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removed *all* trailing whitespaces
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ReinhardPrix committed May 22, 2010
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8 changes: 4 additions & 4 deletions AUTHORS
Original file line number Diff line number Diff line change
@@ -1,8 +1,8 @@
-*- mode: text -*-
This is intended to be a relatively complete list of contributions to
Freedroid, which includes either sending patches, graphics or new
missions/levels/maps.
Please contact one of the authors if you think you have been omitted.
missions/levels/maps.
Please contact one of the authors if you think you have been omitted.
We also thank everyone who has sent bug-reports, but it would be too
excessive to list these contributions individually here as well.

Expand All @@ -23,8 +23,8 @@ additional Themes

Porting
-------
* Jason Kingan <[email protected]>
patches and ProjectBuilder files for MacOS X port
* Jason Kingan <[email protected]>
patches and ProjectBuilder files for MacOS X port

* Reinhard Prix <[email protected]>
Win32 port
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9 changes: 4 additions & 5 deletions INSTALL
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@@ -1,21 +1,21 @@
-*- mode: text -*-

Freedroid Installation
Freedroid Installation
======================
[ 0) if you have downloaded your source from the cvs-archive
[ 0) if you have downloaded your source from the cvs-archive
you have to start by typing `./autogen.sh']

1) type `./configure'
2) type `make' to compile the package

3)a) type `make install'. By default this will try to install in
3)a) type `make install'. By default this will try to install in
/usr/local/, in which case you have to be root to do that.
You can instead specify `--prefix=<yourdir>' to `configure', in
which case `make install' will install in <yourdir>.

ALTERNATIVELY:

3)b) you can run the game locally by typing:
3)b) you can run the game locally by typing:
`cd src' followed by `./freedroid'

Have fun!
Expand All @@ -25,4 +25,3 @@ If you have problems with the compilation/installation, please send me an email:
[email protected]
or report bugs on the sourceforge website:
http://sourceforge.net/projects/freedroid/

2 changes: 1 addition & 1 deletion NEWS
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
* yep, and now it's finally time: v1.0.1 seems ripe, the "final" version
of Freedroid Classic!

-> sorry, for more detailed news, look at Releasetext and ChangeLog (which
-> sorry, for more detailed news, look at Releasetext and ChangeLog (which
might be too detailed though! ;)


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4 changes: 2 additions & 2 deletions README
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Expand Up @@ -16,8 +16,8 @@ see `man freedroid` for more detailed info about FreeDroid...

Contact
-------
In case of problems, read the documentation or email us via the project's
mailing-list: [email protected]
In case of problems, read the documentation or email us via the project's
mailing-list: [email protected]

Have Fun with Freedroid!

62 changes: 31 additions & 31 deletions TODO
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ various Ideas for next release (1.1.0)
Bugs
=======

Outstanding release-critical bugs (priority: high)
Outstanding release-critical bugs (priority: high)
--------------------------------------------------
- limit fps to get smoother play?

Expand All @@ -37,8 +37,8 @@ Outstanding normal bugs (priority: normal)

Outstanding tuning/design bugs and general TODO (priority: low)
--------------------------------------------------------------
- check if we cannot improve smoothness of scrolling/gameplay,
maybe by reducing fps and explicitly keeping it constant..??
- check if we cannot improve smoothness of scrolling/gameplay,
maybe by reducing fps and explicitly keeping it constant..??
..there always is some small 'jitter', worst on non-dma machines!
-> use RLE acceleration?
-> use double-buffer + HWSURF + SDL_Flip() to avoid flicker/shearing?
Expand Down Expand Up @@ -66,7 +66,7 @@ Resolved bugs
This "dat" file should be well documented and ascii editable.

- DONE Saving of Ships does NOT work correctly in the LevelEditor
integrated in the game
integrated in the game
(rp): PORT the map-editor 'maped' ?
-->A maped clone has been integrated into the game
- DONE Lift: show level-change in lift: probably just some
Expand All @@ -75,19 +75,19 @@ Resolved bugs
- DONE Incredible file sizes of ne_....bmp files should be reduced, e.g. by using gif file
format instead, to reduce package size.
- DONE Robots now "jitter" until they reach their waypoint: adapt to new
coordinate-treatment:
coordinate-treatment:
(jp:) This does only happen with "slow" machines. I had that too at
first and then adapted the constant. Will be more cautios and
work over the constant again.
- (DONE) make sure all svgalib references are removed
- (rp) autoconf/automake: complete SDL checks
- (rp) autoconf/automake: complete SDL checks
- (DONE) Frage: weiss irgendwer wozu die globale Variable "BeamLine" dient??
(rp) erschien mir nutzlos, und hab' die Variable jetzt eliminiert,
hoffe dass niemand sie doch gebraucht haette...
(jp:) War fuer eine PlusExtension, die noch dazu instabil war. Wir
koennen problemlos darauf verzichen bis auf weiteres.
- (DONE) "Ghosts" (i.e. Enemeys go throught walls...)
- NEW! but DONE!
- NEW! but DONE!
There is a very strange bug: When the influ switches to weapon
mode or just is in WEAPON mode, the framerate GOES UP AND ALMOST
DOUBLES!!! This double framerate and the sudden change in framerate
Expand All @@ -104,18 +104,18 @@ Resolved bugs
- (DONE) (jp:) wenn man ganz am rechts unteren Rand einer rechteckigen Kartenform
steht wird die Framerate nachweislich bei mir HALBIERT! Das liegt
an den vielen IsVisible-Abfragen, die scheinbar irgendwo aus der
Karte hinaus im Speicher die Sichtbarkeit uberpruefen. Sehr
Karte hinaus im Speicher die Sichtbarkeit uberpruefen. Sehr
fragwuerdig
(jp:) appearently this bug has been resolved somewhere since it was encounteres
while using SVGALIB and might have been resolved with the new and corrected
get-ship-routines of rp or so. At least this bug cannot be found on my
machine any more.
- DONE (rp:) game should be able to check if yiff is actually _running_ and
complain if not and/or continue
complain if not and/or continue
(jp:) I do not see this problem. If yiff is not started, it will be
started. If yiff is already started, thats it and yiff will be used.
So why check if yiff is already running?
Also I have added extensive error handling and error documentation
Also I have added extensive error handling and error documentation
for the user, so I consider the problem now fixed.
(jp:) YIFF has been entirely removed, to this really is handled...
- (DONE) Schussfrequenz des 001 zu hoch
Expand All @@ -131,14 +131,14 @@ Resolved bugs
- (DONE) (rp/jp?) Ship-console endlich ordentlich machen, haufenweise
Robo-graphics noetig: Graphics sind jetzt da, einbauen noch noetig.
--> Konsole ist jetzt relativ ansehnlich. Weitere
Verbesserungsvorschaege erwuenscht.
Verbesserungsvorschaege erwuenscht.
(Bei zu viel Text, scheint immernoch ein segfault zu drohen
- (DONE) correct the too fast refresh movement and effect
Refreshes sollten jetzt ordentlich arbeiten. Etwas kalibrieren koennte man
sie vielleicht noch.
- (DONE) correct the too fast explosion (blast) damage effect
--> sowohl fuer Feinde als auch fuer den Influ sollte das
jetzt angemessen wirken
jetzt angemessen wirken
- (DONE) (rp) Takeover game still looks 'unfinished'
--> der Reinhard hat da scheinbar weitgehend aufger\"aumt...
- (DONE) (jp) "Fieps-pieps" music ist im Originalspiel nur am Anfang, im Haupt-spiel
Expand All @@ -149,21 +149,21 @@ Resolved bugs
I also encounter OTHER 001 druids of black color!
Especially after having died at least once before! Very strange!
(rp: this should now work ok)
- (rp) Timing in takeover game
- (rp) Timing in takeover game
- (DONE) Concept view is ugly
- (DONE) Pause stopped working with SDL-port
- (DONE) Uebernommener 302 is zu schnell, 420 is zu langsam..., etc etc
(jp: finde ich nicht. Ist zwar nicht 100% Originalgetreu, aber ich finde schon,
dann die Geschwindigkeit des entsprechenden Robots dann auch fuer den 001 gelten
sollte, wenn er einen dieser Robots uebernommen hat.)
- (DONE) proper Highscore list
- (DONE) proper Highscore list
--> Highscore list is accessible via the ESCAPE menu (single player submenu)
- (DONE) Debriefing ordentlich
debriefing sieht jetzt gar nicht so schlecht aus.
- (DONE) Lift-entry: man muss zu lange auf Space sein bis man in den Lift
kommt. Das "Lift-fahren" ist auch zu schwerfaellig.
- (DONE) Blitz-schuesse flimmern jetzt zu stark/lang
--> nicht mehr, seit die Framerate durch weniger debug-messages
- (DONE) Blitz-schuesse flimmern jetzt zu stark/lang
--> nicht mehr, seit die Framerate durch weniger debug-messages
generell hoch ist und Flashes Framerate-abhaengig lang leben
- (rp) should have maximally one 999 on commando-bridge
(jp: I think I've encountered 0 often, later 2 on other ships,
Expand All @@ -178,7 +178,7 @@ Resolved bugs
time we want to use it and DO NOT NEED to store is somewhere.
- hide mouse pointer
(would that really be a good idea?)
YES: only relevant for Freedroid-window, and has ben done already
YES: only relevant for Freedroid-window, and has ben done already

- (rp?) The game gets stuck in the very left elevator on the deck above the
very lowest deck. Might have something to do with map topics
Expand Down Expand Up @@ -206,13 +206,13 @@ Resolved bugs

- Farbpalettenrotation fuer Bulletcolor austauschen, da sie die
Framerate verschlingt!! (we should check that first, though)
(wird sowieso automatisch behoben bzw. automatisch umgestellt,
(wird sowieso automatisch behoben bzw. automatisch umgestellt,
wenn wir mit der neuen Engine dann auf TrueColor-Modus umstellen.

- (rp) Joystick shooting should determine direction more precisely
(difficult to shoot "straight")
(DONE)
- (jp/rp) "Ghost" bullets firing on me on empyy levels (eg. level 5)
- (jp/rp) "Ghost" bullets firing on me on empyy levels (eg. level 5)
then also had some ghost bullets coming from nowhere on other
(no-empty) levels
---> has already been removed. That was only a symtom while I was
Expand All @@ -232,10 +232,10 @@ Resolved bugs
the current cursor is defines via pixel-map contants in the code, haha.

- bullet to top-right seems to be "offset" to top with respect to
displayed bullet-pic (which is positioned correctly), i.e.
displayed bullet-pic (which is positioned correctly), i.e.
collisions with wall or robots take place as if it was higher in y...
jp: --> Problem fixed. The rotated Block is no longer of size Block_Width x Block_Height
but of the size of the smalled rectrangle containing the uncroped rotated
but of the size of the smalled rectrangle containing the uncroped rotated
square of this size.

- DONE Put the 'shipname' into the maps file. Currently 'Paradroid' is always displayed
Expand All @@ -245,32 +245,32 @@ Resolved bugs
exactly on the screen and perhaps also give the scaling factor used for generating
the map as additional text to the picture.

- (jp) There is still a lot of german in the code. Since we are growing more and more
- (jp) There is still a lot of german in the code. Since we are growing more and more
international, that should be removed and better sooner than later, as well in
the comments as in the choice of some old variable names, which are from
the comments as in the choice of some old variable names, which are from
historical origin, long before I started using the internet at all.

- (rp) missing "takeover announcement" of droid opponent

- (rp) Build-environment: make sure SDL/X,jpeg etc tests work ok!
(seems ok so far..)

- (jp) some missing "color rotations": takeover-mode
- (jp) some missing "color rotations": takeover-mode

- Walls are too "sticky", would be better playable if one could "slide"
(jp:) That has been completely resolved, at least for my machine!!
Please tell me if you still experience trouble.

- (rp) Levelnumber should be the index in curShip.AllLevels for simplicity

- (jp) add more sounds:
- (jp) add more sounds:
We might use a new sound file for every different level. That would be
nice. But where to get that?

- save highscores to disk

- (rp+jp) use GNU coding standards (see doc file 'gnu-standards')


- !! We should have a common bug/patch mailing address somewhere !!
freedroid@....
Expand All @@ -293,7 +293,7 @@ Resolved bugs
- (rp) sometimes droids get created in "piles", i.e. on top of each other
FIXED!!: forgot to ActivateConservativeFrameComputation() in
ThouArtDefeated() ==> huge Frame_Time() in first step of new game!

- mouse-cursor visible/invisible should be done in input.c !
(done)

Expand All @@ -303,7 +303,7 @@ Resolved bugs
- missing 711 ...
(done)

- make sure droid shuffling is randon enough, also concerning the
- make sure droid shuffling is randon enough, also concerning the
waypoints used (seems a a bit predictable right now...)
(done)

Expand All @@ -328,12 +328,12 @@ Resolved bugs
- acoustic "countdown" in takeover game might be useful!
--> (done)
- load all droid pics at startup, to avoid delays in DroidShow
(done)
(done)
- make sure game doesnt SegFault when files are missing
(should be done now: pass criticality of file to find_file())
- change laser-rifle pic in classic theme
(done)
- separate 'takeover'-mode from 'activate' ?
- separate 'takeover'-mode from 'activate' ?
(done! I think that's much better!)
- adapt Key-description to new "activate" keys
(done)
Expand All @@ -358,7 +358,7 @@ Resolved bugs
(fixed)
- accelerate explosions, make sure blast-duration is not theme-configurable
(done)
- check and adjust 614 parameters (too fast shot-rate!) and
- check and adjust 614 parameters (too fast shot-rate!) and
(better now;)
- add explosion-decals ? (switchable)
(done)
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10 changes: 5 additions & 5 deletions configure.ac
Original file line number Diff line number Diff line change
Expand Up @@ -20,13 +20,13 @@ AC_PROG_CC
AC_PROG_MAKE_SET

# Checks for libraries.
AC_CHECK_LIB([m], [sin],,
AC_MSG_ERROR([libm not found!!
AC_CHECK_LIB([m], [sin],,
AC_MSG_ERROR([libm not found!!
No maths library?? What kinda crazy system is that??]))

##AC_CHECK_LIB([c], [printf],, AC_MSG_ERROR([libc not found!! ]))

AC_PATH_X
AC_PATH_X
AC_PATH_XTRA
if test x$have_x = xyes; then
CFLAGS="$CFLAGS $X_CFLAGS"
Expand Down Expand Up @@ -104,7 +104,7 @@ AC_HEADER_TIME
AC_TYPE_SIGNAL
AC_CHECK_FUNCS([memset sqrt strstr strtok strcspn strspn rand])

dnl Don't Check for getopt_long
dnl Don't Check for getopt_long
dnl just use bundled version like hello does, and gnuchess


Expand All @@ -124,7 +124,7 @@ dnl send a signal to automake if we're compiling for win32
AM_CONDITIONAL(WIN32, test x$win32 = xtrue)


AC_CONFIG_FILES([Makefile src/Makefile map/Makefile sound/Makefile graphics/Makefile
AC_CONFIG_FILES([Makefile src/Makefile map/Makefile sound/Makefile graphics/Makefile
graphics/classic_theme/Makefile graphics/lanzz_theme/Makefile graphics/para90_theme/Makefile])

AC_OUTPUT
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