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2005-12-20Fix GCC 3.4+: label at end of compound statement.joerg1-0/+12
2005-10-23Removed trailing white-space from line 1 of patch-ag.rillig1-1/+1
2004-06-18Fix options incompatible with Tk 8.4 and bump PKGREVISION.minskim1-0/+70
This should fix PR pkg/25926.
2004-06-05Make this package build with thread-enabled Tcl.minskim1-0/+13
2003-07-302003-07-26 Hans Ronne <hronne@telia.com>kleink1-0/+25
Fix possible buffer overflow problem in default_player_spec on Unix (thanks Steve Kemp). * xconq.c (make_default_player_spec): Limit it to BUFSIZE -1. * xtconq.c (make_default_player_spec): Limit it to BUFSIZE -1. In due course, bump to xconq-7.4.1nb1.
2002-09-23buildlink1 -> buildlink2jlam2-5/+5
2001-10-23Strongly buildlinkify.jlam2-5/+5
2001-01-02Update xconq to release 7.4.1. Notable changes include:kleink2-10/+22
*** 7.4.1 The Windows port has not been built, and probably won't build without some work, because of networking changes in shared Windows/Unix code. Made cconq build again. *** 7.4.0 Hans Ronne contributed a new Tolkien-inspired game "Lord of the Rings" (lord-rings.g), and its supporting modules 3rd-age.g and t-midearth.g. Keir Novik's "Carrier Battles" (tailhook.g), a detailed game of WWII naval combat, and "Coral Sea", a Coral Sea scenario for it, are now part of the game library. Erik Sigra and Michael Burschik contributed better random name generators, for Swedish and German place names respectively. Standard flags now include 16-pixel-wide versions, and the 8-pixel version use more colors. The program tracks views of units using individual objects, which enables more accurate display of multiple enemy units stacked at a single location. Networked games can be started from a mix of interactive and command-line invocations. The game module will not be downloaded through the network connection, which makes startup faster. Some unused and un-useful GDL constructs are gone, such as extension properties, program-version, and image palettes. The program supplies more feedback on why actions and tasks fail. There is a "new" AI type named oplayer, which is just the previous version of the AI. This is mainly for testing that the AI is actually getting smarter rather than dumber. There is now more control available for the behavior of independent units, for instance, you can set whether they will research and build other units. Sides now get colors instead of numbers if they have no emblems. Games can use unit images that fill an entire hex, where previously they were limited to a smaller bounding box within the hex. This is controlled by a new GDL variable "bigicons". The tcl/tk interface now has a working isometric display mode. The tcl/tk interface now lists only finished games by default, and includes a button to list all games. The Mac interface has many display improvements, from terrain transitions to more floating windows. The old Xt/Xaw interface has been removed, since it was no longer being maintained. There have been a host of minor improvements throughout the programs and game libraries.
2000-09-09Update to use tcl/tk-8.3.2.wiz2-7/+7
Addresses pkg/10956.
2000-08-31Update xconq to 7.3.3; changes since release 7.2.2 include:kleink10-128/+137
*** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
1999-06-12Initial import of pkg for xconq-7.2.2, an X11-based strategy game environment.kleink10-0/+138