Subject: CVS commit: pkgsrc
To: None <source-changes@netbsd.org>
From: Klaus Klein <kleink@netbsd.org>
List: source-changes
Date: 08/31/2000 10:26:25
Module Name:	pkgsrc
Committed By:	kleink
Date:		Thu Aug 31 07:26:25 UTC 2000

Modified Files:
	pkgsrc/games/xconq: Makefile
	pkgsrc/games/xconq/files: md5 patch-sum
	pkgsrc/games/xconq/patches: patch-aa patch-ab patch-ac patch-ad
	    patch-ae patch-af
	pkgsrc/games/xconq/pkg: COMMENT DESCR PLIST
Removed Files:
	pkgsrc/games/xconq/patches: patch-ag patch-ah patch-ai patch-aj

Log Message:
Update xconq to 7.3.3; changes since release 7.2.2 include:

*** 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.


To generate a diff of this commit:
cvs rdiff -r1.2 -r1.3 pkgsrc/games/xconq/Makefile
cvs rdiff -r1.1.1.1 -r1.2 pkgsrc/games/xconq/files/md5
cvs rdiff -r1.1 -r1.2 pkgsrc/games/xconq/files/patch-sum
cvs rdiff -r1.1.1.1 -r1.2 pkgsrc/games/xconq/patches/patch-aa \
    pkgsrc/games/xconq/patches/patch-ab pkgsrc/games/xconq/patches/patch-ac \
    pkgsrc/games/xconq/patches/patch-ad pkgsrc/games/xconq/patches/patch-ae \
    pkgsrc/games/xconq/patches/patch-af
cvs rdiff -r1.1.1.1 -r0 pkgsrc/games/xconq/patches/patch-ag \
    pkgsrc/games/xconq/patches/patch-ah pkgsrc/games/xconq/patches/patch-ai \
    pkgsrc/games/xconq/patches/patch-aj
cvs rdiff -r1.1.1.1 -r1.2 pkgsrc/games/xconq/pkg/COMMENT \
    pkgsrc/games/xconq/pkg/DESCR pkgsrc/games/xconq/pkg/PLIST

Please note that diffs are not public domain; they are subject to the
copyright notices on the relevant files.