Commit graph

18 commits

Author SHA1 Message Date
joerg
4bd41386e5 Remove @dirrm entries from PLISTs 2009-06-14 17:56:38 +00:00
wiz
12f758e69b Bump PKGREVISION for infrastructure fix affecting /dev/null as CONF_FILES
source.
2008-09-25 14:02:08 +00:00
dholland
30e8f4bec2 Requires gmake.
Fix build on 64-bit and/or gcc4 platforms.
(Note: it doesn't work for me, but now it at least compiles...)
Correct typo in PLIST.
PKGREVISION++.
2008-07-27 21:44:47 +00:00
wiz
b20d01b785 Reset maintainer, ben@ has resigned. 2006-12-15 14:34:18 +00:00
rillig
144a1ee175 Added "c" to USE_LANGUAGES for packages that use GNU configure scripts,
since they always need a C compiler, even when the source code is
completely in C++.

For some other packages, stated in the comment that a C compiler is
really not needed.
2006-07-22 04:46:13 +00:00
jlam
3ba41e8b0c Drop use of INSTALL_SRC and DEINSTALL_SRC and instead set the proper
variables so that the default INSTALL/DEINSTALL scripts from the
pkginstall framework do the right thing.  Where possible, move some
post-install directions for package setup into MESSAGE files so that
they may be re-inspected by querying the installed package using
"pkg_info -D ...".
2006-07-05 06:53:12 +00:00
wiz
ad782541d0 Bump PKGREVISION and BUILDLINK_ABI_DEPENDS (where applicable)
for SDL shlib changes.
2006-06-12 16:28:05 +00:00
joerg
8b2381d003 Uses C++. Use config file framework. Bump revision for the latter. 2006-05-19 07:15:24 +00:00
jlam
daad0f3d6c Modify the pkginstall framework so that it manages all aspects of
INSTALL/DEINSTALL script creation within pkgsrc.

If an INSTALL or DEINSTALL script is found in the package directory,
it is automatically used as a template for the pkginstall-generated
scripts.  If instead, they should be used simply as the full scripts,
then the package Makefile should set INSTALL_SRC or DEINSTALL_SRC
explicitly, e.g.:

	INSTALL_SRC=	${PKGDIR}/INSTALL
	DEINSTALL_SRC=	# emtpy

As part of the restructuring of the pkginstall framework internals,
we now *always* generate temporary INSTALL or DEINSTALL scripts.  By
comparing these temporary scripts with minimal INSTALL/DEINSTALL
scripts formed from only the base templates, we determine whether or
not the INSTALL/DEINSTALL scripts are actually needed by the package
(see the generate-install-scripts target in bsd.pkginstall.mk).

In addition, more variables in the framework have been made private.
The *_EXTRA_TMPL variables have been renamed to *_TEMPLATE, which are
more sensible names given the very few exported variables in this
framework.  The only public variables relating to the templates are:

	INSTALL_SRC		INSTALL_TEMPLATE
	DEINSTALL_SRC		DEINSTALL_TEMPLATE
				HEADER_TEMPLATE

The packages in pkgsrc have been modified to reflect the changes in
the pkginstall framework.
2006-03-14 01:14:26 +00:00
joerg
5911def816 Recursive revision bump / recommended bump for gettext ABI change. 2006-02-05 23:08:03 +00:00
wiz
7e1c5bfbc9 Convert aalib to options framework, adding an 'x11' option, and remove
aalib-x11 and aview-x11.
SDL dependencies change, so bump PKGREVISION (and BUILDLINK_RECOMMENDED)
for affected packages.

Addresses PR 32046 by Leonard Schmidt.
2005-12-11 09:40:37 +00:00
tv
f816d81489 Remove USE_BUILDLINK3 and NO_BUILDLINK; these are no longer used. 2005-04-11 21:44:48 +00:00
wiz
1f2ba12d0f PKGREVISION bump for glut dependency removal (SDL/buildlink3.mk). 2005-03-27 15:43:32 +00:00
ben
ff784fbfff Update to ivan 0.50, which should address PR#29415.
From the ChangeLog:
 Note also that the file contains only a fraction of the changes between
 versions 0.430 and 0.50, since Timo Kiviluoto did not update ChangeLog
 during the period between January and September 2004

-----------------------------------------------------------------------------

December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

	* Corrected a bug in the genie hostility code

December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

	* The annoying question "Do you want to ERASE..." whatever which appeared
		after dying if the highscore file was empty or old is now less annoying
		and doesn't appear unless it's really necessary

December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * BugFix: Very complex chain explosions caused by kicking could crash
    the game
  * BugFix: Polymorphing to Petrus in WMode crashed
  * Great War in Attnam is inactive
  * BugFix: Fleeing monsters using teleport control could try to teleport
    outside the level, causing a crash
  * You can no longer use your vital bodyparts for golem creation
  * Invisible creatures can no longer block light
  * BugFix: There was no way to use stairs covered by slime
  * Flying creatures no longer get stuck to slime, at least if it's not
    vomited at them
  * You can give no more commands to unconscious pets
  * BugFix: "Don't consume anything valuable" command flag wasn't activated
    by default due to an obscure problem
  * Increased Shirt of the Golden Eagle's AV from 35 to 40
  * The player no longer autovomits on altars unless he has to or it
    belongs to Scabies
  * Removed the "temporary" comments that increased the probability of bone
    files being created/loaded
  * The veteran kamikaze dwarf of GC6 is no longer always on the downstairs;
    this was too nasty for those players unfortunate enough to come up
    from GC7 after being sucked there through a fountain
  * An extra confirmation is needed before the game allows the player to
    vomit at a neutral NPC; I've died too many times because of pressing
    'V' instead of 'C'
  * There are no doors in UT4 now; it is a natural cave
  * The player is no more allowed to change the equipment of archangels
  * Archangels are now less invincible
  * Cut the time archangels exist to one tenth
  * Added some extra monsters to Oree's lair
  * It now rains blood in Oree's lair

December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Broken gauntlet pic modified by Kahvi
  * BugFix: Killing a unicorn could crash
  * Great War in Attnam is active

December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Fixed some minor "problems" reported by Valgrind
  * Thaumic bomb and empty/full dwarven gas grenades added to item.pcx
    by Kahvi
  * Adjusted the InElasticityPenaltyModifiers of broken items upwards
  * BugFix: No message was printed when levitation was activated, except
    if due to a BoL
  * Decreased the possibility of attribute increase and polymorph
    effects of fountains
  * Groups of monsters can appear from a fountain, not just one;
    the amount depends on the species and luck
  * Removed some obsolete commented code

December 03 2004 Heikki Sairanen <first.last@tut.fi>

  * unconscious shopkeepers don't trade

November 17 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Science talks can now require and train charisma
  * Richel Decos has his own unique science talk particles

November 15 2004 Heikki Sairanen <first.last@tut.fi>

  * small typo corrected

November 12 2004 Heikki Sairanen <first.last@tut.fi>

  * the incompatability of old highscore files is handled like it should

November 11 2004 Heikki Sairanen <first.last@tut.fi>

  * old highscore files incompatable

November 11 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * New death messages "beheaded by X" and "killed by X's dirty attack below
    the belt" added
  * Decreased the effect of TALENT_CLEVER; I hadn't taken into account the
    true power of nonorganic limbs when defining it

October 29 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Corrected an annoying bug in DoEvilDeed
  * Every generated monster decreases the approximate monster generation
    interval of the level slightly, so infinite exping on one area becomes
    less effective over time
  * More messages are now generated when teleporting
  * BugFix: the weight of a mammoth's corpse was negative
  * BugFix: mushrooms were able to grunt
  * TypoFix: one space was missing from rusted golems' names
  * Changed the basic terrain materials of GC levels 6, 9, 10 and 11
    mainly for clarity reasons

October 22 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * BugFix: offering on the Silva's altar in UT4 crashed
  * BugFix: endurance exp wasn't gained if the player had a non-living
    bodypart and his binary was compiled with VC, due to a bug in
    the latter
  * Corrected many problems in bodypart special effect draw order
  * Angels might be a little more intelligent now
  * Gods may be a little wiser when choosing gift bodypart materials
  * Probably fixed an additional bug or two which I can't quite recall now

October 13 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Decreased the amount of Attnam's polar bears to one, because their
    shadows had a noticable negative effect to performance
  * BugFix: charming a tourist and leaving New Attnam crashed
  * Halved the speed materials spoil
  * Spoil and mirror item vanish messages are now more informative
  * BugFix: equipment slots were shown in the panel when polymorphed into
    a golem
  * BugFix: removed the stairs to not-yet-done UT5
  * Webs of giant spiders are a little weaker
  * The big trap room of GC changed into a dwarven mine field
  * Monsters are no longer generated in the mine field or vault rooms
  * Corrected a bug in the lantern code which could prevent items on the
    ground from being animated if the square once had a wall & attached
    lantern
  * Fixed many problems with messages

October 8 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * BugFix: items on the ground were sometimes not animated
  * BugFix: armor pictures were not always updated correctly when
    polymorphing
  * BugFix: polymorphing into a nonhumanoid while wearing a belt of
    levitation crashed
  * Founders.jpg added to Doc/Data
  * Hunters now have unique science talk particles
  * The body of science talk msgs ("You have a rather pleasant chat...")
    is now more vivid, having ten different forms
  * Removed the scroll of create monster; it was never used for anything
    sensible save abuse
  * The game now displays more informative break/destroy msgs, eg.
    "something on the ground explodes", "the slave's leather armor breaks",
    etc.
  * The game now says "xxx stabs/strikes/slashes" instead of "xxx hits"
    if xxx is armed; the verb depends on the weapon
  *  Some other msgs changed, but there are still problems with these

October 3 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Some mind worms added to char.pcx by Kahvi
  * Corrected a rather nasty bug, which eg. made infravision useless
  * Enemies might retreat from invisible creatures a bit more effectively
    (again, there's bugs in this also; I'll fix them later)

September 31 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Fixed a typo in the anti-explosive magical field code
  * Added distinct break messages for wands (this probably has bugs now,
    I'll fix them later)

September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * Corrected a minor bug in characters' special effect draw order

September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>

  * My sincerest apologies for not updating ChangeLog for a loooooooooong
    while. Henceforth, however, I wow to resume this healthful habit
  * Mistresses and dogs now have unique random science talk particles
  * For in-house testing sessions, there's now a BONUS_LIVES #define in
    define.dat which determines how many bonus amulets of life saving
    the player gets when he starts a game
  * Disabled the time test in the panel
  * Spiders' flesh and blood are now poisonous
  * The game no longer crashes if an NPC wearing a belt of levitation steps
    over another belt floating near the edge of a lake or pool
  * Corrected some small problems in certain god effect messages
  * Pets are now killed when generating bonefiles even if they have
    lifesaving
  * Corrected a typo in the standard file copyright notice (oops :)

August 25 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Timing works. Although fetime:: is still a bit incomplete

August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Monsters think webs are dangerous

August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Sophos changed to also god of handicrafts

August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * panel changes

August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * more webs

August 19 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * webs added... atleast some fraction of them

August 17 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * smith and tailor work with equiped items now too.
  * changed tailor replies

August 6 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * blue color cursor for run mode
  * some typo corrected
  * bananapeels can be resurrected
  * monster portal in Oree level
  * X swimming here now ok

August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * bomb displacing energy field in Attnam

August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Food added to UT
  * wskill with no exp that are used are shown on wskill screen

July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Vladimir works

July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Vladimir works better, but far from perfect

July 13 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Makefile corrections (couple of missing files)
  * Moved Polymorph command in cpp to only wizard mode compiles..

July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Minor correction to fountains...

July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Added wizard mode command Polymorph (key '[')

July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Changed license notices a bit

July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * levitating plants and mushrooms move about

July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Vomit messages work...

July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * "You look down. You see an active mine." in the dark. no more...
  * Headless zombies can no longer vomit.
  * ?,*,|,<,>,/,\,: are no longer acceptable for names (windows doesn't like them)
  * ForcedVomit messages are different for mommos and dolphins
  * 'If player tries to apply when he has no arms, the message says that there are no items to apply.' bug corrected..
  * When you don't get to the highscore list your reason of death is shown

July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Copyright notices added to sources, headers and script

Heikki Sairanen <firstname.lastname@tut.fi>

  * fountain test removed. sorry

Heikki Sairanen <firstname.lastname@tut.fi>

  * Fountains can now throw player to other fountains in near levels or same level.

Heikki Sairanen <firstname.lastname@tut.fi>

  * Leprosy improved a lot and is cureable

Heikki Sairanen <firstname.lastname@tut.fi>

  * aclocal.m4 updates or something strange like that anyway :)

<Many entries missing, sorry...>

??? Timo Kiviluoto <firstname.lastname@kolumbus.fi>

<entry incomplete>

  * It is no longer possible to kick stones under walls
  * It is no longer possible to detect traps by floating over them, dropping
    items and checking if the total weight of the stack is greater than the
    items' weights' sum

January 6 2004 Heikki Sairanen <firstname.lastname@tut.fi>

  * Now compiles in linux. The corrections are _bad_ so checking them wouldn't be a bad idea.

January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi>

  * Corrected a fatal bug in the cloning code
  * Fixed a problem that caused the fluid system to run occasionally very slowly
  * Decreased the banana peel trap damage a little
  * Pressing ESC when choosing a teleport control target no longer crashes
  * Prevented crystals from spawning over stairs in UT4

January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi>

  * Corrected an extremely fatal bug in the square destruction code (it may
    have caused random crashes when changing levels)
  * Fixed a harmless light update absence bug in the cloning code
  * N simultaneously bought items in a shop can no longer cost more than N
    times one item's price (formelly this was possible since all arithmetic
    operations during the price calculations were rounded down)
  * Monsters now avoid needlessly stepping on banana peels and broken bottles
  * The nationality adjective "Attnamian" is now written "Attnamese"
  * Gear pictures are now updated correctly when an equipped item spoils
  * Adjusted the word order of sword names (based on our weapon expert Kahvi's
    opinions)
  * The game no longer enters an infinite loop when blood is spilled on an
    enner beast's groin
  * It is now possible to determine the leader of a team in the script
  * It is now possible to determine how spoiled items are in the script
  * Adding several identical items in the script is now more elegant
  * Remade the consume system: the game now handles correctly situations
    where the player eg. eats an iron sword with a banana flesh handle
  * Ikiros can now remove rust from equipment
  * Fixed two bugs in Loricatus's pray effect
  * Optimized the generation of terrains and items somewhat
  * Added many new features to New Attnam
    * Banana shop for the hungry (the products start to spoil within a few
      turns, though)
    * Priestess of Silva who offers the same services as the priest in
      Attnam but is cheaper
    * Tourist family who follow Kaethos around the town
    * Underground sumo wrestling arena, where the player can compete with
      the local sumo champion Huang Ming Pong (I will not list all the
      meticulous details of the associated events here)
    * Added two new armors which the player gets after winning the sumo
      fight
    * The banana growers now feed the sumo wrestler regularily
    * It now rains in the village occasionally
  * Lowered the player's starting money
  * Zombies raised by necromancers now inherit the attributes of their
    past lives; also their names now depend on them
  * Master necromancers can now sometimes raise Xinroch, if he hasn't
    been generated yet
  * Apprentice necromancers can now raise any corpse he sees as a zombie
    (not just an adjacent one), and masters any corpse in the level
  * Necromancers are now somewhat more intelligent

December 16 2003 Timo Kiviluoto <firstname.lastname@hut.fi>

  * Adjusted the colors of menus and lists so that the selected item is
    more clearly visible on dark monitors
  * Large spider, giant spider and Lada added to char.pcx by Kahvi
  * Expensive camera and miniature mummy of Lenin added to item.pcx by Kahvi
  * Necromancer, bourgeois tourist, his wife and child, and Lenin added to
    humanoid.pcx by Kahvi
  * Necromancer graphics integrated
  * Two spider webs added to effect.pcx by Kahvi
  * Remade felist entry picture drawing system; browsing an enormous inventory
    (for instance after using the gain all items cheat) is now a lot faster
  * A small typo in the look description of neutral panicked NPCs corrected
  * Added a super-fast system for retrieving random pixels for which a certain
    predicate (say, non-transparency) is true; I plan to use a similiar
    algorithm for level::RandomSquare in the future
  * Documented stack.h/cpp and fluid.h/cpp
  * Added ironalloy material category which currently consists of iron, steel,
    meteoric steel and adamant
  * Iron alloys can now rust; names and strength values are affected
  * Rusting is now displayed graphically as random brown pixels
  * Added RustModifier material database member which determines the ability
    to rust for liquids and how easily rusting happens for ironalloys
  * Golems and terrains made of ironalloys can also rust
  * Scroll of repair can now remove rust
  * Renamed class human to playerkind
  * Rewrote the player's armor drawing code; it was probably the most horrible
    gum solution in the entire game
  * Added several item database members to control which armor pictures
    are to be drawn
  * Added (half-accidentally) support for armor picture animations
  * The Shirt of the Golden Eagle now gives the player an appropriate blue aura
    when worn
  * The priority map trickery which is used to determine the special effect
    drawing order of humanoids is now completely incomprehensible
  * Remade the whole fluid code: it now utilizes the full power of IVAN's
    material system
    * Liquids on ground can now cause effects to legs/other bodyparts
    * An arbitrary number of fluids can now cover weapons, armor and
      bodyparts; graphical effects added to item pictures
    * Fluids can now affect the items and bodyparts they cover
    * Removed the obsolete ContainedMaterial of weapons
    * Fluid is now displayed over wielded, armor and bodypart graphics
      for playerkinds; however I chose not to show them for other monsters
      since it could cause many characters to be drawn very unclearly
      from the user's perpective
    * Added a dripping animation for all fluids not on ground
    * Damaging a monster with a weapon now causes blood to be spilled
      over the item used
    * Dipping to solid materials is alas no longer possible; however, I
      haven't done this since 0.311 so it isn't so great a loss
    * Liquids can now exist on non-walkable terrain and affect them.
      For instance you can destroy walls using acid (see below).
      However, there is a small problem that liquids can be seen from
      all sides of the terrain which can be strange if it is a part of a
      long wall separating parallel tunnels
    * Fluids can now emit light (but this feature is not yet used)
  * A potion which breaks due to hitting an object now spills half of
    its contents to the next square on its theoretical line of flight
  * Fluids affected by paranormal gravitational distractions now land
    correctly on the players face, if he/she/it has one
  * Corpses now spill blood, not just severed bodyparts
  * Added acid effects which are based on the Acidicity material database
    member; acidous fluids cause items to break and can destroy very weak
    broken items, and they also tend to be very rusting
  * Added IsImmuneToAcid material database boolean
  * Dark frog blood and pepsi are now acidous
  * Remade the vomit system; the amount of liquid now depends on the body
    volume of the character and it can be targeted to adjacent squares
    and used as a very poor acid-based weapon
  * Added BloodMaterial and VomitMaterial character database members
  * Mommos now really attack by vomiting acidous slime, which also has
    a high RustModifier
  * Oree's vomit attack now really spills acidous blood over the player
  * M-color 3 of arm pictures is henceforth allocated for gauntlets;
    some humanoid graphics updated due to this
  * Zombies now spoil

November 8 2003 Heikki Sairanen <firstname.lastname@tut.fi>

  * feio.cpp documented

August 31 2003 Heikki Sairanen <heikki.sairanen@phpoint.net>

  * Now compiles with gcc
  * Added necromancers
  * Mushrooms inherit their stats.
  * Atavus gives player a banana at XMas. Banana should probably be changed to something else.

August 14 2003 Heikki Sairanen <heikki.sairanen@phpoint.net>

  * Certain small changes to mihail so it know finds it's missing FeLib...

  Added instructions to create symbolic link to FeLib, if it isn't distributed for the user.

August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi>

  * Added some comments to the Febot code
  * Hex's new MIHAIL version added to CVS

August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi>

  * iosystem::StringQuestion now takes the destination string as an argument
    and returns whether the user aborted the question or not
  * Configuration system has been standardized and moved largely to FeLib
  * Added Febot engine which can be used by the Oracle of the Holy Haven of Gurus
    when the time comes
2005-02-28 04:53:32 +00:00
agc
8cef6c454b Add RMD160 digests. 2005-02-23 23:11:54 +00:00
tv
c487cb967a Libtool fix for PR pkg/26633, and other issues. Update libtool to 1.5.10
in the process.  (More information on tech-pkg.)

Bump PKGREVISION and BUILDLINK_DEPENDS of all packages using libtool and
installing .la files.

Bump PKGREVISION (only) of all packages depending directly on the above
via a buildlink3 include.
2004-10-03 00:12:51 +00:00
ben
f51fc2ab44 Clean up ivan deinstall process. Leave bones and highscores behind,
like is done in nethack-lib.
2004-08-18 17:52:25 +00:00
ben
589e46e4a1 Initial import of ivan-0.430, a graphical roguelike featuring deep gameplay. 2004-06-26 03:54:37 +00:00