751.png, graphics/834.png:
backported Bastian's latests creatures ;)
2002-11-21 rprix <[email protected]>
* graphics/classic_theme/digits.png, src/graphics.c:
ok, forgot about the digits in lanzz's theme for a moment, now both work ok.
2002-11-20 rprix <[email protected]>
* src/init.c, src/graphics.c, graphics/classic_theme/digits.png:
changed classic digits back to non anti-aliased, looks better on the droids.
Ok, couple of (minor) changes and things to make the "Classic" branch
more (or fully) compatible with RPGFreeDroid and DroidWorld:
*) all colors of map-blocks are now in map_blocks.png
*) removed "ne_" prefixes in graphics-filenames
*) moved "default_theme" to "classic_theme"
*) made colors in 'classic theme' less bright and over-saturated
(looks better, I hope)
*) adapted automake/autoconf structure correspondingly.
2002-11-13 rprix <[email protected]>
* src/main.c, src/bullet.c:
"back to the roots": bullets no longer 'explode' on droids, only on walls.
The logic being that the energy gets absorbed by droids.. of course there
should be a nice "absorb" sound accomanying this, but I still don't have
any sound... :(
* src/bullet.c:
fixed small bug in DeleteBullet() that would cause a blast in (0,0)
when changing levels.
2002-11-10 rprix <[email protected]>
* src/bullet.c, src/init.c, src/misc.c:
improved bullet collision now also for influ, enemys and bullet-bullet.
Collision is checked forwards in steps of 0.1*blocksize, this way
even with 10 FPS its awsomely precise and well playable!!
* improved Bullet-Wall collision check: no more shooting through walls
on my 15FPS machine!!
* fixed bug that EndTitle was not properly displayed when fire was pressed
* added MISSION_COMPLETE_BONUS of 1000, + highscore entry when finished
2002-11-09 rprix <[email protected]>
* src/graphics.c, src/init.c, src/main.c, src/ship.c, src/takeover.c, src/view.c:
improvements to takeover and lift plus other minor stuff
various optimizations to make the Menu and Console-menu more responsive
on my antique 120MHz 32MB at home.
(... not even thinking of trying to start RPGFreedroid here.. ;-)
2002-11-08 rprix <[email protected]>
* src/ship.c, src/menu.c, src/defs.h:
mouse wheel support now also in lifts and console.
Some small inconsistencies remain.
* src/input.c:
middle mouse-button mapped to Escape ... hardcoded, but kinda usefull
Mouse button+wheel support in menus now... + cycling in menu.
(arghhh... this menu code should really not exist, but I don't care now,
Classic Freedroid just has to work, so I close my eyes...;)
* src/input.c, src/proto.h, src/takeover.c:
added Mouse Wheel support. Only used in takeover so far.
2002-11-07 rprix <[email protected]>
* src/init.c, src/menu.c, src/view.c, src/graphics.c:
FPS/Energy/GPS display always on bottom of Window now, not of User_Rect.
* src/vars.h, src/menu.c, src/ship.c, src/struct.h, src/defs.h, src/global.h, src/init.c:
More transparent User_Rect handling: switching between "classic" and "full"
User_Rect now better. ShowDeckMap() always uses "Full" User_Rect to avoid
clipping of deck-view.
* src/ship.c, src/global.h, src/graphics.c:
fixed SetCombatScale() function such that no reloading of map-blocks
from disk is needed (which is very slow).
This is done by always keeping a copy of the unzoomed map-blocks in mem.
* src/takeover.c, src/view.c, src/init.c:
deactivated "Resistance factor" extension.
Will not be part of "Classic release".
* graphics/lanzz_theme/asteroid_off.png, graphics/lanzz_theme/asteroid_on.png:
adapted "asteroid" lift-pics to standard size, such that they would be
correctly displayed also in "classic" User_Rect.
* src/graphics.c:
fixed bug in MakeGridOnScreen(): would not fill whole of given Rect.
* src/ship.c, src/init.c, src/highscore.c, src/defs.h:
fixed bugs in ShowLift() such that lift-display works correctly
also when User_Rect is rescaled, eg. for the "classic" small Rect.
*
several hacks (some a bit quick-and-dirty, but robust I think)
to make the whole thing look&behave more like the original.
This is aimed towards a final "Classic" release of Freedroid,
which is not too far away I think.
2002-11-06 rprix <[email protected]>
* incorporated the new "GreatDruidShow()" from the main CVS tree
* slightly improved + speed up Title scrolling
2002-11-05 rprix <[email protected]>
* src/graphics.c:
fixed bug in noise-function. Now it really looks random.
2002-11-01 rprix <[email protected]>
adapted configure system to new subdirectory structure.
Tested 'make dist', which produced an ok dist (couldnt check sound though).
2002-10-30 rprix <[email protected]>
* src/graphics.c, src/proto.h:
got a nice white-noise "static" effect now, basically ripped off the idea
from Greg Knauss's "xteevee" hack in xscreensavers.
Only problem now is the time it needs to prepare the noise-tiles.
Maybe one could do that in InitFreedroid() or so, than the user doesnt
have when we want to put the noise-effect.
2002-10-28 rprix <[email protected]>
* graphics/516.png, graphics/598.png, graphics/821.png, graphics/999.png
updated Droid-pics with Bastian's great Creatures
2002-10-27 rprix <[email protected]>
* added some loading-progess display in picture loading
* first try on "white noise" effect. Too slow for my 120MHz machine..
* changed defaults: Menu-font = Parafont, Robot-speed = off.
2002-10-25 rprix <[email protected]>
* NEWS: first checking on new branch: rel-0-8-4-patches
2002-10-24 rprix <[email protected]>
* src/takeover.c, src/takeover.h:
Fixed broken Takeover-counter. Not very stylish, but works/looks ok I think.
Yeah, my first FD contribution for months!! :)
2002-07-29 rprix <[email protected]>
* src/blocks.c: new map-block reading from map_blocks.png.
* graphics/lanzz_theme/map_blocks.png:
proposed new map-block file: contains all colors, one per line.
2002-07-17 rprix <[email protected]>
* src/ship.c:
fixed bug in GreatDroidShow() that would make it crash when droid had
weapon_item.type = -1.
2002-07-13 rprix <[email protected]>
* src/proto.h, src/ship.c, src/takeover.c, src/main.c:
rudimentary "takeover announcement" implemented.
* src/proto.h, src/ship.c: Rewritten GreatDroidShow().
2002-07-12 rprix <[email protected]>
* src/ship.c, src/vars.h, graphics/console_fg.png, src/defs.h, src/global.h
console is beginning to take shape again... but not finished yet.
* src/view.c:
haha, ShowRobotPicture() didn't give a damn about its coordinate argument !!
(changed that ;)
* src/text.c:
improved the ImprovedCheckUmbruch() function: takes into account \n as
word-ending now.
2002-07-11 rprix <[email protected]>
completely removed all USERFENSTER** defines.. ouff, that was tough...
Now the console is messed up a bit, sorry, I'll fix that later... ;)
* src/view.c, src/init.c, src/menu.c, src/ship.c:
replaced some USERFENSTERPOSX/Y by User_Rect.x/y
2002-07-11 rprix <[email protected]>
renamed/removed all old "ne_*" variables.
(new engine isn't that new any more ;)
2002-07-11 rprix <[email protected]>
* src/blocks.c, src/graphics.c, src/proto.h:
* removed obsolete ne_get_*_block() functions,
* moved new Load_*_Surfaces() into blocks.c
* src/view.c, src/colodefs.h, src/proto.h, src/ship.c, src/takeover.c:
* FlashWindow() now uses Fill_Rect() instead of obsolete SetUserfenster()
* SetUserfenster() dumped from code.
* src/takeover.c:
if Takeover background pic is not found, only a level0 warning is printed
to stdout and a default background color is used instead.
Themes can now contain a background image "to_background.jpg" for the
Takeover game.
renamed the whole "default-theme" into "classic_theme", which makes more
sense I think. (sorry to the modem users ;)
2002-07-11 rprix <[email protected]>
*) changed theme-independent filenames "ne_*" into more canonical ones
*) started coding of more flexible takeover background 'picture'
2002-07-02 rprix <[email protected]>
* INSTALL: updated installation instructions.
* src/ship.c:
improved display of lifts with flexible User-rect. Background now black.
2002-06-27 jprix <[email protected]>
* map/Paradroid.mission, map/The_Outbreak.mission, src/init.c
Debriefing song can now be conveniently specified from each mission file.
Added song entries for each mission files as well of course.
2002-06-26 rprix <[email protected]>
* GetTakeoverGraphics() is now called from Init_Pictures(), which allows
theme-switching to take effect for takeover too
* Adapted takeover to the now apparently more flexible User_Rect.
placement is still rather poor now, but at least it's consistent again.
2002-06-26 jprix <[email protected]>
* sound/ARDA.MOD, sound/Intro-Music.mod, src/defs.h, src/sound.c:
Paid a bit more attention to the selection of mod files and rearranged
a better structured reference to the file names, though not yet via
reading them from external files. But thats to come, tomorrow.
* src/defs.h, src/proto.h, src/sound.c, src/takeover.c:
Preparatory work: Now the loading is done at request for the background
music specified only at the time of request. This will soon enable us
to specify background music to be played dynamically in the mission and
map files. That will be cool.
* src/global.h, src/sound.c:
Eliminated some warnings and inconsistencys.
* src/init.c, src/sound.c:
Sound and Music volume now configurable via the options menu again.
Control is now even better than before.
* src/input.c, src/menu.c, src/text.c:
Added options to change the width and the height of the combat window in
the options menu instead of via keys.
Added some extra speech options for the influencer.
* src/init.c:
Full size combat window now enabled by default. I hope your machine is
fast or at least of 'normal' speed.
* src/input.c, src/vars.h:
Added switch (H-Key and W-Key) to turn on/off full screen for combat window.
* src/takeover.c, configure.ac:
Corrected the bug, that health would rise indefinately after rapid succession
of successful takeover attempts.
* src/sound.c:
Background music is now MOD file based, i.e. the code now uses the SDL
mixers music functions. This means you can use ogg or mp3 or it or xm
files as well without changing anything in the code but the music file
name. Seems to work quite well, though a little bit more care has to
be taken in which music file to play when. I've just filled in the
music files as I found them.
Added some mod files, mainly for testing purposes, but they could also be
used in game as well, if we assume that we have the right to do that.
2002-06-25 rprix <[email protected]>
* graphics/parafont.png: lanzz' new version of parafont.
2002-06-25 jprix <[email protected]>
Removed old gif variants of the tileset images from both themes.
* src/map.c:
Included png versions of the old themes block files as well, since the
block reading function only looks for png now. Speeded up the
teleporter animation. Speed should be placed under control of the themes
config files.
Added Lanzz's fantastic new tilesets with the teleporters.
Changes block-reading function to take pngs instead of gifs.
2002-06-24 rprix <[email protected]>
* src/defs.h, src/ship.c:
use of two different console backgrounds with/without window ... looks better.
* graphics/console_bg.jpg, graphics/console_bg1.jpg, graphics/console_bg2.jpg:
added console backgrounds with and without the "window"
* graphics/parafont.png: lanzz' "outline" parafont, better readable.
2002-06-24 jprix <[email protected]>
* map/freedroid.ruleset, src/menu.c:
Door opening/closing speed now 0.05 (half of value before).
Removed the blank line in the options menu.
Ok, I'll make an archive and sent it to the university from where
I can conveniently do the final upload.
2002-06-23 rprix <[email protected]>
* graphics/lanzz_theme/ship_off.png:
stretched background further down, in order to fill User-Rect in ShowLift()
* src/menu.c, src/ship.c, src/ship.h:
- improved placement of console-menu bar
- moved theme-switch to main-menu
* src/view.c:
fixed bug: droids would still try to babble in takeover game..
* TODO, src/global.h, src/influ.c, src/input.c:
improved mouse-control: allow continuous shooting to follow mouse-point.
2002-06-23 jprix <[email protected]>
* src/ship.c, src/text.c:
Fixed that the black border is restored after the console menu.
Fixed the Briefing and Debriefing texts not displaying anything.
* Releasetext, TODO:
Updated the releasetext and the TODO files to reflect current status.
* src/ship.c:
Fixed the bug, that the map would still be shrunk after having visited the
map of the current deck at the console.
* graphics/console_bg.jpg, src/defs.h, src/init.c, src/ship.c:
Added structures for the new background for the console picture.
Used file console_bg_2.jpg supplied by Bastian for the first console_bg.jpg.
That's quite a difference to before, especially with the droids without
their white ugly boxes surrounding them. Thanks a lot!!!
More modifications and updates to the levels and the elevators connecting
them all in the new maps.
Enlarged a few constants in the code to allow for the new levels needs.
2002-06-23 basse <[email protected]>
transparent versions of droid png's
2002-06-23 jprix <[email protected]>
* map/Asteroid.maps, map/The_Outbreak.elevators, map/The_Outbreak.mission
Elevator connections, rectangles and maps further refined for new missions.
Removed the old jpg variants of the droid portraits. Changed code to
reflect the new file format and that seems to work as well as before.
Added png variants of the former jpg droid portraits.
* map/Asteroid.maps, map/Invading_Asteroid_Command_Central.elevators
Added a new level to the new maps and corrected part of the elevator
connections and rectangle specifications.
Replaced the old bmp asteroid picture files with png files, that are only
as big as 1% of the size of the Windows bmp formated images of the same
content. Added new decks to these maps as well, though they cannot be
reached via elevators yet...
* map/Asteroid.maps, map/Invading_Asteroid_Command_Central.mission:
Starting point for the second new mission fixed. Map changes.
* map/Asteroid.maps, map/The_Outbreak.droids, src/defs.h:
More changes to the new missions map files (though only in the part that is
not accessible to the player yet): added Main Reactor Deck, added Scientists
quarters deck.
* Releasetext:
Added a file that contains the text specified in the summary of changes
and announcements of new releases on public news pages on the web, i.e.
containing the 'new features' not as detailes as in the Changelog of
course but as we paste it to the release news.
* map/freedroid.ruleset, src/influ.c:
Added even more security against jumps through walls after collisions with
enemys.
Adapted some small constants in the ruleset file.
2002-06-23 basse <[email protected]>
* graphics/ne_credits.jpg:
well I saw you guys used this picture as credit background..
so here's a new version for you, without stupid (C) text in the bottom,
and rendered to correct size..
2002-06-22 basse <[email protected]>
* graphics/476.jpg:
portrait of 476
* graphics/420.jpg:
portrait of 420
* graphics/329.jpg:
portrait of droid 329
2002-06-22 jprix <[email protected]>
* TODO, graphics/lanzz_theme/config.theme, map/freedroid.ruleset, src/influ.c
Made acceleration now (almost) framerate independent. Adapted acceleration
calibration values accordingly. Removed extra behaviour of 302 type.
Set phases of standard influ shot back to 1 in lanzz_theme.
Removed the bug, that Freedroid would segfault when changing lever while
some bullets were still flying around.
* TODO, graphics/001.jpg, src/view.c:
Corrected the bug, that the droid image loading in the console menu would
cause a crash: reason: local string constant was used uninitialized.
* graphics/lanzz_theme/ne_bullet.png: Cut out a few black pixels.
* src/menu.c:
Fixed the bug that the game would segfault when changing theme while a
bullet is still flying around, which has different number of phases in
one theme than in the other.
* graphics/parafont.png: Added the new parafont.png. Thanks Lanzz!
* graphics/ne_cons.gif, graphics/ne_cons.png, src/defs.h, src/init.c, src/misc.c:
Replaced the old ne_cons.gif with lanzzs fantastic ne_cons.png and adaped
the code accordingly too of course. Wow! That's quite a difference!!!
* TASK_CHART, TODO, src/graphics.c, src/input.c:
Added crosshair mouse cursor to the game. Looks better than expected.
Adapted input function to reflect the new changed location of the actual
spot the mouse cursor is pointing to.
* src/input.c: getchar_raw is now case sensitive.
* map/freedroid.ruleset, src/influ.c, src/proto.h:
Added an extra sanitiy check, that really should prevent the influencer
from ever stepping through walls and even outside the ship (without the
help of the level editor ;), but that will alter game behaviour on machines
with framerates of less than 20 fps.
2002-06-21 jprix <[email protected]>
* src/influ.c, src/init.c, src/main.c, src/misc.c, src/proto.h, src/view.c:
Removed lots of obsolete function prototypes and some obsolete functions too.
There are surely still a lot of them in the code!
* TODO, src/view.c:
Fixed the bug that the bullets would not appear where they really are, but
with a slight shift. Taking a look at the rotozoom code revealed the reason
and it's not a bug in the rotozoom but their justified refusal to crop the image.
* src/bullet.c, src/influ.c, src/view.c:
Removed warnings and debug messages.
* src/bullet.c:
Fixed the bug, that wrong bullet types occured after bullet-bullet or
bullet-blast collisions.
* src/view.c, src/enemy.c, src/global.h, src/map.c:
Reactivated the fading effect for low energy. Activated the same effect
for friendly droids too, which came along easily.
* src/graphics.c, src/init.c, src/main.c, src/text.c:
Changed the defaults to full-screen mode and lanzz-theme.
Corrected second new mission files, so that the mission would at least load
successfully, though the maps and action are only drafted.
* src/graphics.c:
SetCombatScale is now working again and apart of that much faster than it
was before. Also swtiching tilesets hardly takes any time any more, since
it only means taking a different pointer for blitting map tiles.
* src/bullet.c, src/view.c:
Removed the stupid bug, that occured with the computation saving bullet
rotation method yesterday. Now it works ok and stays enabled.
2002-06-20 jprix <[email protected]>
* src/influ.c, src/struct.h, src/view.c:
Deactivated one-rotation-routine due to bugs I don't completely understand.
* src/blocks.c, src/global.h, src/graphics.c, src/init.c, src/misc.c, src/ship.c
ne_blocks now completely thrown out as well as 'SetLevelColor', 'UnfadeLevel'
and ne_droids, ne_influ and some others.
* src/defs.h, src/global.h, src/graphics.c, src/view.c:
Reorganized the map_blocks: All tilesets are now kept in memory at the
same time: No need to load tilesets again when changing to a different
level or turning off the light.
Also different organisation of the map tiles in many small surfaces.
So, we are a bit faster again now.
Rescaling must be completely rewritten I fear, but 'SetLevelColor(..)'
will drop out completely.
* src/graphics.c: Deactivated rescaling for now to avoid SegFault.
* src/graphics.c:
The robot digits are now without background again. Much more work is still
ahead.
* src/global.h, src/graphics.c, src/view.c:
More work on the reshaping of the InitPictures and its consequences.
Currently the numbers have a red background. Please ignore.
* src/bullet.c, src/graphics.c:
Halfway through with restructuring InitPictures. All still running.
* src/bullet.c, src/init.c, src/struct.h, src/view.c:
Added extra security against segfaults with the new bullet routine, though
that has never happend on my machine. Game instructions now also speak of the
mouse control.
* src/bullet.c, src/main.c, src/struct.h, src/view.c:
Changed the code, so that the bullet rotation is now done only once for
every bullet (and every phases then of course). I think this saves a
lot of redundant computation if not time.
* src/influ.c, src/text.c:
Fixed the bug, that the influencer would not respond to switches in GameConfig