pkglint -r --network --only "migrate"
As a side-effect of migrating the homepages, pkglint also fixed a few
indentations in unrelated lines. These and the new homepages have been
checked manually.
pkgsrc changes:
- Switch to GitHub framework
- Update HOMEPAGE
- Set LICENSE (GPLv3)
- Upstream switched from C to C++
- Require boost-libs and boost-headers
- SETGIDGAME -> USE_GAMESGROUP
- Need to fix VARBASE differently (now with SUBST framework)
- Drop unneded patches
- Enforce any curses library (with a patch)
upstream changelog
==================
==0.43.1==
Small fixes: appdata and desktop file, moved to an unordered_set header that
should work on most compilers. Should still port to autotools or something
similar sometimes in the future.
==0.43==
Complete code rewrite. As I go on trying to grok C++, algorithms and data
structures, and as I started to understand more of Peter's code, I found
it useful to rewrite all this stuff from scratch.
This should solve some issues and probably introduce new ones. Therefore this
version needs a lot of playtesting and bug-hunting.
The algorithm has been split into two, one with the next block preview (normal)
and one without (harder).
New and more sophisticated techniques are now used to write the block-choosing
algorithms, which should not be fooled as easily as before.
"For people who enjoy swearing at their computer, Bastet (short for
Bastard Tetris) is an attractive alternative to Microsoft Word."
(taken from http://hublog.hubmed.org/)
Have you ever thought Tetris(R) was evil because it wouldn't send you
that straight "I" brick you needed in order to clear four rows at the
same time? Well Tetris(R) probably isn't evil, but Bastet certainly is.
>:-)
Bastet stands for "bastard tetris", and is a simple ncurses-based
Tetris(R) clone. Unlike normal Tetris(R), however, Bastet does not
choose your next brick at random. Instead, Bastet uses a special
algorithm designed to choose the worst brick possible. As you can
imagine, playing Bastet can be a very frustrating experience!