Hello community, here is the log from the commit of package sdlscavenger for openSUSE:Factory checked in at 2015-03-25 21:05:05 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Factory/sdlscavenger (Old) and /work/SRC/openSUSE:Factory/.sdlscavenger.new (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "sdlscavenger" Changes: -------- --- /work/SRC/openSUSE:Factory/sdlscavenger/sdlscavenger.changes 2014-11-24 11:08:19.000000000 +0100 +++ /work/SRC/openSUSE:Factory/.sdlscavenger.new/sdlscavenger.changes 2015-03-25 21:05:06.000000000 +0100 @@ -1,0 +2,11 @@ +Mon Mar 23 11:25:25 UTC 2015 - [email protected] + +- Update to 145_2015_01_05, no changelog entry + +- Change Source0 Web URL to get proper Version +- Remove obsolete patch sdlscavenger-145_2014_01_01-Makefile.patch, + use instead sed +- Add description for sed +- Simplify installation handling + +------------------------------------------------------------------- Old: ---- sdlscav-145_2014_01_01.tgz sdlscavenger-145_2014_01_01-Makefile.patch New: ---- sdlscav-145.4_2015_01_05.tgz ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ sdlscavenger.spec ++++++ --- /var/tmp/diff_new_pack.khaWD1/_old 2015-03-25 21:05:06.000000000 +0100 +++ /var/tmp/diff_new_pack.khaWD1/_new 2015-03-25 21:05:06.000000000 +0100 @@ -1,7 +1,7 @@ # # spec file for package sdlscavenger # -# Copyright (c) 2014 SUSE LINUX Products GmbH, Nuernberg, Germany. +# Copyright (c) 2015 SUSE LINUX GmbH, Nuernberg, Germany. # # All modifications and additions to the file contributed by third parties # remain the property of their copyright owners, unless otherwise agreed @@ -17,16 +17,14 @@ Name: sdlscavenger -Version: 145_2014_01_01 +Version: 145_2015_01_05 Release: 0 Summary: Lode Runner like game License: GPL-1.0 Group: Amusements/Games/Logic Url: http://sourceforge.net/projects/sdlscavenger/ -Source0: http://downloads.sourceforge.net/%{name}/sdlscav-%{version}.tgz +Source0: http://downloads.sourceforge.net/%{name}/sdlscav-145.4_2015_01_05.tgz Source1: %{name}.desktop -# Correct Paths and Highscore -Patch0: %{name}-%{version}-Makefile.patch %if 0%{?suse_version} BuildRequires: fdupes BuildRequires: update-desktop-files @@ -41,11 +39,14 @@ %prep %setup -q -n sdlscav-145 -%patch0 -# Correct Paths and Highscore -sed -i -e 's|local/games/scavenger|share/%{name}|' \ - -e 's|".scavenger"|".%{name}"|' names.h +# SED-FIX-OPENSUSE -- Fix Paths and Highscore +sed -i -e 's|$$HOME/.scavenger|$$HOME/.%{name}|; + s|/usr/local/bin|$(DESTDIR)/usr/bin|; + s|/usr/local/games/scavenger|$(DESTDIR)/usr/share/%{name}|; + s|sdlscav $(DESTDIR)/usr/bin/|sdlscav $(DESTDIR)/usr/bin/%{name}|' Makefile +sed -i -e 's|local/games/scavenger|share/%{name}|; + s|".scavenger"|".%{name}"|' names.h sed -i 's|sdlscav|%{name}|' scavsaver %build @@ -54,9 +55,6 @@ %install %make_install -# install executable -install -Dm 0755 sdlscav %{buildroot}%{_bindir}/%{name} - # install icon install -Dm 0644 data/scav.png %{buildroot}/%{_datadir}/icons/hicolor/32x32/apps/%{name}.png ++++++ sdlscav-145_2014_01_01.tgz -> sdlscav-145.4_2015_01_05.tgz ++++++ diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/DOC new/sdlscav-145/DOC --- old/sdlscav-145/DOC 2010-11-12 19:53:17.000000000 +0100 +++ new/sdlscav-145/DOC 2014-02-20 19:13:21.000000000 +0100 @@ -62,7 +62,7 @@ Select which box to work on with the left mouse button, just click on the box. -Copy on box to another by using the right mouse button and a click-drag- +Copy one box to another by using the right mouse button and a click-drag- unclick operation. Change the color table by moving the RGB sliders. It is sometimes useful to diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/Makefile new/sdlscav-145/Makefile --- old/sdlscav-145/Makefile 2010-11-04 08:53:00.000000000 +0100 +++ new/sdlscav-145/Makefile 2014-01-18 23:41:38.000000000 +0100 @@ -1,9 +1,7 @@ CC = gcc -###CFLAGS = -Wall -O2 -I/usr/local/include/SDL -I/usr/include/SDL -D_REENTRANT CFLAGS = -O2 `sdl-config --cflags` sdlscav: scav.o gfx.o sound.o edit.o anim.o -### gcc -o sdlscav scav.o gfx.o sound.o edit.o anim.o -lSDL -ldl -lpthread gcc -o sdlscav scav.o gfx.o sound.o edit.o anim.o `sdl-config --libs` install -m 0755 -d $$HOME/.scavenger install -m 0644 data/*rc $$HOME/.scavenger diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/NEW_FEATURES new/sdlscav-145/NEW_FEATURES --- old/sdlscav-145/NEW_FEATURES 2013-12-14 18:46:17.000000000 +0100 +++ new/sdlscav-145/NEW_FEATURES 2015-01-05 23:00:09.000000000 +0100 @@ -19,7 +19,7 @@ I also increased the maximum number of levels that can exist to 400 from 256 without affecting the -compatiblity of existing level or movie files. +compatibility of existing level or movie files. Level selection can also be achieved by using the left and right arrow keys to increase or decrease @@ -40,8 +40,8 @@ While playing the game I often wished that I could make the last level I just played into the movie, even though it didn't have a higher score. I played better, or with -fewer mistakes, or did some really cool manuvers or whatever. -To accomodate this desire I added a feature. Just press the +fewer mistakes, or did some really cool maneuvers or whatever. +To accommodate this desire I added a feature. Just press the F12 key at the score total screen to replace the current movie with your last game. @@ -90,7 +90,7 @@ The distributed levels.scl comes with several levels that don't have exactly -3 flashing objects, or exatly 3 hidden +3 flashing objects, or exactly 3 hidden monsters. (154 POP MAN for instance) I added an override key that allows you to @@ -113,7 +113,7 @@ it is not as likely that a level will accidently be saved on top of the wrong level number. -I also made the F2 & F3 keys work consistantly from +I also made the F2 & F3 keys work consistently from menu, demo, or play modes. In the editor mode, the function keys are used for edit object selection. @@ -145,7 +145,7 @@ are completely preserved. Feature #14 (64-bit Alhlon ready) -I coordiated with Frank Zago and he +I coordinated with Frank Zago and he he compiled the source code on his new Athlon-64 system. I integrated the changes necessary for the code to @@ -156,7 +156,7 @@ game. Many Thanks Frank! The code now compiles with the -Wall -(warn all) option on, meaing all of +(warn all) option on, meaning all of the code now has full ANSI compliant declarations and function prototypes. @@ -253,13 +253,13 @@ F2 from the main menu to enter the animator. -Feature #23 (Screen Saver Script) +Feature #23 (Screen Saver Disable Script) I added a script file (linux use only) that -turns off the screeen saver before running scavenger +turns off the screen saver before running scavenger and turns it back on after scavenger exits. -to use it just execute the command scavsaver instead -of sdlscav. The command line parameters are preserved -and passed on into sdlscav unaffected. +To use it just execute the command scavsaver instead +of sdlscav. The command line parameters work the same +and are passed on into sdlscav unaffected. Feature #24 (Windows Command Line Parser) I added a crude command line parser for windows. This @@ -286,7 +286,7 @@ score on those levels, and do it in less time, your name is automatically added to the hall-of-fame, and your game becomes the new demo movie for that level. This feature -was added in a way that preserves total downward compatibility +was added in a way that preserves backward compatibility with all of the old levels and demo movies. Feature #26 (Real time scoring with bonus, and penalty indicators) @@ -296,7 +296,7 @@ displayed score is always exactly what you have earned. I also added a text file named STRATEGY which explains how to play sdlscavenger to attain the highest point scores. NOTE: Scorekeeping -behaves exactly as it did before preserving downward compatibility +behaves exactly as it did before preserving backward compatibility with existing save games, but now the accurate real-time scorekeeping helps you to see the subtle nuances of strategies that help you attain the highest score. @@ -306,14 +306,14 @@ from the beginning, it is possible to be confused as to when the last object has been obtained. This is especially true when an enemy picks one up. Sometimes you just don't know if it is -time to head for the top of the screen. For these levels, I +time to head for the exit at the top of the screen. For these levels, I added a ladder progress indicator that clearly tells you when it is safe to proceed to the exit at the top of the screen. -Feature #28 (Auxillary Kill Key) +Feature #28 (Auxiliary Kill Key) I found that when trying over and over to get a better score on a given level that taking my eyes off of the screen to find -the K "Kill" key became anoying. So I added an auxillary Kill key +the K "Kill" key became annoying. So I added an auxiliary Kill key in play mode. I picked the Left Shift key, because it is quick to access from the left hand without looking. In this release I also improved the demos for the first 50-levels in the masters.scl @@ -353,8 +353,9 @@ I Changed the display of the "best-time" on the play screen to include fractional seconds. This gives the player a better Idea of how fast he/she must play to beat the time in the hall-of-fame demo movie. -In this release I also improved the play time or score on the first 100 levels -to make it even more meaningful if you enter the "Hall-of-Fame" Enjoy! +In this release I also improved the play time or score on the first 100 levels, +within the masters.scl file, to make it even more meaningful if you enter the +"Hall-of-Fame" Enjoy! (Play with -s option to see "Hall of Fame" levels/times) Feature #31 Level Editor numeric level selection now works with the number keys at the top of the keyboard in addition to the num-pad. Both Enter Keys @@ -373,8 +374,8 @@ will be recording a new demo. If you get a better score or time, then the retouched demo will become the new saved demo. If you didn't get the high score or a better time, and you still want the retouched play to become the -new demo, you could always use Feature #4 to save the last play as the new -demo, by pressing the F12 key again in the Score Keeping screen. +new demo, you can use Feature #4 to save the last play as the new demo, by +pressing the F12 key again in the Score Keeping screen. Feature #34 No Sound Command Line Option This feature disables sound if your computer is having trouble with sound. Use --quiet or -q to disable @@ -392,7 +393,7 @@ Feature #36 Added additional progress indicators in the lower left hand corner of the screen which indicate weather trapping or killing penalties -have occured while playing the current level. +have occurred while playing the current level. Feature #37 Rewrote the sound drivers to use standard SDL libraries. Now the sounds play properly in distributions after ETCH (after pulse @@ -404,7 +405,7 @@ non-standard sound conversion routines. These conversion routines were where the pulse-audio incompatibility was located, so by eliminating the need for the non-standard specialized conversion of audio, future -comptiblity is improved. +compatiblity is improved. Feature #38 Improved the artwork for the leprechaun, and the regular guy. For the leprechaun, I gave him a happier face, and more consistant head @@ -414,3 +415,21 @@ This had already been done for the move left and right animations, but not for the other actions. I added the black border to all movement animations for crisp outline consistency. + +Feature #39 Improved the high scores in the masters.scl file and cleaned-up +the font for the letter "R". This font change was applied to all of the +included artwork sets. Added a few more tips to the "STRATEGY" file to help +players to achieve the highest possible scores. + +Feature #40 Disabled the pause function of the P key during player name +entry. If the player name had a letter P in the name this was causing +the game to apparently lock up because it was paused. Also fixed the +player name status display during the transition from demo mode to play +mode when the F12 key is pressed to "touch-up" a demo. Also improved the +Fonts for the letters "V and W". Utilized demo-retouch to improve the +high scores or play times for the remaining levels in the game. + +Feature #41 Fixed all of the "FIX-ME" places in where copyup() should be +replaced by copyupxysize() which speeds up the overall game loop and +removes flicker. Also added "SAFE TO EXIT" status message when all objects +are collected. diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/README new/sdlscav-145/README --- old/sdlscav-145/README 2010-11-12 19:52:51.000000000 +0100 +++ new/sdlscav-145/README 2014-04-29 02:29:18.000000000 +0200 @@ -1,5 +1,5 @@ Scavenger and this README file were written by David Ashley. [email protected] -SDL version enhancments were contributed by Barry Mead [email protected] +SDL version enhancements were contributed by Barry Mead [email protected] You can download this game at http://sourceforge.net/projects/sdlscavenger @@ -53,7 +53,7 @@ copy c:\SDL-1.2.14/lib/SDL.dll c:\sdlscav-145 Download "MSVCRTD.DLL" and put it in the c:\windows\system32\ directory. -This is the runtime library for Microsoft Visiual C++ which is required +This is the runtime library for Microsoft Visual C++ which is required to run all programs compiled with the Microsoft compiler. You can find it several places on the internet. Use google.com to find a download site. @@ -93,7 +93,7 @@ Now you can run sdlscav.exe from the "windows explorer" by double clicking on its file name. -You may also create a shortcut to this file for your destktop +You may also create a shortcut to this file for your desktop using the icon in c:\sdlscav-145\data\scav.bmp --- COPYING --------------------------------------------------------------- @@ -143,7 +143,7 @@ Keypad Plus Skip to next level (Works in demo or play modes) Keypad Minus Skip to previous level (Works in demo or play modes) k Kill the player (useful if he's trapped) -L-Shift Auxillary Kill key (faster to find blind) +L-Shift Auxiliary Kill key (faster to find blind) Escape Toggle between demo and play modes Space Go to the main menu (only in demo mode) Pause Pauses the game (press Pause again to Unpause) diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/STRATEGY new/sdlscav-145/STRATEGY --- old/sdlscav-145/STRATEGY 2014-01-01 22:04:25.000000000 +0100 +++ new/sdlscav-145/STRATEGY 2014-02-14 18:36:36.000000000 +0100 @@ -1,11 +1,11 @@ - STRATEGY + STRATEGY -The sdl-scavenger game is much like the popular -Lode Runner game by Broderbund. There are a few -subtle differences however that greatly affect -optimal game strategy. +The sdl-scavenger game is much like the popular Lode Runner game by Broderbund. +There are a few subtle differences however that greatly affect optimal game +strategy. -The score is based on five factors. +The score is based on five factors: + (Time, Objects, Flashing Objects, Hidden Monster, Enemy Cruelty) Time: @@ -15,66 +15,85 @@ Each second of play time deducts 100 points from this bonus. Once this 10,000 point time bonus is used up, (100 seconds), you are no longer penalized for taking more time. Some levels are so -involved that they always take over 100 seconds to solve so time is -not a factor in determining your score. If you match the best score in -less time, however, your name will be put into the hall-of-fame -and your game will become the new movie-demo for that level. +involved that they always take over 100 seconds to solve so (on these levels) +time is not a factor in determining your score. If you match the best score +in less time, however, your name will be put into the hall-of-fame and your +game will become the new movie-demo for that level. Objects: (Blueberrys in the default game configuration) Collecting these objects gives you 250 points for each collected -object. While this isn't the biggest factor in getting a high -score, they all must be collected, before you can finish the -level. +object. While this isn't always the biggest factor in getting a high +score, they all must be collected, before you can finish the level. +It is also important to remember that the enemies are able to pick-up and +carry the objects for a short while, altering their location. +The "Ladder" progress indicator in the lower left hand corner of your screen +tells you when all of the objects have been collected. (When it is safe to +proceed to the exit at the top of the screen) Another twist that can affect +your score, is that under certain circumstances the enemies can "Eat" the +objects denying you to opportunity to collect the 250 points for capturing that +particular object. This happens when an enemy is carrying an object, then +falls diagonally through a blasted hole. So try to capture the objects +located in these trap areas before the enemies can get to them. This will +help maximize your score. Flashing Object: (Flashing Blueberry in the default game configuration) The Flashing Object appears randomly in one of three locations specified by the level designer. It's location changes each time you play the level. If you can manage to collect the Flashing Object before any of the other -objects (except the Hidden Monster *) you get an 8000 point bonus. +objects (except the Hidden Monster *) you get an 8000 point "Flashing" bonus. * The Hidden Monster can be collected before the flashing object without -affecting the 8000 point Flashing Object bonus. +affecting the 8000 point Flashing Object bonus. Enemies cannot pick-up the +Flashing Object as long as it is flashing. If you collect another object +before the Flashing Object, it stops flashing (becomes a normal 250 point +object). Hidden Monster: (Spiral thing in the default game configuration) The Hidden monster is randomly buried under one of three secret locations -specified by the level designer. It's location changes each time you play. -You must blast open the block containing the Hidden monster, to release him. -Then you must blast another hole and drop the Hidden Monster into it. +specified by the level designer. It's location changes each time you play the +level. You must blast open the block containing the Hidden monster, to release +him. Then you must blast another hole and re-trap the Hidden Monster in it. Once the hidden monster is re-trapped he releases his treasure. (It looks like an orange Pill in the default configuration). Run over his head to collect the orange pill before it disappears, and you get a 10,000 point -Hidden Monster bonus. +Hidden Monster bonus. You must re-trap the hidden monster in a block that has +no ladders or other blocks directly above it, or you will not get the bonus. Enemy Cruelty Penalties: -The enemies are trying to kill you. If they touch you, they kill you. -You must use ladders and holes to escape them, collect all of the Berrys, -and exit the level at a ladder reaching the top of the screen. If an enemy -is trapped in a hole, falling, or walking/traversing overhand bars, then you -can walk on his head without getting killed. Stay clear of enemies when on +The enemies are trying to kill you. If they touch you, they kill you, and +you must replay the level from the beginning. You must use ladders and holes +to escape them, collect all of the Objects, and exit the level at a ladder +reaching the top of the screen. If an enemy is trapped in a hole, falling, +or walking/traversing overhand bars, then you can walk on his head without +getting killed. You cannot safely walk on the enemy's head while he is on ladders however. -You start with a 20,000 point nice guy bonus. If you drop an enemy into -a hole that you dug (blasted), you lose 10,000 points (Trapping Penalty). -If you trap an enemy in a hole long enough for it to grow back around him, -then he dies, and his clone appears at the top of the screen. When an enemy -is killed in this way you lose another 10,000 points (Killing Penalty). -You can only be penalized once-per-level for each of these two penalties. +You start each level with a 20,000 point nice guy bonus. If you drop an +enemy into a hole that you dug (blasted), you lose 10,000 points +(Trapping Penalty). If you trap an enemy in a hole long enough for it to +grow back around him, then he dies, and he re-appears at the top of the +screen. When an enemy is killed in this way you lose another 10,000 points +(Killing Penalty). You can only be penalized once-per-level for each of +these penalties. When an enemy dies/re-appears, he chooses a random location +from any of the unoccupied blocks along the top row of the screen. Some levels +are designed with only a few unoccupied blocks in the top row to specifically +control where the enemies may re-appear. (Level 17 for instance) So to get the best score you try to trick the enemys into falling into holes that you didn't dig, or fool them into going the wrong way by climbing up/down ladders, or escaping through holes that you dig. If you become good at evading, -rather than blasting/trapping the enemys, you usually get a better score. +rather than trapping/killing the enemys, you generally get a better score. Some levels are designed so that it is impossible to solve the level without -trapping or killing the enemys. Some depend on the enemys coming in at the +trapping or killing the enemys. Some depend on the enemys re-appearing at the top of the screen to make the level solvable. On these levels you have to blast. But it is always a challenge to try solving the levels without trapping, or killing the enemys. It is almost always easier to solve a level -by trapping or killing the enemies, but you won't get the highest possible -score if you solve the level that way. +by trapping or killing the enemies, but you usually won't get the highest +possible score if you solve the level that way. All of the levels are solvable. Some are very challenging. If you don't believe a level is solvable then run the game with the -s option to see @@ -83,9 +102,21 @@ sdlscav -s 40 (Windows users) When you get good at the game you may prefer to run the game with the -s option -so you can compete with the masters, to see if you can replace their scores in -the "Hall-of-Fame" demo movies. +so you can compete with the masters, to see if you can beat their scores/times +in the "Hall-of-Fame" demo movies. The demos in the masters.scl file (viewable by using the -s option), are often created by the game or level designers themselves. So if you can beat their scores or times, you are doing very well indeed. + + (Strategy Summary) + +So to get the highest score: + +1. If there is a flashing object try to collect it first. +2. Study the locations of the hidden monster using the F3 edit screen and try + get the hidden monster bonus (if there is one). +3. Try to evade the enemies using ladders and escape routes rather than + trapping or killing them. +4. Try to optimize the object collection order, and exit the level at the + ladder reaching the top of the screen in the minimum possible time. Files old/sdlscav-145/data/brownblue.lbm and new/sdlscav-145/data/brownblue.lbm differ Files old/sdlscav-145/data/highstreet.lbm and new/sdlscav-145/data/highstreet.lbm differ Files old/sdlscav-145/data/masters.scl and new/sdlscav-145/data/masters.scl differ Files old/sdlscav-145/data/redbrick.lbm and new/sdlscav-145/data/redbrick.lbm differ Files old/sdlscav-145/data/shamrock.lbm and new/sdlscav-145/data/shamrock.lbm differ diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/gfx.c new/sdlscav-145/gfx.c --- old/sdlscav-145/gfx.c 2010-11-12 19:50:10.000000000 +0100 +++ new/sdlscav-145/gfx.c 2014-02-01 23:23:12.000000000 +0100 @@ -6,6 +6,7 @@ #define KEYMAX 128 +extern int NameEntryMode; SDL_Surface *thescreen; SDL_Color mySDLcolorMap[256]; int usedcolors=0; @@ -173,7 +174,7 @@ key=event.key.keysym.sym; mod=event.key.keysym.mod; markkey(key,0); - if(key == SDLK_PAUSE || key == SDLK_p) paused^=1; + if(key == SDLK_PAUSE || (key == SDLK_p && NameEntryMode == 0)) paused^=1; break; case SDL_MOUSEBUTTONUP: bs=~(1<<(event.button.button-1)); diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/mergelev.c new/sdlscav-145/mergelev.c --- old/sdlscav-145/mergelev.c 2013-11-29 19:43:05.000000000 +0100 +++ new/sdlscav-145/mergelev.c 2014-01-24 02:19:17.000000000 +0100 @@ -83,7 +83,7 @@ fclose(outFile); } -int32_t BigE(int32_t in) //Big Endian byte reverser +int32_t BigE(int32_t in) //Big Endian byte reverser { union { int32_t i; //The int32_t shares memory with an diff -urN '--exclude=CVS' '--exclude=.cvsignore' '--exclude=.svn' '--exclude=.svnignore' old/sdlscav-145/scav.c new/sdlscav-145/scav.c --- old/sdlscav-145/scav.c 2013-12-09 23:06:02.000000000 +0100 +++ new/sdlscav-145/scav.c 2015-01-05 23:31:53.000000000 +0100 @@ -1,7 +1,7 @@ /* SCAVENGER David Ashley [email protected] SDL ver Barry Mead [email protected] */ /* License GPL. See COPYING for details of GPL License */ /* $Author$ $Date$ $Id$ $Revision$ */ -#define VERSION "SDL Scavenger version 1.4.5.2 (11/23/2010)" +#define VERSION "SDL Scavenger version 1.4.5.4 (1/5/2015)" #include "scav.h" @@ -68,6 +68,7 @@ char LevelsName[20]; uchar playername[20]; +int NameEntryMode = 0; uchar bestname[20]; int fallsound; int digsound; @@ -654,7 +655,6 @@ { sprintf(statuswant," "); statustext(statuswant,0); - copyup(); //FIX-ME copyupxysize } } cyclesThisSecond++; /* count each iteration 60 per sec */ @@ -996,6 +996,7 @@ pty=YOFF+16*TY; texthere(txt); bonusPenaltyDelay = sdelay; + copyupxysize(480,YOFF+16*TY,15*8,12); } void texthere(uchar *txt) /* uses global vars ptx and pty for position */ { @@ -2186,9 +2187,9 @@ score+=8000; gotflashing = 1; puttile(32,440,11+(12*randoms[at-levelbuff])); /* mark flashing as gotten */ + copyupxysize(32,440,TX,TY); sprintf(statuswant,"+8000 Flashing "); statustext(statuswant,SDELAY); - copyup(); //FIX-ME copyupxysize } mtflag++; fix(at); @@ -2204,9 +2205,9 @@ score+=10000; gothidden = 1; puttile(56,440,76); /* mark hidden as gotten */ + copyupxysize(56,440,TX,TY); sprintf(statuswant,"+10000 Hidden "); statustext(statuswant,SDELAY); - copyup(); //FIX-ME copyupxysize mtflag++; fix(at); } @@ -2254,7 +2255,8 @@ numgold--; if(numgold) return; puttile(80,440,3); /* mark ladders as gotten */ - copyup(); //FIX-ME copyupxysize (indicator tiles area) + copyupxysize(80,440,TX,TY); //copyupxysize (indicator tiles area) + statustext("SAFE TO EXIT",SDELAY); for(i=0;i<LEVELSIZE;i++) { if(levelback[i]==ESCAPE) @@ -2668,7 +2670,7 @@ sprintf(statuswant,"-10000 Trapping"); statustext(statuswant,SDELAY); puttile(104,440,90); /* mark Trapping Penalty */ - copyup(); //FIX-ME copyupxysize + copyupxysize(104,440,TX,TY); //copyupxysize mtflag++; } playflags|=HASTRAPPED; @@ -2776,7 +2778,7 @@ sprintf(statuswant,"-10000 Killing "); statustext(statuswant,SDELAY); puttile(104,440,89); /* mark Killing Penalty */ - copyup(); //FIX-ME copyupxysize + copyupxysize(104,440,TX,TY); //copyupxysize mtflag++; } playflags|=HASKILLED; @@ -3020,7 +3022,9 @@ void getplayername() { + NameEntryMode = 1; //Disable the P pause function during name entry query(playername,16,"Enter name:"); + NameEntryMode = 0; //Re-enable the P pause function } /* loads the first level without a movie or level 1 if thay all have movies */ @@ -3098,8 +3102,15 @@ void mode0() /* demo mode */ { + uchar ttt[64]; if(clevel && checkdown(SDLK_F12))/*Touchup Demo but not for level zero*/ { + sprintf(ttt,"PLAYER:%s",playername); + pty=YOFF+16*TY; + centertext(" "); /* space clear player name */ + pty=YOFF+16*TY; + centertext(ttt); + copyup(); //Update the screen if (*mpoint == 0)mpoint+=2; /*Handle case where count is zero*/ savempoint = mpoint; /*Remember mpoint*/ savewhatcount=*mpoint; /*Remember what count*/ Files old/sdlscav-145/sdlscav and new/sdlscav-145/sdlscav differ -- To unsubscribe, e-mail: [email protected] For additional commands, e-mail: [email protected]
