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VERSION LIST:
=============
o v1.2
Fixed:
o colormapping in truecolor, especially the world mapanciq
o fixes in color dialog, color player in dialogs
o speedup in colormapping/gui
o dice were not correct
o graph shows more now
o greenland card now shows
o options for number of armies to drop during fortify
o restructuring/cleaning up code
o a start with using doxygen for documentation
o moving language stuff to language.h
o using cvs now
Known bugs:
o scrollbars in colordialog don't get initiated right
they receive wrong values, and thus ignore these
(Xaw code)
o gui may load in bad colors in 8bpp
o v1.1
MAJOR CHANGE:
o License changed to GNU GPL version 2,
see file COPYING for details
o v1.00+efnet10
Added:
o ChangeLog entry for v1.00, which apparently
got forgotten in the 1.00 release.
o Merged v1.00 with +bpk2+pac3+argon5.
"efnet10" is this patch collection. (efnet
is an irc network.) The version names have
been altogether too long lately.
Fixed:
o Some minor glitches in v1.00.
o Report the version string correctly.
o v1.00
Added:
o Merged the +argon1 patch.
Fixed:
o Cleaned up rgb handling.
o Some fixes to non-pseudocolor mode operation.
o Other minor cleanup.
o v0.99c0-pl9+bpk2+pac3+argon5
Fixed:
o Cleaned up makefiles a bit. Include hack version
of snprintf for use when necessary.
o v0.99c0-pl9+bpk2+pac3+argon4
Added:
o Removed diceAI.c; it was an extraneous copy of
aiDice.c.
o Assorted cleanup, abolition of globals, etc.
Fixed:
o Still more language fixes.
o sprintf -> snprintf.
o v0.99c0-pl9+bpk2+pac3+argon3
Fixed: bug in +pac2.
o v0.99c0-pl9+bpk2+pac2+argon3
Fixed:
o Fixed makefile lossage in +argon2.
o Don't install app-defaults since they seem to
disable some features. (!)
o Fixed conflict between two global "hFile" vars.
o More language fixes.
o Include alternate makefile for pmake on BSD
boxes.
o v0.99c0-pl9+bpk2+pac2+argon2
Fixed:
o The server was making an assumption about turn
order, which turns out to be false when bpk's
multiple-fortify feature is used. Server no longer
makes this assumption.
o Another bogus assertion patched ("player has cards
and shouldn't")
o Added bounds checking on a certain XGetPixel in
colormap.c (patch-dossy1)
o v0.99c0-pl9+bpk2+pac1+argon2
Added:
o Merged pl9 and pac1 (and thus bpk2) fixes.
Fixed:
o Updated install docs to reflect absence of
imake.
o v0.99c0-pl9.pac1:
Added:
o 15- and 16-bit colormap support from argon.
o Merged pl9 changes with pl8.bpk2.
Fixed:
o Fixed it so -DDEBUGGING doesn't make it bomb out
from bogus assertions!
o v0.99c0-pl9:
Fixed:
o Imakefile: added -I/usr/openwin/include to
CCOPTIONS in #ifdef SunArchitecture
o Fixed some English/French #ifdef oopses, result:
more English comes through
o v0.99c0-pl8.bpk2:
Fixed:
o Fixed an infinite loop bug in aiConway.
o v0.99c0-pl8.bpk1:
Fixed:
o Place multiple armies during fortification.
o Made a few grammar corrections.
o v0.99c0-pl8+argon2
Fixed:
o Spelling and language fixes ("Infantery",
"Cavalery", etc.)
o 'bool' is a reserved word in C++, don't use it.
o Use random/srandom instead of rand/srand.
o Fix assorted compiler warnings. Compile with
-Wall -W.
o v0.99c0-pl8+argon1
Added:
o Support for 16-bit and 15-bit truecolor.
Fixed:
o Got rid of Imakefile, use real makefile.
o v0.99c0-pl8:
Fixed:
o Doling out of initial armies was incorrect --
too many armies were being given (12.7.95)
o Color editing was broken -- fixed it (12.7.95)
o v0.99c0 - Added:
o Computer players!!! (3.30.95)
o The first MVC view -- the Statistics View. (2.19.95)
o A new registration procedure, with 2 new dialogs.
Supports computer players, new color editing
procedure, etc. (1.29.95)
o A README.NEW files to describe from a user's
standpoint what has changed. (1.26.95)
o Moved all of the Xt translation tables to the
X resource file. (1.24.95)
o A Color section dialog for editing colors and
selecting colors at the beginning of the game.
(1.23.95)
o Set TCP_NODELAY option on sockets, in hopes of
making game snappier. (1.22.95)
o Added versioning control to the connect protocol.
Client and server must have the same version. If
this is too strict I can change it later. (1.23.95)
o Began design of general distributed object framework,
based on a subset of the CORBA IDL, possibly with
extensions. Will support transparent distributed
objects (i.e. they can be local or remote, client
invocation is identical). Will facilitate directory
services, acting as a meta-server for games going on,
and for clients.
i.e.
dir->getListOfGames("Risk*\\|Mono*",
CurrentlyPlaying);
dir->registerGame("Risk",
"avette.zko.dec.com");
If it wasn't clear already, the bindings will be
C++ based, with possibly future bindings for
Eiffel and Smalltalk. This all implies quite a
large rewrite of Frisk.
Fixed:
o Added an #include <sys/types.h> to debug.h.
Thanks to Jarno Kokko for pointing this out!
(6.14.95)
o Simplified handling of players & clients leaving the
game. (5.20.95)
o A bug where the "add player" dialog wasn't checking
if SpeciesToSlot was returning -1 ==> Core dump.
(5.13.95)
o A terrible bug when exchanging a set of cards
including a joker, it would try to fortify to
corresponding territory (which doesn't exist, of
course!) Thanks to Alan Bowsher for finding
this one!! (5.13.95)
o Fixed a retarded bug in UTIL_NumPlayersAtClient,
which wasn't checking to see if the players were
allocated. This resulted in a segfault when
sending a message from a client that used to
have a player but now didn't. (5.13.95)
------ o ------
o A bug where the wrong species was being selected
(5.6.95)
o An obnoxious bug where the label in the popups
wouldn't be big enough. (4.30.95)
o Multiline messages get handled better -- the
whole message gets displayed. It's not perfect,
but it's much better than before. Xaw widgets
suck. (4.30.95)
o Fixed an assertion failure in the server. (4.30.95)
o Cleaned up some of the code in the server. The game
was being reset more than once in some cases.
(4.30.95)
o A heinous card bug whereas the right cards would
be exchanged, but a different set would be removed
from the player! Thanks to Jarno Kokko for pointing
this one out. (4.23.95)
o Armies popup no longer grabs keyboard. (4.11.95)
o Better and more consistant messages upon startup
of clients. (4.11.95)
o Fixed repeating "Game is over..." message. (4.11.95)
o A few more bugs in the server related to games
starting. (4.11.95)
o Fixed a bug where a color on one client might not be
displayable on another -- the new code gets the
closest displayable color on each client (4.6.95)
o A few bugs related to games restarting after a client
crashed or exited. (4.4.95)
o A problem with the dist. obj. It had some data
members (iNumPlayers, iNumLivePlayers, etc.) that
were distributed the same as the other data
members. However, they weren't minimal (intrinsic)
data -- it could be calculated. And when a client
called RISK_SetAllocationStateOfPlayer(iPlayer,
ALLOC_COMPLETE), before it called RISK_SetNumPlayers,
there was an inconsistancy, which led to a race
condition. (4.1.95)
o Added SO_REUSEADDR as an option to the server socket.
This prevents the server not being able to start
because of a crashed client, I think. It should help
at the very least. (2.27.95)
o Moved the dist. obj. messages MSG_OBJ[INT|STR]UPDATE
into riskgame.c, for better encapsulation. (2.25.95)
o Cleaned up the registration phase in the server,
fixed some minor bugs, not of much interest.
(1.22.94)
o Fixed another card bug, which was letting players
on other clients exchange cards, to the detriment
of the game. This caused core dumps, and wierd
card behavior. (2.21.95)
o Fixed the invariant "RISK_[Set/Get] should
only be set on valid players or countries." which
means that before while loops ran to MAX_PLAYERS,
now they run to RISK_GetNumPlayers... (2.19.95)
o Strengthened the semantics of object callbacks to
occur _before_ or _after_ the state of the
distributed object has been updated (so that the
before/after values can be seen). (2.15.95)
o A bug in the server that caused an assertion to
trigger because iServerMode wasn't equal to
SERVER_REGISTERING when it should have been.
(1.24.95)
o Pointer arithmetic that wasn't ANSI-C in network.c
(1.21.95)
o Changed the "developer's configuration" to not
include gcc-specific flags. (1.23.95)
o v0.99b4 - Added:
o More comments in the Imakefile. (1.10.95)
o Long and short term goals for Frisk in TODO
better organized and prioritized. (1.17.95)
Fixed:
o The elusive card related bug that caused
core dumps mostly on SunOS/Solaris machines.
I'm positive that this one is finally
dead :) (1.15.95)
o A bug in the code that deleted old message
destinations when clients exited. New code
works like new windows (cards, stats, etc.)
will, by receiving messages (events) and
acting on them. (1.15.95)
o Got rid of most remaining memory leaks. (1.15.95)
o Initialized `iTo' field in a few places to
avoid uninitialized memory (even though the
field was not being used.) (1.15.95)
o `make install' now installs `risk'. (1.10.95)
o Rules in the Imakefile to install date files
and programs changed to obey LIBDIR and BINDIR.
(1.10.95) -- thanks to Rick Niles for suggesting
this.
o INSTALL updated to reflect changes. (1.10.95)
o Changed the exit values of findtypes to be -1 for
cases in which the program couldn't find the needed
types. (1.10.95)
o v0.99b3 - Added:
o Fallback resources. No more resource woes!! (many
people had mentioned this). (12.31.94)
o When loading one of the data files, the client
now checks in the current directory, as well as the
one specified by FRISKPATH, to make users lives'
easier. (12.31.94)
o The year 1995 to the Copyright. Hopefully it will
be a good year for Frisk :) (12.31.94)
o Checks in _NET_Recv* to make sure that the number
of bytes read was the number expected. (1.1.95)
Fixed:
o Changed player message sending so that if the
message is coming from a client with more than
one player, if the current player is at the client,
the message comes from him or her. This seemed to
make more sense, since the person who's turn it is
would seem to have control of the keyboard/mouse.
(1.9.95)
o Changed an if..else to assert. (1.9.95)
o A vulgar error message was made less so. (1.8.95)
o A "free" card was being given to the first player
at the client that won the previous game. (Thus,
the problem would not occur in very first game that
the client is involved in.) This was a result of
UTIL_EndTurn not being called when a player wins,
and the global "player gets card at the end of
turn" flag not getting reset. (1.5.95 -- DFE)
o Some arg/format mismatches in debug.c. (1.2.95)
o Some dependencies in the Imakefile so that one
can type `make friskserver' or `make xfrisk' and
have it work. (1.2.95)
o Updated the Help file to be more up-to-date. (1.2.95)
o The color coded player turn indicator no longer
starts out as a random color -- it's set to black.
(1.1.95)
o _NET_Recv* and _NET_Send* (the backbone of
Frisk communications) now correctly handle cases
in which the read()/write() calls do not read/write
the entire block of data. This fixes the
obscure, nondeterministic, and quite hard to track
down problem of bogus messages when I was running
Frisk over a 9600 baud SLIP link. It could
conceivably be the cause of many little problems,
but 99.9% of them would lead to a bogus message,
which would have resulted in the termination of the
client (or server). I'm _really_ glad to lay this
one to rest! (1.1.95)
o Fixed a memory leak in riskgame.c, which happened
whenever replication was done. (1.1.95)
o Fixed an assertion trigger when notifying a new
client of who's turn it was -- the invariant for
iTurn had changed, and I hadn't updated the code.
(1.1.95)
o Clarified some more things in INSTALL. (1.1.95)
o Delinted sources. Nothing major discovered.
(12.31.94)
o Made the whole app a little bit wider, so that the
total size sans WM is 800 pixels (it was a few
pixels less). Also fixed a few other off-by-one
errors in other widgets. (12.31.94)
o Changed the comments in the resource file to be
"!" comments, and not C comments. (12.31.94)
o Stopped the Makefile from installing buildmap, which
seemed pointless. (12.31.94)
o Corrected the declaration of GUI_GetNumColorsInMap
to be static. (12.31.94)
o Grammar correction -- "1 die, 2 _dice_, etc."
(12.31.94)
o Cleared up error mesages to make them more helpful
and precise. (12.31.94)
o A bug in the card scaling that probably caused
the elusive SEGVs reported by various people. The
card scaling now uses a slick version of Bresenham's
algorithm to scale the country images using only
integer arithmetic. (12.31.94)
o A bug in the die coloring, I wasn't updating enough
with my caching scheme, so the die colors weren't
always right. (11.27.94)
o A serious bug I introduced fixing another, that
would trigger an assertion failure or mess things up
in some cases when a player killed another. The bug
was in SRV_IterateTurn(). (11.27.94)
o Added a step to the INSTALL procedure that
describes setting the XAPPLRESDIR environment
variable (thanks, Martin!) (11.27.94)
o Changed <strings.h> to <string.h>, since in general,
most platforms' strings.h simply includes string.h.
This should help the compile on some machines, and
hopefully not break it on others :) (11.27.94)
o v0.99b2 - Added:
o The server now warns when another server is
running, instead of exiting with a cryptic message.
o Code in MEM_Free that NULLs the pointer that is
being freed, so as to catch references to bogus
pointers.
o Some code in colormap.c that copies over colors from
the window manager to Frisk's colormap, if it
allocates a private one. This makes Frisk with
a private colormap a bit prettier, and reduces
the flicker when entering and exiting the window.
o A question to the FAQ.
o Clients now broadcast a message out when one of its
players exchange cards.
o A shutdown call to hopefully help out the server
port hanging out after the server exits. Not
sure it will though. SO_REUSEADDR isn't good because
it lets there be more than one server around.
SO_[NO]LINGER didn't seem to be doing anything.
o A thicker border between Asia and Europe as
requested, to be able to differentiate the
continents, as per requested by many.
o The option to display remote dice rolls. Each dice
roll takes exactly 3x2x4+4 = 28 bytes. Eventually
there should be an option to not send this
information.
o Made the TEST_GAME mode more intelligent. It gives
all of the countries to one player, and then one
country each to the rest. Each player is given two
armies to place after the country distribution.
o Changed the "A new client, xxx, has registered" to
add quotes around the name of the client, to be
consistant.
o Graphical notification of moves, attacks, and
placements by players at remote clients.
If one country is involved (place), the country
lights up for a defined amount of time (if further
actions take place with that country, the country
simply remains lit longer. If there are two
countries involved, then the source country lights
up and a line a drawn from the source country
to the destination country. The line is left up for
the same amount of time as the country, currently.
This makes remote play much friendlier, IMHO. It's
much clearer who's doing what, and where. Comments
are more than welcome. The line only appears for
the first attack if multiple attacks are performed
on the same country, a la do-or-die.
o Added verbose notification of remote players
changing state (i.e. "xxx is attacking.", "xxx is
moving armies.", etc.).
N.B. With this change, and the remote dice rolls,
I'm ready to do computer players. The scoop
is, they will be linked against a library
that resembles a client. Thus, computer
players have their own clients and communicate
with the server the same way other players do.
This way, the development cycle for computer
players is simplified, and they can't crash
or hold up the server. They algorithms that
play will call GAME_PlaceArmies,
GAME_MoveArmies, and GAME_Attack, just as
clients do now, and will have full (read-only)
access to the distributed object. I'd like
to do a computer player that uses a genetic
algorithm (heuristic encodes as bitstring
that represents "Risk assembly language"?)
Fixed:
o Fix "move armies" --> "do or die" transition. It was
jumping to whatever the player's default was.
(11.19.94)
o Fixed so that new player information wasn't printed
at remote clients twice. (11.16.94)
o A bug where cards of freed players weren't being
returned to the deck. It didn't really matter
because a new deck is being used for each new game
anyway. (11.6.94)
o A bug where the number of live players would not
be kept correctly, and the number would end up as -1
at the end (caught by an assertion failure).
(10.30.94)
o Fixed a bug where I wasn't initializing the
distributed object for the client soon enough.
(10.30.94)
o Set default color for foreground as black. (10.8.94)
o Changed TESTGAME to be TEST_GAME, made more
sensible. (10.8.94)
o Changed finite state machine in server to have one
extra state, SERVER_FORTIFYING, and added support
code, to fix a bug related to fortification when
the number of countries doesn't distribute evenly
among the players (e.g. 4 players, 5 players,
8 players and 10 players). (10.8.94)
o The bad color for army number bug (the army number
on the countries was being printing in a wierd
color when Frisk was using a private colormap).
(10.8.94)
o A bug where I was freeing a client that I didn't
allocate. (10.15.94)
o A bug where exchanging 3 jokers wouldn't give you
10 armies, as it should. (10.15.94)
o A bug where an assertion failure would trigger,
because the server was trying to SetNumLivePlayers
on a player who was dead already. (10.15.94)
o A bug that occurs when the last player kills
another player, iTurn gets messed up and goes to
the 1st and not 0th player. This bug would appear
in other cases where a player killed another (not
the last). (10.29.94)
o v0.99b1 - Added:
o Architecture detection utility (which generates
types.h file with Int32, UInt32, etc. definitions.
o Cleaner definitions of derived types that don't
clash with the ubiquitous Xt types. Changed all
'String's to 'CString's and all 'Boolean's to
'Flag's -- cause gcc defines Bool, I believe?
Phooey...
o Cleaned up debug.[c|h] for other architectures.
Fixed:
o Bug in the server, wasn't handling a player
allocation correctly (like a transaction). (10.4.94)
o Bug in the server, wasn't breaking out of
handling MSG_DEREGISTERCLIENT when mode was
SERVER_PLAYING. (10.3.94)
o lack of check for hFile being NULL. (10.3.94)
o Data type of pointer data in debug.c (10.3.94)
o Prototype of CLNT_Init. (10.3.94)
o Added semicolons to default case in order to
compile with Alpha OSF/1 cc. (10.3.94)
o Patches to compile on OSF/1 (and hopefully
other 64 bit machines). (10.3.94)
o Changed Int to be Int32, and so forth, in an effort
to make Frisk more portable between different
compilers and architectures. (10.3.94)
o v0.99b0 - Added:
o Patches to compile on AIXv3.
o Patches to compile on SunOS 4.1.x.
o Patches to compile on HP-UX 9.x.
o Cleaned up riskgame constructors.
o Many assertions to catch mistakes.
o Signal handlers to help server clean up, and
tell clients when killed.
o Error handling improved, server MUCH more robust.
o Handling of client/server failures.
o Separated specific parts of the riskgame object
into client and server modules.
o Redesigned the riskgame interface a bit to make
more consistant and robust.
o First hooks for computer players.
o SO_LINGER option for server socket so that
it doesn't hang around (I hope).
o MSG_NETPOPUP for sending messages that result
in a popup dialog box.
o MSG_POPUPREGISTERBOX for telling client to
do exactly that.
o Assertion failures dump core so that one can
obtain a call stack of when the assertion failed,
and print out the assertion that failed, as well
as the message.
o Any clients that show up after the game starts
are taken as observers. Their local copy of the
Distributed object is updated when they connect.
They can, of course, register players the next game.
o Cleaned up the server. It now only has one case
statement to handle all incoming messages.
o Each client now uses only one socket (what was
I thinking? :)
o If there aren't enough free colors, Frisk allocates
its own colormap.
o Middle mouse button now places all armies, per
request of Michael Davies.
Fixed:
o Missing parameter in debug.h macro. (7.14.94)
o Change RISK_[Send|Receive] to return Boolean
"Failure occured." (10.1.94)
o Not double-checking attack dice. (8.27.94)
o Bug in RISKGAME_SelectiveReplicate. (7.16.94)
o File descriptor problem (HPs). (7.27.94)
o Off by one bug in checking max clients. (7.27.94)
o Color indices of players (make them
per-client -- oops :). (8.28.94)
o World colors show up at the beginning, instead of
whatever was there in the colormap before. (8.28.94)
o Fixed (rewrote) the end of game code. (8.28.94)
o The card window crashing the client bug. (9.2.94)
o Armies == -1 bug with new game. (9.1.94)
o Set the default border color to be black. (9.28.94)
o Fixed the message sending. Private messages now
work correctly. (10.02.94)
o Numerous other little bugs.
o v0.99a - Added:
o Memory debugging library.
o Cleaned up exiting method.
Fixed:
o Most memory leaks.
o Card rendering bug. (6.25.94)
o v0.99 - The first version ready for distribution.
Before release...
o Speed up the map loading (2.21.94)
o Build a routine NET_SendSyncMess that handles incoming messages,
dispatches those not == to the type waited for, and then returns!!!!
(3.4.94)
o Factor out the UPDATE code so that it can be used in a local
case and a remote case, into a RISK_ file. RISK_MoveArmies(),
RISK_PlaceArmies(), RISK_Attack(), etc... (3.4.94)
o Optimize for the local case, so that data is kept, and server
messages coming from client that receives them is ignored.
(3.4.94 -- Server doesn't send msg to client that it got it from)
o See if in the vector of attackable countries there are any that
are attackable from the selected country. Also check to see that
there are enough armies to attack. (3.5.94)
o Make the square to the left of the message turn the color of the
current player. (3.6.94)
o Create the "Number of armies?" popup. (3.7.94)
o Make the dice change to the color of the dice rolling players.
(3.4.94)
o Vectors of attackable countries. (3.4.94)
o Glue for registration (translation, Enter, etc...). (3.14.94)
o Fix deck so that it works like a real deck of cards. (3.17.94)
o Fix a possible placement bug (==> -1). Two clicks close together
can result in two armies being placed for one player. PROBLEM is
when player clicks after message is sent, and before new TURN_NOTIFY
message arrives -- does this call for my first use of
SendSyncMessage ?!?!? Yes. (3.17.94)
o Bonuses for owning whole continents.
o Make the text showing the # of armies text turn white when the
country is selected for something!
o Detect winning/losing.
o Cards for taking a country.
o Fix the joker crashing problem.
o Fix the problem that calculates wrong Card Types.
o XtGrabKeyboard for the popup -- can't seem to do it.
o Help system. (4.1.94)
o Make the text widget resize itself depending on the text length
in the help popup.
o Make the game start on a random player, instead of the first that
connects.
o Fix the centering of the name for the cards.
o Fix the parts of Frisk specific to network play (it's broken
right now).
o Design dialog box (Yes/No, etc.) ==> Quit confirm box.
o Detect end of game.
o New game option --> More players, Same players, New players.
o Change CARDPACKET to include a player. >=5 cards forces
exchange rule. Implement getting cards just through callbacks.
(4.11.94)
o Dead player gives player cards rule. (4.11.94)
o Do the exposure handling for the dice. (4.11.94)
o Clean up RiskGame to be a clean distributed object. (5.3.94)
o Sending messages to each other (glue, translations). (5.3.94)
o Translations for <Enter>, <Tab>, etc. (5.3.94)
o Fix that players put one too many armies down at start. (5.3.94)
o Fix that size of message popup box buttons don't change. (5.4.94)
o Fix two cards come out identical bug? (5.5.94) [Haven't seen it...]
o Draw the lines between countries. (5.5.94)
o Do the colormap stuff, check for black/white, reserve them. (5.5.94)
o Fix player's deaths. (5.6.94)
o Fix end of game condition. (5.6.94)
o Handle the case that too many players/clients register. (5.6.94)
o Add message(s)/functions that allow server to reset/restart. (5.6.94)
o Add message(s), etc. to update client who is joining late. (5.6.94)
o Integrate error handling, add X popup support, global Exit func.
(5.10.94)
o Fix bugs in giving dead player's cards away (more than one exchange).
(5.10.94)
o Fix you seeing the other person's cards... (5.12.94)
o Change fdMin/Max to be a map of descriptors. (5.13.94)
o Implement voting for restarting. (5.13.94)
o Fix race condition when 2+ players register at once.
This only occurs in Registration, since at other times, only
one player is active. Move AllocPlayer/FreePlayer into server...
(5.15.94)
o Fix game restarting. (5.16.94)
o fix message destinations, (not appearing on dest. machine). (5.16.94)
o Keep track of the info that passes through (_UPDATEs), so that
in case of a client failure, it can be revived. (5.3.94)
(Through RiskGame distributed object.)
o Finish Help. (5.16.94)
o Finishing touches to Map. (5.17.94)
o Fix so that 24 bit X servers work (incorporate patches). (5.19.94)
o Add message so that network play is more verbose for player.
(5.19.94)
o Warning message when you select start registration with nonempty
dialog. (5.19.94)
o Clean up debug.c/h. (5.19.94)
o Add keeping track of the attack die & msg dest just like attack mode.
(5.19.94)
o Fix Do-or-Die with a set attack die. (5.19.94)
o Draw line betwen Japan and mainland. (5.19.94)
o Dotted line between Britain and Northern Europe. (5.19.94)
o Write an Imakefile. (5.20.94)
o XFlush to speed up army placement? (5.20.94)
o Clean up debug.h/c and integrate into project.
o Destroy messages when finished with them ==> NET_DestroyMessage().
(6.24.94)
o Add a uniform way to exit, i.e. UTIL_FatalError(str)
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