Changelog for wordwarvi:

Wed Jun  8 22:44:00 CDT 2011
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Changes between version 0.26 and 1.00

* Simplified draw_objs function in a variety of ways
* Made audio file reading code honor the DATADIR setting.  Three people
  involved in this patch, myself, Ingo Ruhnke back in May of 2010, and
  "Denis 'GNUtoo' Carikli" in May of 2011.
* Changed Makefile to allow for cross compiling.  This patch is from
  "Denis 'GNUtoo' Carikli" who ported Word War vi to the OpenPandora.
* Made round explosions the default and changed the --roundexplosions
  option and .exrc command to be "squareexplosions"

Sun Aug  9 09:28:23 CDT 2009
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Changes between version 0.25 and 0.26

* Now the --bw option renders the game in white plus 2 shades of gray, rather than just
  strictly black and white (so you can read the "FUEL" sign on the fuel tanks now), and
* Added code to try to inhibit the screensaver.  It is not currently
  activated by default, as for example, on Fedora Core 5,
  xdg-screensaver is broken.
* Don't bother to decode the audio data unless portaudio started up ok.
* Cleaned up ogg_to_pcm.c and ogg_to_pcm.h slightly.  No significant
  functionality changes.
* More clean up of ogg_to_pcm.c
* a little more minor cleanup of ogg_to_pcm.[ch].  Cosmetic changes really.
* Cleaned up wwviaudio.c wwviaudio.h a little bit
* Cosmetic code changes... added ARRAY_SIZE macro and setup_vect macro
  to eliminate some verbose and repetitive code.
* Reduced level of nesting of braces a couple levels in the octopus
  creating code by judicious use of "continue".
* Added idempotent preserving ifdefs for rumble.h, changed some
  functions that took () to take (void) insteadh.
* Pulled definitions of struct my_point and struct my_vect_obj out of wordwarvi.c
  and put them in my_point.h
* Pulled font related code out into wwvi_font.[ch]
* include wwvi_font.[ch] in the tarball
* Add LINE_BREAK and COLOR_CHANGE to my_point.h
* If two minutes elapse in attract mode with no user interaction, turn off sound.
  At the first user interaction (e.g. keypress) turn sound back on.  (Basically,
  cut down the annoyance factor of attract mode.)
* Fixed a bug in the attract mode audio muting code.
* Removed some unused #define's
* Fixed bug that jet pilots weren't in the score_table[] array.
  (so you didn't get the floating score thingy when you shot them.)
* Made drawing sparks slightly more efficient by moving the test
  for brightsparks into the add_spark function and out of the draw_spark
  function, and adding a bright_spark_draw function.
* Now, when you die, the explosion is rendered extra bright.
* Make airships have better explosions
* Added underscore glyph.
* Added a starfield in the background of the intermission screen.
* Made intermission starfield more "hyper-spacey"
* made intermission starfield more tripped out and psychedelic.
* Fixed problem that if audio was silenced due to user inaction during
  "attract mode," putting in a quarter failed to resume the music.
* Made the default "levelwarp" be 1, so as to skip the boring first level by default.
  It is still accessible by putting "set levelwarp=0" in ~/.wordwarvi/.exrc, or,
  by using the "--levelwarp 0" option.  In displaying level numbers, 1 is no
  longer added, so that "Rocket Alley" is now level 1, rather than 2, and
  "Welcome, Noob!" is now level 0, rather than level 1.
* Don't put bridges across the top of the freakin' volcano.
* Don't put buildings in the volcano.

Sun Jan 18 11:56:52 CST 2009
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Changes between version 0.24 and 0.25


* Make octopus tentacles move in a more organic looking way.
* Make the cron job's beams brighter.
* Add sound effects for radar state transitions.
* Add radar_fail.ogg, radar_ready.ogg
* Fixed a bug in the aiming of the gun turrets.  The turrets were 20 units
  off in the y axis for their own position when calculating aiming.
* Add a little note that gets put out when a screen saver is running and
  a joystick is detected, warning the user that the screen saver is apt to
  interrupt their game.
* Reduce radar bootup time from 5 to 3 seconds.
* Make the legs of the space octopus more uniform in length.
* Leave the bottom of the octopus head open
* Permit octopi to have different color schemes.
* Totally pimped out the octopus.
* make the tips of octopus tentacles move relatively more slowly than
  the part that attaches to the head.
* Change prototype of get_coords_func function pointer type to permit
  attaching multiple laser guns to objects.
* Added code for big gunwheels (didn't activate yet though.).
* Activated gunwheels
* generalize the shape of the trusses so they don't always have to be squares
  of a fixed size, but can be various sizes, and tapered.
* Factored out the code for adding a stack of trusses into a separate function.
* Allowed for such stacked towers to be tapered.
* Made the truss tower tapering code actually work.
* Activated the truss tower tapering code for the kernel guns.
* Now the gunwheel tower is constructed from individual trusses instead of
  one single-object tower, and is destructible.
* Make gunwheels fully destructible.
* Fixed a bug that the central beam of the gunwheels always disappeared
  when the tower was destroyed, and the chans of trusses were getting
  screwed up because I forgot to disconnect the gunwheel from the truss
  it was attached to.
* Added tesla towers.
* Noticed at this point there is some nasty bug in the game.
  I think it was intrudoced when I made the gunwheels fully
  destructible, and I think it's in the area of truss_cut_loose_whats_below().
* Make the trusses which hold the kernel guns back to squares.
* Fixed up some problems with how the tesla towers fired lightning
* Fixed a very hard bug.  There were some problems with shooting down the
  trusses such that the ->tsd.truss.above and ->tsd.truss.below pointers were
  not getting NULLed out in every case they needed to be.  This meant that if
  you shot down a truss, then later came and shot it or bombed it again when
  it was on the ground, the truss_cut_loose_whats_below would go cycling through
  objects that it had no business cycling through, as what those pointers were
  previously pointing at had now likely been reused (often, as a spark).

  Possible that there are still issues with tesla towers and gun wheels, but
  I think the kernel guns are fixed.
* Prevent more than two bomb impact sounds from being added to the audio queue
  in a single frame, as allowing that is too loud.
* Revert accidentally committed "infinite" health.
* Fixed bug that blown-apart gunwheels didn't initialize bank_shot_factor
  for released guns, beams, etc. and so prevent spurious "nice bank shot"
  sounds.
* Added Tesla tower sound effect
* Fixed bug that tesla towers would continue to discharge even while
  falling after they were shot down.
* Updated help screen to contain a brief summary of the object of the game.
  Some people seem to react to the game in this way: "What am I supposed
  to do?"  The help screen probably won't help such people, but, not sure
  what else to do.
* Fixed bug that player_fire_laser wasn't checking result of find_free_obj to
  make sure it succeeded.  The result of this was that game_state.humaniods --
  the count of how many humans had been rescued so far -- got corrupted.
  This appears to be the only place in the program at this time which was not
  checking the return value of find_free_obj.

  This may indicate a need to have a "low_priority_find_free_obj" which will
  reserve some space.  This low prioirty one would be used by sparks, say,
  to keep from exhausting the supply of objects.
* Fixed bug with chaff that draw method wasn't initialized.
  One of these days I'm just going to remove chaff altogether.
* Remove remnants of some old code that put "Credits:xxx Lives:xxx" up in the lop
  left portion of the screen for a single frame at the beginning of a new level.
* Tweaked levels to try to make difficulty gradually increase.
* Now levels are named, rather than just numbered.
* Update to version 0.25
* Shorten duration of rumble effects to make them correspond more closely
  with the events which caused them.

Thu Dec 11 20:22:27 CST 2008
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Changes between version 0.23 and 0.24

* Fixed a bunch of compiler warnings with "-pedantic" turned on.
* Cater to Apple's weird placement of malloc.h
* Fix bug that terrian was always perfectly flat in the first attract mode
  level due to incomplete initialization of level related variables
* Improved (to my ear) the sound of the laser guns.
* Fixed a typo
* Make octopus so they don't die if they hit the ground.
* Attached frickin' lasers onto the heads of the space octopi.
* Attached fricken lasers to Stallman's airship.
* Fixed a problem that the guns mounted on the airships were not shootable.
* Made octopi fly around a bit better (more like gdbs).
* Changed the attachment point of tentacles slightly.
* Made laser turrets harder to kill in later levels, and when
  attached to octopus head, or airship.
* Fixed a bug that PA_terminate() was called unconditionally (how audio
  continued to work despite this is quite mysterious.)  Hans de Goede found
  this while integrating with pulseaudio on Fedora 10.  Thanks Hans!
* Make sure that when anything gets the bomb_move movement method,
  (e.g. falling turrets, shot down jets, etc.) they get the bank_shot_factor
  properly initialized to avoid spurious "Nice Bank Shot!" sounds.
* Fix problem that jet pilots would shoot at you even if they
  were miles away.
* thought better of using goto... old fashioned "no goto" way seemed better
  in this instance.
* Shrink the x-axis dead zone.  With the xbox 360 controller, it was too
  easy to miss a reverse if the stick was a little off axis in y.  This
  was, I think due to the round gates, while the logitech dual action
  rumble has square gates, so being off axis in y doesn't affect the
  maximum possible x value as it does on the xbox controller.
* Draw lightning thicker
* Made cron jobs slightly easier to shoot.
* Tightened up the laser/target collision detection code.
* Adjusted hitzones of some enemies to make some of them
  very slightly easier to hit..
* Knock health back down to sensible level (fix accidental commit).
* Fuel tanks, ground mounted turret guns, and radar jammers now leave
  behind permanent debris corpses when they are destroyed.

Sat Nov 29 09:19:15 CST 2008
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Changes between version 0.22 and 0.23

* Added --roundexplosions option.
* Added explosionfactor option
* Added "xmas mode."
* Add Skip Kavanaugh into the music credits.
* Made the xmas mode sort of work.
* Fixed bug that missiles fired by blimps targeted rudolph, rather
  than the sleigh, and when they killed poor rudolph, they ended
  the reindeer game.
* Added a big green bag of toys to Santa's sleigh.
* Added pixie dust coming off the back of Santa's sleigh.
* Made volcano eruption a tad bigger.
* Added houses in xmas mode.
* Made the ground white (snow) for xmas mode.
* Now you can drop presents on the houses.
* Made presents landed at houses count towards score
* Made 'drop gift' key show up in the help screen.
* Made key to drop presents remappable.
* Renamed 'drop gift' to 'gift' to make key remapping work.
* Added 'gift' as valid action to man page section on key remapping
* Added "floater messages" to indicate points scored for dropping gifts
* Made delivering gifts to every house worth a million points
* Added a red ribbon on the presents.
* Made reindeer legs move.
* Now you can't drop presents unless xmas mode is active.
* Fixed problem that "set xmas" in .exrc file was reported as a syntax error.
* Added timpani_boing.ogg, and nice_bank_shot.ogg
* Now you get extra points for bombing stuff by making a bank shot off
  a blimp.  And when you bounce a bomb off a blimp, you get a nice
  timpani boing.
* Added hohoho.ogg hohoho_merry_xmas.ogg yay_santa.ogg
* Now santa says 'hohoho' or 'hohoho merry xmas' sometimes when
  you drop presents.
* When presents land on a house, now you hear, 'Yay! Santa!'
* Make bomb/blimb bank shots be recognized when bombs hit trusses and
  cut loose a kernel gun.
* Added ifdef around include of <malloc.h> for apple, as apparently
  apple doesn't need that (and it's not in the right place so it doesn't
  find it) and it gets the prototype for malloc() from stdlib.h.
* Added comments near add_buildings() call for FreeBSD users.
* Finally put Santa in his sleigh.
* Made Rudolph's nose blink.
* Made men ride on the rails of the sleigh.
* Fixed a long standing bug that caused a segfault whenever a Richard Stallman's
  airship emitted a double-quote character while it was on screen.  The problem
  was the font did not have a double quote character in it, and we ended up with
  a bad pointer as a result.  Took a long time to find because a) not many blimps
  and b) blimps don't emit very many double-quotes, and c) if they did emit one
  usually they were off screen at the time.
* Pulled all the audio code out into a separate module.
* Fix a compiler warning.
* Fix the --nomusic option which was subtly broken by recent change
  that pulled audio code out of wordwarvi.c
* Canonicalized all the object draw and move function names.
* Documented the interfaces to the audio code.
* Improved documentation of wwviaudio functions.
* Moved the MAX_CONCURRENT_SOUNDS constant int wordwarvi and out of
  wwviaudio code.  In wwviaudio code, this is now adjustable at
  initialization.
* Moved the NCLIPS constant out of the wwviaudio code and into wordwarvi.c
  and for the wwviaudio code made the maximum number of sound clips be
  adjustable at initialization.
* Free the audio sample data when the audio engine is stopped.
* Fixed a bug that the number of houses to which gifts had been
  delivered was not reset to zero when you died.
* Fixed regression that moving left with the joystick had quit working.
* Mapped a joystick button to action of dropping presents.
* Added new obstacle, "big" rockets that explode into shrapnel.
* Made laser speed vary by level.

Sat Aug  2 22:56:04 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.21 and 0.22
* Added --thicklines option.
* Add --thicklines option to man page.
* Added icons
* Keep track of how many objects there are instead of just looping over
  MAX_OBJS objects for moving and drawing.  Gives a slight boost to the
  acheivable frame rate, depending on your system.
* Surrounded linux specific rumble code with ifdefs.
* Added a comment about some failed optimization attempt in find_free_obj()
* Made bombs bounce off of blimps.

Sun Jul 27 00:17:42 CDT 2008
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Changes between version 0.20 and 0.21

* Remove the 'in game' inserting of quarter by joystick button.
  (no single button on both logitech and xbox 360 controllers
  maps sanely for this.)
* deal with xbox 360 having 11 buttons.
* Mention 'q' and 'F1' keys more prominently so people don't have a hard
  time figuring out how to start the game, find out what keys are what.
* Made stars move... not sure I like it, not sure I'm going to keep it.
* Fixed a bug in the calculations for star motion.  Was shifting right
  too early, and losing precision in calculation of worldx, worldy, which
  made the motion of the stars kind of jerky and weird.
* Use shorts and chars rather than ints where possible in star
  drawing/moving algorithm.
* Added the version and a mention of the man page and the website
  into the help screen.
* Fixed bug that star motion was tied to player rather than to viewport.
* Update some info about the Xbox 360 wired controller and rumble effects
* Added --nstars and --starmotion options (and corresponding "set" commands
  for .exrc file.)
* very slightly improve spark_move()
* Improved how "bright" lines are drawn, and esp. how they are scaled.
* Make the bullets which are shot out by the cron jobs
  (green robots) throw off sparks.

Sat Jul 19 07:48:18 CDT 2008
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Changes between version 0.19 and 0.29
* Make the game work better with the xbox 360 controller
* Make -1 a valid value for joystick axes (to disable).
* Added support for xbox 360 controller rumble effects.
* Added --norumble and --rumbledevice options.
* Make rockets hitting you cause rumble effect to trigger (had forgetten them.)

Mon Jul 14 19:44:33 CDT 2008
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Changes between version 0.18 and 0.19
* Make missile exhaust emit from closer to the right spot
* Improved the precision with which collisions between the player's laser
  and various targets are evaluated.
* Made it easier to enter the "socket" at the end of each level.
* Use new, and I hope, less annoying missile alarm sound.
* Make missile turn a bit more realisitcally (they can't stop midair now.)
* Tweak the exhaust of the small missiles a bit.
* Changed point structure to use shorts instead of ints (very slightly
  better performance.)
* Now high scores get saved in ~/.wordwarvi/.highscores


Sun Jul  6 22:27:48 CDT 2008
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Changes between version 0.17 and 0.18

* Improved motion of jetpack pilots, fixed problem where jetpack pilots
  exhaust offset (left or right) could be uninitialized.
* Made ***MISSILE LOCK ON DETECTED*** message blink.
* Added "--difficulty" option with new difficulty levels, easy, medium, hard,
  insane, and batshit-insane.


Sun Jun 29 07:48:40 CDT 2008
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Changes between version 0.16 and 0.17

* Lose dependency of ogg_to_pcm.o on fake target HAS_VORBISFILE as
  this caused "make install" to rebuild it, which is a no-go for
  certain things (e.g. Fedora live-cd environment).   Thanks to
  Hans de Goede for this correction.
* Added a DESTDIR variable into the makefile to make packaging for
  CRUX linux easier.  Thanks to Danny Rawlins for this patch.
* Add changelog.txt and file describing how to make new levels
  into the tarball.
* Add some sanity checks of the VERSION string and version.h file
  to help prevent me from screwing up the version numbers in released
  tarballs.
* Added little guys with jetpacks who shoot lasers at you.
* Fixed bug that when you got killed and consequently drop the guys you'd been
  carrying, the guys thought you just picked them up, and consequently shouted
  in unison, "woohoo!", even though you just got killed, which was kind of cruel
  of them.
* When you get killed, the comments in the code say you get a 30 sec
  breather (which is incredibly long.)   Actually, you got a 30 frame
  breather -- a one second breather -- which was a bit too short.  Fixed
  the code to give you a 4 second breather, which seems about right.
* Improved the appearance of the jetpack guys.
* Fixed a problem with the drawing of the jet pilots.
* Now the jet pilots eject a lot faster, and so survive
  the ejection (don't get immediately shot) more frequently.
* Changed how sparks are drawn a bit to make exhaust of jetpacks
  look better.
* Changed how jetpack guys move to make them less robotic.
* Reduce ejection speed of jetpilots so that you can kind of see
  them and they don't seem to just come out of nowhere.
* updated version.h to 0.17

Sun Jun 22 09:23:32 CDT 2008
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Changes between version 0.15 and 0.16

* Added a confirmation screen when quitting, so you don't accidentally
  quit a game by a single keystroke/button press..
* Add apostrophe glyph
* Added asterisk glyph.
* Fixed bug that selecting 'Don't Quit' with the joystick tended to
  also put a quarter in.
* Make joystick selection of quit screen buttons use only the laser button.
  This is so that if a joystick button is mapped to quit, the button will
  not also select 'Don't Quit' almost immediately, making the quit screen
  rapidly appear and disappear.
* Now, if a joystick quit button is mapped, pressing it
  while in attract mode doesn't put in a quarter instead.
* Made quit screen work in high score screen, and also during
  between-level intermissions.
* Updated blimp messages to include the stuff you put at the front
  of GPL'ed source files.
* Fixed bug that negative scores would get counted as high scores.
* Fixed bug that an octopus killing itself by smashing into the ground
  would currupt the target list, crashing, or making things unshootable.
* When player is killed, now humans that he's carrying are dropped
  in a more random way.
* Fixed bug that keyboard input of high scores was not allowing enough time
  between keystrokes.
* Support .exrc file comments via " character, a la vi.
* Fixed a bug that the viewport could become unsynchronized from the player's
  y-position via contact with the ground.
* Make player's ship's exhaust behave a bit differently
  -- take y velocity into account.
* Improvements to makefile so "make install" doesn't always rebuild
  (Thanks to Seth Klein for this.)
* Fixed problem that if project made WITHAUDIO=no, compressed man page
  wasn't built (for no apparent reason.)  Thanks to Seth Klein for pointing
  this out.


Sun Jun 15 05:19:30 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.14 and 0.15

* Fixed bug that humanoids that were picked up by cron jobs no
  longer said "Help up here!" or "Help down here."
* Previous "fix" for the missing "up here!" "down here!" sounds had
  made it so that you could steal a humanoid from a cron job just by
  passing over them.  Fixed that.
* Added "--nomissilealarm" option, which suppresses the audio alarm
  you usually get when missiles lock on.
* Now, the '1' key toggles the missile alarm on/off.
* Now, the radar (if it's working) shows "MISSILE LOCK ON DETECTED" in red
  when a missile has locked on, so if the audio alarm is suppressed, there
  is still some warning.
* Changed color of gdb's missiles from magenta to red.  This is so that
  whan you shoot them, and magenta debris flies all around, the humanoids
  on the main screen, and on the radar, will be easier to see.
* Doubled the blink rate on the radar screen of the humanoids and the
  players ship.  Also, on the radar, the humans and player are represented
  by an x with a box around it.  It used to be, the x part didn't blink,
  only the box.  Now, the x and the surrounding box both blink.  This is
  to make the humans and player easier to see.
* Draw the 4 corners of the viewport on the radar screen
* Change mouse cursor to something more unobtrusive.
* Now, default options can be set via a config file: ~/.wordwarvi/.exrc
* Make .wordwarvi/.exrc file format more consitent with vi's .exrc format
* Now you can remap keyboard controls how you like via .exrc "map" command.
* Fix line counting of .exrc file, and allow shell style comments
* Fixed error in example .exrc file
* Added a couple more levels.
* Fixed bug that terrain roughness settings in level descriptors didn't
  actually take effect for any but the first level.
* Made the "attract mode" pick a random level instead of always using the
  first level.
* Now joystick controls are customizable via ~/.wordwarvi/.exrc file.
* Added a note about dealing with the lack of left/right/up/down joystick
  button customizability.
* Updated version.h

Sat Jun  7 21:48:01 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.13 and 0.14

* Fixed a horrible bug which made cron jobs unshootable.

Sat Jun  7 20:38:24 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.12 and 0.13

* Added "--retrogreen" option.  (Does exactly what it sounds like.)
* Updated usage message to include some new options which had been
  left out.
* Removed a couple debug printfs that had been accidentally left in.
* Fixed a bug that the intro screen would turn sound effects back on even
  after they had been manually switched off.
* removed unused variable sail_segment.
* Fixed usage message about "--nostarfield" option.
* Fixed a memory leak due to the old building data not being freed
  when a level begins.
* Got rid of a memory leak from the tentacle code (by simply
  making the tentacle segments a static array.)
* Added new enemy: jets.
* Fixed bug that smashing into the ground, or sides, or roof, could
  displace the player's ship relative to the edges of the screen,
  throwing the viewport off a bit.
* Improved y-axis viewport tracking.  The player is constrained
  to an area in the center of the viewport such that he can't get
  higher than 3/8ths of the way down the screen, nor lower than 5/8ths.
  When moving down, the viewport moves down faster, revealing more of
  what's below, and when moving up, the viewport moves up faster,
  revealing more of what's above.  Seems to work ok.  Also, eliminated
  gravity (used to be, if you slowed down, your ship sank down.
  This made the viewport code push the player up the screen which
  was a bit weird, so I took it out.
* Added more jets, and made them buzz closer to the player.
* Added --randomize and --randomseed options.
* Added (in debug code) a level warp option
* Added jetwash.ogg
* Added jet sound.
* Put in infrastructure for customizing the levels a bit rather than
  having them be 100% procedurally generated.  There's more levers and
  knobs to influence the procedural code now. (see levels.h).
* Fixed the bug that "Prepare to die!!!" would sometimes appear in
  the small font, rather than the big font (I think I fixed it anyway.)
* Added instructions in case people want to make their own levels.
* Fixed a bug in the tentacle placing code.
* Moved some constants out of wordwarvi.c which belonged in levels.h
* Changed the Ready/Set/Prepare to die!!! message so it tells you what
  level you're on.
* Fixed regression that ground color didn't change with each level.
* Make humanoids and player blink on the radar screen.
* Tweaking of levels
* Now, sometimes jets will crash instead of exploding when hit.


Sat May 24 03:48:04 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.11 and 0.12
* Fixed bug that we called g_threads_init() without first checking
  to see if it had already been called (it must not be called more than
  once.)  Apparently (some versions of?) portaudio call g_threads_init(),
  and on such systems, the program aborted.  Thanks to Hans de Goede for
  this fix.
* Made the --fullscreen option override the --height and --width option
  and just scale the graphics to fill the screen.  Fixed the problem that
  the window border was specified as 10 pixels, leaving a white border
  around the edges.  (There is still a thin white line at the top of the
  screen... don't know where that's coming from.)
* Deleted some unused button related stuff.
* Fixed white line at top of screen in fullscreen mode
  (Was due to box packing padding.)
* Now F11 key can be used to toggle between windowed and
  fullscreen mode.
* Now dynamic on-the-fly resize (shrink or expand freely
  in x and y dimensions) of window is allowed and re-scaling
  happens on the fly, and when in native resolution (800x600)
  the non-scaling line drawing/rectangle drawing functions
  are used.
* Added --joystick option to allow devices other than /dev/input/js0 to
  be used.

Tue May 20 06:20:09 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.10 and 0.11
* Put the pointers for linking together the target list directly in the game
  object structure, instead of having a separate target list node structure.
  This saves having to allocate/free the target list nodes.   Also forced me
  to notice, find, and fix some target list related bugs that were previously
  very hard to notice..
* Disable the kguns requiring more than 1 hit, too hard.
* Fixed the "editor now??? Where is your" bug.
* Removed debris from the target list.  This reduces the count of items
  on the target list significantly, with very little impact on the game.
  (bombs no longer shift debris around.  Big deal.)
* Added some debug code for the target list (shows target list length
  when DEBUG_TARGET_LIST is defined)
* Added highscoremusic.ogg
* Added a "high score" thingy.
* Fixed captial 'F' glyph, which was goofy looking.
* Added --fullscreen option
* Center high score in the high score screen.
* Added --nomusic option (mainly for the memory savings, as
  music could already be turned off with 'm' key.  --nomusic
  causes the .ogg files for music not to even be decoded into
  memory.)

Sun May 11 20:59:10 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.09 and 0.10

* Credit Michael Smith (xiph.org) for my hacked version of
  oggdec.c (ogg_to_pcm.c)
* Added a little easter egg worth a million bonus points.
* Changed type of variable needing to hold seconds since long ago to
  and unsigned long long, instead of an int.
* Fixed bug that if an invalid sound device was specified via --sounddevice
  option, a segfault resulted.
* Fixed problem that the ogg decoding stuff broke WITHAUDIO=no
* Remove reference to libsndfile
* Added omitted file "zzzt.ogg" to the list of files in Attribution.txt.
* Corrected minor grammar errors
* Removed mention of freesound, since no files from freesound
  are used any more.
* Mention vorbiscomment -l.
* Fixed bug that sometimes humanoids in the midst of falling
  would suddenly and instantly appear on the ground.  Problem
  was the humanoid_move function was calling find_ground_level()
  to figure out the y value of the terrain underneath the humanoid,
  and trying to see if that function failed by checking its return
  value against -1.  Problem is, -1 is a perfectly valid y value for
  terrain to have.  Should have been checking against GROUND_OOPS.
* Now the guns exhibit recoil.
* Fixed the recoil motion, which was sort of backwards.
* Added --blueprint rendering option.
* Tremendously improved keyboard support
* Improved keyboard support a bit more, I think.
* Added some debug code to debug the target list
* Added a new weapon for the player -- he gets 3 gravity bombs.
  Not sure it's a good idea, but it's in for now..
* fixed type-punned pointer warning in pcm_to_ogg call.
* Now gravity bombs fall more slowly, get more air.
* Rockets and gdbs are awakened by gravity bombs, so they
  aren't left hanging in space.
* rockets smashed into the ground by gravity bombs get destroyed.
* commented out 'n' and 'i' keys -- they are supposed to be for debugging.
* Now guns do not lead the player in y direction, only x.  This
  eliminates weird "bobbing" behavior.
* Elminated some unused code left over from the old flak guns.
* Make bullets from cron jobs a little brighter, easier to see.
* Try to make the gravity bomb look slightly cooler
* Make octo-virus heads a little bit bigger.
* Made cron jobs look a tiny bit better.
* Made humanoids ride along with their carriers in
  a bit better relative position
* When in pause mode, pause the sound too.
* When in pause mode, the radar screen displays "Time warp activated."
  like Parsec, on the ti99/4a.
* Document --blueprint option
* Fix warning about type-punned pointer (again)
* Put in infrastructure so that Now enemies can conceivably take
  more than one hit to kill.
* Cleaned up the scoring and kill tally code a bit.
* added gravity_bomb.ogg
* Added sound for gravity bomb
* Moved "attract mode" autopilot stuff into its own function
* Added insane intro "Destiny Face Down."

Sat May  3 18:46:16 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.08 and 0.09

* Removed unused code (old_kgun_draw function.)
* Fixed a longstanding bug that the vxy_2_dxy array had wrong
  values when x index == 0 (was wrong sign in y value.)
  (That is what caused the guns to be drawn, and to shoot in
  the wrong direction (down instead of up, and vice versa) if
  player->x == gun->x.  IN that case, dx == 0, and the wrong
  value for y came out of vxy_2_dxy.
* Refined gun aiming to compare dy to 20, rather than 0, as
  the gun's center is at y + 20.
* Removed dependency on libsndfile, added dependency on libvorbisfile.
  Removed dependency on oggdec (by including hunks of code from oggdec).
  (Now it decodes the ogg files itself at run time.)

Fri May  2 18:03:39 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.07 and 0.08

* Fixed very minor bug in draw_spark() function.
* When drawing stars, optimize the method by which it is
  determined whether the star is above or below the horizon.
* Make it so buildings are not so prone to being "underground" on steep
  terrain, and make them taller, on average.
* Added "kernel defense guns"
* Fix bug that portaudio can seemingly sometimes report > 0 sound devices,
  yet report the default device as -1, which caused seg fault.
* Revert accidental lowering of default frame rate.
* Fixed my previous "fix" for the sound core dump... still untested.
* Undo botched frame rate *again*.   D'oh.
* Fix bug that passing an unknown option on the command line caused a segfault.
* Bump up gcc optimization level to -O3
* Put the kernel guns dangling from trusses which can be shot apart.
* Make falling kernel guns act like bombs (explode on impact).
* Made kernel guns look really bad ass.
* The kernel guns were making the ground-based guns look bad,
  so, reused the kernel guns for the ground based guns.
* Remove debug message.

Tue Apr 29 09:05:23 CDT 2008
-------------------------------------------------------------------------------
Changes between version 0.06 and 0.07

* Made drawing of sparks sligtly more efficient (assuming compiler
  didn't already do those optimizations.)
* Changed how laserbolts from "flak guns" are drawn.
* Rearranged the dashboard, got rid of obtrusive stuff at top of screen.
* Now blimps shoot laser bolts at you.
* Fixed (i think) problem with text overlays caused by
  previous commit (rearranging the dashboard).
* mkdir the man page directory
* added "aaaah_it_burns.ogg"
* Humanoids are now incinerated when they get dropped into the volcano.
* As a fun experiment, put in infrastructure to allow entire game's
  display coordinates to be remapped arbitrarily (e.g. spin the
  whole display, make it disappear into space, like the words at the
  beginning of Star Wars, map it onto the side of a spinning cube...
  whatever.  Not very useful, but kind of interesting.
* Don't put things near the volcano
* Get rid of the silly mappaple draw line routine -- too
  expensive cpu-wise.
* added --brightsparks option to control how sparks are rendered.
* Make the lightning which the tentacles shoot out more glow-y.
* Make the lightning do damage to the player.
* Make the tentacles killable (by bombs, not lasers though.)
* Limit amount of thunder played.
* Increase chance and distance of lightning discharge.
* Added low priority sound function which only adds the sound if at least 5
  slots for sound are free.  This is used for the sounds which falling debris
  makes on hitting the ground.  Reasoning is, whenever there is falling
  debris, there is a lot of it, so a lot of sound slots are used up,
  sometimes all of them, which would make other sounds (explosions)
  fail to be added to the sound list.  Nobody's going to notice if a few
  falling rocks fail to make the falling rock impact sounds -- hell you
  can barely tell the video and audio are correlated -- though they are
  -- in this area.  So just give those sounds a low priority and reserve
  5 empty slots that they cannot use, so they'll be open to other things.
* Added --width and --height options to allow game to be scaled.
* Added --framerate command line option.
* Added worms.
* Made tentacles thicker.
* Now when you shoot the worms, they split in half,
  becomng two smaller worms.
* Made worms color independent of one another, and, psychedelically rainbow.
* Prevent worms from going underground
* Made worms tapered on the ends.
* Made worms harm the player, if touched.
* Made worms follow the player, if he comes close
* Made worms move a bit less erratically
* Added "zzzt!" sound effect when worms touch player
* Fixed bug that initially, there were WAY too many blimps.
  (bad initialization of the "level" structure.)
* Improved the appearance of the dumb rockets.
* Added the notion of "airship pressure."  When you shoot the blimps, they
  become hyper-pressurized, and kind of get fat with pressure and leak lisp
  code at an accelerated rate.
* When blimps explode, they throw debris, and make a sound.
* Reduced number of blimps and worms to something sensible.
* Prevent core dump if portaudio finds zero sound devices.
* Optimized finding of ground level in bridge_move function.
* Fixed a bug that debris didn't always stop moving when it was
  supposed to.
* Corrected an error in the debris bouncing algorithm.
* Fixed bug that debris became immortal.
* Calculate all the slopes of all the terrain segments ahead of time
  rather than each time we need them.
* Removed unused variables.
* Fixed up drawings of flak guns.
* Fixed a pernicious bug in the audio playback code.  (Was cycling through
  NCLIPS audio queues when there were only MAX_CONCURRENT_SOUNDS audio
  queues.)
* Added a starfield.
* Made the octo-viruses shoot lightning half-as often -- they were too hard
  (probably still are.)
* Added --nostarfield option.
* Made gdb's look a bit better
* Edited vocal sounds to make them sound like radio tranmissions.

Fri Apr 11 09:09:04 CDT 2008
-------------------------------------------------------------------------------

Changes between version 0.05 and 0.06
* Now lasers look a bit cooler
* Humanoids drop a little slower... easier to catch in midair.
* Fixed a couple of compiler warnings.
* Cleaned up the "intermission" screen between levels
* fixed bug that bonus points didn't actually apply to your score.
* Give player 1000 pt bonus for catching guys in midair.
* Make sure the humanoids don't say anything while falling
  (too busy screaming).
* Fixed a bug that add_bullet didn't set o->v to
  point to the bullet's drawing vectors.
  Sometimes (why not always????) causing a crash.
  Thanks to Hans de Goede for this patch.
* Added "install" target to makefile, and made program look in a sensible
  place for sound files if installed.  Thanks to Hans de Goede for this
  patch.
* Fixed a bug that the radar jammers could be subverted just by flying
  really high.
* Added dtox3monomix.ogg, which I'd accidentally left out.
* Allow "quarters" to be put in with the joystick buttons.
* Added "uninstall" target to Makefile
* Included man page in tarball
* "install" target installs man page now.
* Improved the way GDB's fly around.

Tue Apr  8 09:23:50 CDT 2008
-------------------------------------------------------------------------------

Changes between version 0.04 and 0.05
* Added a new volcano eruption sound.
* Replaced all CC Sampling 1.0 licensed sound files from freesound
  with sound files of my own devising, licensed under CC Attribution-Share
  Alike 3.0.

-------------------------------------------------------------------------------
Wed Mar 12 07:17:15 CST 2008
Changes between version 0.03 and 0.04:

* Added radar jamming stations.
* Made drawing of sparks a bit more efficient
* Fix compiler warnings, turn on optimization in make file
* Calculate frame rate
* Tighten up test to avoid drawing things off screen.
Log:
* Got rid of the floating point calculations in the random number generation
  in the "real time" areas of the code.
* Speeded up the object allocator
* Factored out code to choose initial locations of objects
* Set clipping rectangle for drawing area (I think this gets
  rid of some weird things that happen with gdk_draw_line with
  segments that go out of bounds.)
* Removed unused old debris making code which was superceded by
  the new code.
* Added a black and white mode, just for the hell of it.
* Setup to replace gdk_draw_line with whatever I want
* Changed the behavior of fuel tanks on the ground.  Now, instead of bombing
  the fuel tanks to repair damage, you hover over them, and suck out fuel,
  which powers your sheilds.  This makes a hell of a lot more sense than
  somehow getting damage repaired by bombing fuel tanks, a concept which
  I've always hated, but put in out of laziness, and trying to make the game
  work a bit better.  This change really affects the game play, because it's
  no longer a good strategy to just sort of randomly carpet bomb, as you'll
  destroy your fuel source.  Not sure if it's better or worse game play.
  Will have to live with this for awhile and see.
* Now the blimp has scrolling messages on its side.  :-D
* Made flaming debris bounce around a bit when it hits the ground.
* Now, press 'n' to go immediately to next humanoid.  (for debugging only).
* Made the player's ship interact with the ground a bit better (got rid of
  vibrating).
* Added support for joysticks.  Doesn't really work very well though.
  Not sure this game is suited to using a joystick, but it if is, my
  code needs considerable tweaking, I think.
* Try two stick joystick control... not much better, meh.
* Increase number of "cron jobs"
* Increase refueling rate to jack up the action factor a bit
  (not sitting around on fuel tanks waiting to refuel so much)
* Added a lot of comments.
* Fixed Makefile problem that wordwarvi wasn't set to depend on joystick.o
* Now ground color changes each time you advance a level.
* Added a big volcano
* Reduced the bounciness of debris... looked a little too bouncy.
* Made the rockets slightly less predictable.  They're still pretty lame.
* I think I made the joystick controls a bit better.
* Fixed bug that you could snatch a human right from a cron job
  just by running over him.
* Improved appearance of humanoids.
* Fixed bug that humans x velocity was not inherited from their
  abductor when their abductor was shot.
* Now the cron jobs pick up the humans then drop them into the
  volcano.
* Fixed bug, uninitialized variabe.  Occasionally made blimps shoot out
  too many missiles, I think.
* Ship is now damaged by volcano's corrosive atmosphere.
* Radar warns of corrosive atmosphere.
* Fixed a bug that prevented humans from being picked up by the player.
* Made humans line up under player's ship a bit more sensibly.
* Made the missiles which gdb's fire shorter, and ablt to turn faster
  and accellerate faster.
* Prevent the "Ow! My spine!" sound from playing more than once per 3 seconds.
* Put Bill Gates' state of the art warship inside a WINE bottle.
* Added --version option.
* Updated man page
* Updated copyright notices.
* Make the .swp files scream when the cron jobs drop them into the
  caldera of Mount /dev/null.
* Now, when debris hits the ground and bounces, it makes a sound.

Changelog begins after version 0.03
-------------------------------------------------------------------------------

