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authorMartin Wilke <miwi@FreeBSD.org>2013-02-04 09:38:05 +0000
committerMartin Wilke <miwi@FreeBSD.org>2013-02-04 09:38:05 +0000
commit232ac32ead8f5bad0967a522cb0fd1fa45f3c291 (patch)
tree379f195874e647ea1a21e17fc374efb22b966587 /games/xasteroids
parent63a50f4df38055166891bbdf4170393cb7ff9fed (diff)
downloadports-232ac32ead8f5bad0967a522cb0fd1fa45f3c291.tar.gz
ports-232ac32ead8f5bad0967a522cb0fd1fa45f3c291.zip
Notes
Diffstat (limited to 'games/xasteroids')
-rw-r--r--games/xasteroids/Makefile35
-rw-r--r--games/xasteroids/files/Imakefile9
-rw-r--r--games/xasteroids/files/patch-xast.c421
-rw-r--r--games/xasteroids/files/patch-xast.man122
4 files changed, 565 insertions, 22 deletions
diff --git a/games/xasteroids/Makefile b/games/xasteroids/Makefile
index b924a8f61e25..ff885c144886 100644
--- a/games/xasteroids/Makefile
+++ b/games/xasteroids/Makefile
@@ -1,31 +1,40 @@
-# New ports collection makefile for: xasteroids
-# Date created: 3 Jan 1995
-# Whom: swallace
-#
+# Created by: swallace
# $FreeBSD$
-#
PORTNAME= xasteroids
PORTVERSION= 5.0
PORTREVISION= 2
CATEGORIES= games
-MASTER_SITES= ftp://ftp.x.org/R5contrib/
-DISTFILES= xasteroids.sh.Z
+MASTER_SITES= XCONTRIB/../R5contrib
+DISTNAME= ${PORTNAME}
+EXTRACT_SUFX= .sh.Z
MAINTAINER= ports@FreeBSD.org
COMMENT= X11 based asteroids style arcade game
-USE_IMAKE= yes
-USE_XORG= x11 xext
-NO_WRKSUBDIR= yes
-EXTRACT_CMD= ( cd ${WRKDIR}; zcat | sh -s )
+EXTRACT_CMD= ( cd ${WRKDIR}; zcat | ${SH} -s )
EXTRACT_BEFORE_ARGS= <
EXTRACT_AFTER_ARGS= # empty
+
+NO_WRKSUBDIR= yes
+
+USE_XORG= x11 xext
+
+CPPFLAGS+= -I${LOCALBASE}/include
+LDFLAGS+= -L${LOCALBASE}/lib -lXext -lX11 -lm
+
MAN6= xasteroids.6
PLIST_FILES= bin/xasteroids
post-extract:
- ${CP} ${FILESDIR}/Imakefile ${WRKSRC}
- ${CP} ${WRKSRC}/xast.man ${WRKSRC}/xasteroids.man
+ @${LN} -sf xast.man ${WRKSRC}/xasteroids.6
+
+do-build:
+ (cd ${WRKSRC} && ${CC} ${CPPFLAGS} ${CFLAGS} -o xasteroids xast.c \
+ ${LDFLAGS})
+
+do-install:
+ (cd ${WRKSRC} && ${INSTALL_PROGRAM} xasteroids ${PREFIX}/bin)
+ (cd ${WRKSRC} && ${INSTALL_MAN} xasteroids.6 ${MAN6PREFIX}/man/man6)
.include <bsd.port.mk>
diff --git a/games/xasteroids/files/Imakefile b/games/xasteroids/files/Imakefile
deleted file mode 100644
index 638c39d55691..000000000000
--- a/games/xasteroids/files/Imakefile
+++ /dev/null
@@ -1,9 +0,0 @@
- LOCAL_LIBRARIES = -lm $(XLIB)
-
- MANSUFFIX=6
-
- OBJS = xast.o
-
- SRCS = xast.c
-
- ComplexProgramTarget(xasteroids)
diff --git a/games/xasteroids/files/patch-xast.c b/games/xasteroids/files/patch-xast.c
new file mode 100644
index 000000000000..f426eaf6f3f7
--- /dev/null
+++ b/games/xasteroids/files/patch-xast.c
@@ -0,0 +1,421 @@
+--- xast.c.orig
++++ xast.c
+@@ -3,6 +3,13 @@
+ goetz@cs.buffalo.EDU
+ Version 5, 9 Feb 93
+
++ Changes after version 5.0:
++
++ Improved cursor-hiding.
++ Arrow keys.
++ ANSI-C cleanups.
++ Use usleep() instead of a delay loop, when available.
++
+ Changes from version 4.3:
+
+ High score script.
+@@ -27,16 +34,30 @@
+ Pat Ryan <pat@jaameri.gsfc.nasa.gov>
+ Craig Smith <csmith@cscs.UUCP>
+ Doug Merritt <doug@netcom.com>
++ Stephen McCamant <alias@mcs.com>
+ Makefile by James Berg <berg@plains>
+ Hi score script by Chris Moore <moore@src.bae.co.uk>
+ Man page by David Partain <dpl@ida.liu.se>
+ */
+ #include <stdio.h> /* For NULL */
++#include <stdlib.h> /* For malloc(), rand() etc */
++#include <string.h> /* For srtlen() */
++#include <time.h> /* For time() */
+ #include <X11/Xlib.h>
+ #include <X11/Xutil.h>
+-#include <X11/cursorfont.h> /* For erasing cursor - not important */
++#include <X11/keysym.h>
+ #include <math.h>
+
++#ifdef HAS_USLEEP
++#include <unistd.h>
++#endif
++
++#ifndef __STDC__
++define void
++#endif
++
++#define rand(rndint) rand() /* ??? */
++
+ /* Indexes for 1st dimension of obj */
+ /* The order they are in is important */
+ #define AST 0
+@@ -68,10 +89,10 @@
+ #define M_BULLET 0.1
+
+ /* Keys */
+-#define FIRE 'p'
+-#define PAUSE 27 /* escape */
+-#define SHIELD '`'
+-#define THRUST 'o'
++#define FIRE XK_p
++#define PAUSE XK_Escape /* escape */
++#define SHIELD XK_grave /* ` */
++#define THRUST XK_o
+
+ #define BMAX 300 /* Max particles in a "boom" + 1 */
+ #define letheight 20 /* height of font */
+@@ -121,6 +142,7 @@
+ shapesize[LASTSHAPE+1] = {44, 21, 10, 2, 1, SHIPSIZE+1, 35, 20},
+ shield_on;
+
++void
+ initasts()
+ { int i;
+ extern Objtype obj[SHIP+1];
+@@ -143,6 +165,7 @@
+ obj[i].mass = M_BULLET;
+ } }
+
++void
+ makeasts()
+ { int i;
+ extern Objtype obj[SHIP+1];
+@@ -163,7 +186,7 @@
+ if (a > 63)
+ obj[i].y = (double) a;
+ else obj[i].y = (double) height - a;
+- a = rand(rndint); a = 4 - a>>5;
++ a = rand(rndint); a = 4 - (a>>5);
+ obj[i].rot = (double) a;
+ a = rand(rndint);
+ obj[i].rotvel = ((double) a)/2048;
+@@ -177,6 +200,7 @@
+ numasts = i;
+ }
+
++void
+ makeenemy() /* Start an enemy ship */
+ { extern Objtype obj[SHIP+1];
+ extern int height, level, rndint;
+@@ -258,6 +282,7 @@
+ return 0;
+ }
+
++void
+ blastpair(i, j) /* Generate random velocity vector v. */
+ int i, j ; /* Add v to i, -v to j. */
+ { extern int rndint;
+@@ -266,7 +291,7 @@
+ double vx, vy;
+ c = rand(rndint);
+ /* c = 4 - c>>5; if you need angles from -3 to 4 */
+- c>>2; /* possibly save some time on sin/cos */
++ c >>= 2; /* possibly save some time on sin/cos */
+ vx = cos((double) c); vy = sin((double) c);
+ obj[i].xvel = obj[i].xvel + vx;
+ obj[i].yvel = obj[i].yvel + vy;
+@@ -282,6 +307,7 @@
+ #define rotinert(i) (double) (obj[i].mass*shapesize[obj[i].shape]*shapesize[obj[i].shape])
+
+ /* cause two objects to collide elastically */
++void
+ bounce(i, j)
+ int i,j;
+ {
+@@ -345,6 +371,7 @@
+ obj[j].rotvel = temp;
+ }
+
++void
+ botline(disp, window, gc) /* Print status line text */
+ Display *disp;
+ Drawable window;
+@@ -357,6 +384,7 @@
+ text, strlen(text));
+ }
+
++void
+ printss(disp, window, gc) /* Print ships and score */
+ Display *disp;
+ Drawable window;
+@@ -389,6 +417,7 @@
+ XClearArea(disp, window, 340+(energy>>1), height+8, 8, 10, False);
+ }
+
++void
+ upscore(killer, up) /* Only award score for things the player shot */
+ int killer, up;
+ { extern int score;
+@@ -397,6 +426,7 @@
+ }
+
+ /* boom, movebooms, drawbooms all by Peter Phillips */
++void
+ boom(ob, particles, duration)
+ int ob;
+ int particles;
+@@ -429,6 +459,7 @@
+ }
+
+ /* move the various booms that are active */
++void
+ movebooms()
+ {
+ int i;
+@@ -461,6 +492,7 @@
+ }
+
+ /* Draw the various booms */
++void
+ drawbooms(disp, window, gc)
+ Display *disp;
+ Drawable window;
+@@ -481,6 +513,7 @@
+ }
+ }
+
++void
+ deletebooms() /* delete all booms */
+ { Boom b;
+
+@@ -490,11 +523,12 @@
+ b = b->next;
+ } }
+
++void
+ killast(killer, i)
+ int killer, i; /* i = Asteroid # to kill */
+ { extern Objtype obj[SHIP+1];
+ extern int numasts;
+- int k, na, oldna;
++ int k, na = 0, oldna;
+
+ if (obj[i].shape == ASTSHAPE1)
+ { na = nextast(); /* Could put 6 lines in a sub */
+@@ -543,6 +577,8 @@
+ { boom(i, 9, 7);
+ obj[i].alive = 0; upscore(killer, 500);}
+ }
++
++void
+ moveobjs(crash)
+ int *crash;
+ { extern Objtype obj[SHIP+1];
+@@ -585,6 +621,7 @@
+ }
+ }
+
++void
+ fire()
+ { extern Objtype obj[SHIP+1];
+ extern int width, nextbul;
+@@ -603,6 +640,7 @@
+ nextbul++; if (nextbul == LASTBUL+1) nextbul = FBUL;
+ }
+
++void
+ hyper()
+ { extern Objtype obj[SHIP+1];
+ extern int width, height, rndint;
+@@ -617,6 +655,7 @@
+ obj[SHIP].y = (double) i;
+ }
+
++void
+ vdraw(disp, window, gc, shape, x, y, rot)
+ Display *disp;
+ Drawable window;
+@@ -639,6 +678,7 @@
+ XDrawLines (disp, window, gc, figure, numpairs[shape], CoordModePrevious);
+ }
+
++int
+ main(argc, argv)
+ int argc;
+ char **argv;
+@@ -663,8 +703,8 @@
+ extern int level, numasts, rndint, ships, score, oldscore;
+ extern Objtype obj[SHIP+1];
+ unsigned char c; /* for rand */
+- double *temp, dx, dy, dist;
+- int crashed, flashon, len, pause = 0, delay = 64,
++ double dx, dy, dist;
++ int crashed, flashon, pause = 0, delay = 64,
+ enemycount, counter, counterstart = 1,
+ i, /* index for drawing objs, counting bullets */
+ r; /* radius of shield circle */
+@@ -704,11 +744,30 @@
+ KeyPressMask | KeyReleaseMask | StructureNotifyMask);
+ XMapRaised (disp, window);
+
+- /* Erase cursor. Just delete next 5 lines if any error. */
++ /* Make cursor invisible. Just delete chunk if any error. */
+ cmap = XDefaultColormap(disp, screen);
+ XAllocNamedColor(disp, cmap, "Black", &exact, &black);
++#if 0 /* Easy way, but can leave a black spot */
++#include <X11/cursorfont.h>
+ cursor = XCreateFontCursor(disp, XC_dot);
+ XRecolorCursor(disp, cursor, &black, &black);
++#else /* Hard, good way */
++ { unsigned wd, ht;
++ Pixmap pm, maskpm;
++ GC cleargc;
++ XQueryBestCursor(disp, window, 1, 1, &wd, &ht);
++ pm = XCreatePixmap(disp, window, wd, ht, 1);
++ maskpm = XCreatePixmap(disp, window, wd, ht, 1);
++ cleargc = XCreateGC(disp, pm, 0, 0);
++ XFillRectangle(disp, pm, cleargc, 0, 0, wd, ht);
++ XFillRectangle(disp, maskpm, cleargc, 0, 0, wd, ht);
++ cursor = XCreatePixmapCursor(disp, pm, maskpm,
++ &black, &black, 1, 1);
++ XFreePixmap(disp, pm);
++ XFreePixmap(disp, maskpm);
++ XFreeGC(disp, cleargc);
++ }
++#endif
+ XDefineCursor(disp, window, cursor);
+
+ XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
+@@ -746,7 +805,7 @@
+ { XNextEvent(disp, &event);
+ switch (event.type)
+ { case MappingNotify:
+- XRefreshKeyboardMapping (&event);
++ XRefreshKeyboardMapping ((XMappingEvent *)&event);
+ break;
+ case ConfigureNotify:
+ width = event.xconfigure.width;
+@@ -757,28 +816,29 @@
+ botline(disp, window, gc);
+ break;
+ case KeyPress:
+- len = XLookupString (&event, text, 10, &key, 0);
+- if (len == 1 && !shield_on) switch (text[0])
+- { case 'e':
++ key = XLookupKeysym ((XKeyEvent *)&event, 0);
++ if (!shield_on) switch (key)
++ { case XK_Left: case XK_e:
+ obj[SHIP].rotvel = obj[SHIP].rotvel - .1; break;
+- case 'r':
++ case XK_Right: case XK_r:
+ obj[SHIP].rotvel = obj[SHIP].rotvel + .1; break;
+- case 'w':
++ case XK_w:
+ obj[SHIP].rot -= pi/4; break;
+- case 't':
++ case XK_t:
+ obj[SHIP].rot += pi/4; break;
+- case 'd':
++ case XK_d:
+ obj[SHIP].rotvel = obj[SHIP].rotvel - .02; break;
+- case 'f':
++ case XK_f:
+ obj[SHIP].rotvel = obj[SHIP].rotvel + .02; break;
+- case THRUST:
++ case XK_Up: case THRUST:
+ obj[SHIP].xvel += cos(obj[SHIP].rot);
+ obj[SHIP].yvel += sin(obj[SHIP].rot);
+ obj[SHIP].shape = SHIPTHRSHAPE;
+ break;
++ case XK_Control_L: case XK_Control_R:
+ case FIRE:
+ if (obj[SHIP].alive) fire(); break;
+- case ' ':
++ case XK_space:
+ if (obj[SHIP].alive)
+ { hyper(); flashon = 1;
+ /* NOT XSetForeground (disp, gc, bg);
+@@ -787,52 +847,55 @@
+ XFillRectangle (disp, pixmap, pmgc, 0, 0, width, height);
+ }
+ break;
+- case SHIELD:
++ case XK_Down: case SHIELD:
+ if (energy)
+ { shield_on = 1;
+ obj[SHIP].shape = SHIPSHAPE;}
+ break;
+- case '.': /* decrease delay */
++ case XK_period: /* decrease delay */
+ if (delay > 1) delay >>=1; break;
+- case ',': /* increase delay */
++ case XK_comma: /* increase delay */
+ delay <<=1; break;
+- case 'm': /* decrease drawscale - may go negative */
++ case XK_m: /* decrease drawscale - may go negative */
+ drawscale -= .1; break;
+- case 'n': /* increase drawscale */
++ case XK_n: /* increase drawscale */
+ drawscale += .1; break;
+- case '2': /* increase speedscale */
++ case XK_2: /* increase speedscale */
+ speedscale += .1; break;
+- case '1': /* decrease speedscale */
++ case XK_1: /* decrease speedscale */
+ speedscale -= .1; break;
+- case 'b': /* increase moves/update */
++ case XK_b: /* increase moves/update */
+ counterstart++; break;
+- case 'v': /* decrease moves/update */
++ case XK_v: /* decrease moves/update */
+ if (counterstart > 1) counterstart--;
+ break;
+ case PAUSE: /* pause */
+ pause = 1 - pause; break;
+- case '+': /* cheat */
++ case XK_plus: /* cheat */
+ ships++; botline(disp, window, gc); break;
+- case 'Q': /* quit */
+- goto End;
+- case 's': /* start new ship */
+- if (!obj[SHIP].alive)
++ case XK_q: /* quit */
++ if (event.xkey.state & ShiftMask)
++ goto End;
++ break;
++ case XK_s: /* start new ship */
++ if (!obj[SHIP].alive) {
+ if (ships < 1) goto Newgame;
+ else goto Newship;
++ }
+ break;
+ }
+ break;
+ case KeyRelease:
+- len = XLookupString(&event, text, 10, &key, 0);
+- if (len == 1) switch (text[0])
+- { case 'e':
++ key = XLookupKeysym((XKeyEvent *)&event, 0);
++ switch (key)
++ { case XK_Left: case XK_e:
+ obj[SHIP].rotvel = 0; break;
+- case 'r':
++ case XK_Right: case XK_r:
+ obj[SHIP].rotvel = 0; break;
+- case THRUST:
++ case XK_Up: case THRUST:
+ obj[SHIP].shape = SHIPSHAPE;
+ break;
+- case SHIELD:
++ case XK_Down: case SHIELD:
+ shield_on = 0; break;
+ }
+ /* break; */
+@@ -850,7 +913,7 @@
+ botline(disp, window, gc);
+ }
+ /* Write copyright notice */
+- if (!ships && blist == NULL)
++ if (!ships)
+ { sprintf(text, "Xasteroids");
+ XDrawImageString (disp, pixmap, gc,
+ width/2-50, height/2-2*letheight,
+@@ -917,7 +980,11 @@
+ }
+ else obj[ENEMYBUL].alive = 0;
+ }
++#ifdef HAS_USLEEP
++ usleep(delay);
++#else
+ for (i = 0; i < delay; i++);
++#endif
+ }
+ }
+ }
diff --git a/games/xasteroids/files/patch-xast.man b/games/xasteroids/files/patch-xast.man
new file mode 100644
index 000000000000..ca47d46783a1
--- /dev/null
+++ b/games/xasteroids/files/patch-xast.man
@@ -0,0 +1,122 @@
+--- xast.man.orig
++++ xast.man
+@@ -1,9 +1,9 @@
+-.TH xasteroids n
++.TH xasteroids 6
+ .SH NAME
+ xasteroids - X windows based asteroids style arcade game
+ .SH SYNOPSIS
+-.ta 8n
+-\fBxasteroids\fP
++.ta 6
++\fBxasteroids\fP [-s]
+ .br
+ .SH DESCRIPTION
+ Make big rocks into little ones.
+@@ -11,60 +11,70 @@
+ .SH COMMANDS
+ .I xasteroids
+
+- e Rotate counterclockwise ("left")
+- r Rotate clockwise ("right")
+- w Rotate 45 degrees counterclockwise
+- t Rotate 45 degrees clockwise
+- d Increase counterclockwise rotational velocity
+- f Increase clockwise rotational velocity
+- o Thrust
+- p Fire
+- ` Shields
+- space Hyperspace
+- s Start new ship in center of playing field
+- (Also used to start a new game)
+- esc Pause
+- Q Quit
++.ft CW
++ e Left Arrow Rotate counterclockwise ("left")
++ r Right Arrow Rotate clockwise ("right")
++ w Rotate 45 degrees counterclockwise
++ t Rotate 45 degrees clockwise
++ d Increase CCWise rotational velocity
++ f Increase clockwise rotational velocity
++ o Up Arrow Thrust
++ p Control Fire
++ ` Down Arrow Shields
++ space Hyperspace
++ s Start new ship in center of playing field
++ (Also used to start a new game)
++ esc Pause
++ Q Quit
++.ft R
+
+ Speed commands: Key associated with faster speed is to the right of its
+- corresponding key associated with slower speed.
++corresponding key associated with slower speed.
+
+- . Decrease delay: Speed game up
+- , Increase delay: Slow the game down
+- m Decrease size ("Minimize")
+- n Increase size
+- b Increase # of moves/frame
+- v Decrease # of moves/frame
+- 2 Increase scale of movement
+- 1 Decrease scale of movement
++.ft CW
++ . Decrease delay: Speed game up
++ , Increase delay: Slow the game down
++ m Decrease size ("Minimize")
++ n Increase size
++ b Increase # of moves/frame
++ v Decrease # of moves/frame
++ 2 Increase scale of movement
++ 1 Decrease scale of movement
+
+ Object Score
+
+- Big asteroid 25, or 2000*level if it is the last asteroid remaining
+- Medium asteroid 50, or 500*level if it is the last asteroid remaining
++ Big asteroid 25, or
++ 2000*level if last asteroid remaining
++ Medium asteroid 50, or
++ 500*level if last asteroid remaining
+ Little asteroid 100
+ Enemy spaceship 500
+ Enemy bullet 500
++.ft R
+
+ Commands can only be entered when the mouse pointer is in the
+ asteroids window.
+
+ Resize the window with your window manager
+ at any time for a different playing field.
+-
+-.SH OPTIONS
+-.I xasteroids [-s]
+--s Display high scores without running game.
+ .PP
+ .SH AUTHOR
+ Phil Goetz
+ .br
+ goetz@cs.Buffalo.EDU
+ .SH CONTRIBUTORS
+-Peter Phillips pphillip@cs.ubc.ca
+-Pat Ryan pat@jaameri.gsfc.nasa.gov
+-Craig Smith csmith@cscs.UUCP
+-Doug Merritt doug@netcom.com
+-James Berg berg@plains (makefile)
+-Chris Moore moore@src.bae.co.uk (hi score script)
+-David Partain dlp@ida.liu.se (original man page)
++Peter Phillips <pphillip@cs.ubc.ca>
++.br
++Pat Ryan <pat@jaameri.gsfc.nasa.gov>
++.br
++Craig Smith <csmith@cscs.UUCP>
++.br
++Doug Merritt <doug@netcom.com>
++.br
++Stephen McCamant <alias@mcs.com>
++.br
++James Berg <berg@plains> (makefile)
++.br
++Chris Moore <moore@src.bae.co.uk> (hi score script)
++.br
++David Partain <dlp@ida.liu.se> (original man page)