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ChangeLog
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$Id: ChangeLog,v 1.137 2015/07/10 21:59:37 steffen Exp $
10.07.2015: serval patches from Peter Spiess-Knafl applied
- changed: enter key on the numpad works now also in menus
- fixed: spelling
- deleted: inline calls and changed configure.ac file to newser version,
also Werror and Wall flag is now set at the end of configure.ac
- fixed: segfault within paket handling, ct_pkg is not checked for NULL
also the check for invalid playernumber could cause a segfault.
28.03.2015:
- fixed: buffer overflow in send_mapinfo, found by sourceforge user whiteduck.
snprintf is now used.
- code cleanup: compiling should work now without any warnings.
Version 0.11.9
==============
- changed: opengamecache had to move to my own server. New address: ogc.gulpe.de:11111
- fixed: on certain networks, recvfrom hasen't returned. Even select
returns with data aviable recvfrom got stuck because of no data.
Added MSG_DONTWAIT here as flag. (only on linux)
- fixed: counter pkg_lastid became > 32767 almost messages are lost
in cache managment
patch from: Michel Bernay
- fixed: bug with selecting a player gfx.
- got a big patch file from Michel Bernay which fixes:
fixed: bug about compute points of the winner in multiplayer mode
fixed: bug for server for computing point (Suppress all process in
reception of playerdata)
fixed: bug in cache managment (lot of messages lost by function
rscachedel)
added: function to find who player is owner of explosion to compute
the killer
added: function in debug for display player statistics
changed: display points on general menu
changed: scorring now a unique players wins a round add 1 point
(bonus for victory) and numer of player killed by thge
winner
- Added Warning if a game get startet with only one player selected
Patch send in by: Carles Pina i Estany
- Added Joystick support - Patch send in by: Patrick Kirsch
Chenges i made to the patch: I open only once the joystick device.
Since after the patch the joystick got opened a few times without
closing it again. The setupmenu will display now the number of the
button which is selected for the function.
- Fixed BUG found by Lars Poeschel
One player could join without problems and if a second player joined
this network game, the server crashed in do_contest() accessing
illegal memory. The problem is that a contest packet is received with
to -1 and from 1. Then in the line
players[ct_pkg->to].net.flags &= (0xFF - NETF_firewall);
obviously illegal memory is accessed.
Fixed the check of the to parameter from the contest packet. The
server ignores now a to value of -1.
Version 0.11.8
================
14.12.2007
- Changed Docdir to $prefix/share/doc (Felipe Rafailov)
- Added some more resolutions. (requested by some users)
- Fixed BUG shown in: http://bugzilla.novell.com/show_bug.cgi?id=242031
(patch from: Petr Gajdos)
In network game i wanted to use all the time a different bomb
instead of the first free aviable. In the code i forgot to modify
some values. This patch should fix it now.
(player.c:player_findfreebomb) changed i to nr.
- Fixed some drawing issues with flying bombs.
- The last special item use was lost on clients in a network game.
special.use (was reset during special_clean)
special.clean variable added to save the cleaning state.
tested and works.
- Fixed: kicked bombs can travel in time. (map.bfield was set too early)
rewrote full bomb kicked system.
- Fixed: compile warning: packets.c(635): error #592: variable "s_mod" is
used before its value is set (reported by: David Binderman)
- Fixed: Special settings will be saved into the config file.
- Changed: all data will have thier own Makefile. So "make install" and
"make dist" won't copy the CVS dirs.
- Fixed: Second Player Problem
this fix includes that if a second player was used the game got somehow
very instable, because there have been no reset of all the game data.
playerselection works now much better. There have been problems with
some keys for the second player.
- Fixed: problem on slow networks with the loop that the selected player
gfx gots selected and deselected. (infinite loop on the network)
- Fixed: problem with overwriting the servers address on clients.
problem only seen on server who gets connected from two differen ip
addresses.
Version 0.11.7
==============
2006-08-15
- Added: BomberClone Icon to the bomberclone win32 binary.
- Added: resolution 1280x800
- Testing: Security Problems found by Luigi Auriemma
Bugs: A] memcpy crash in rscache_add
B] information disclosure in send_pkg
C] simple error message termination
for more informations look here:
http://aluigi.altervista.org/adv/bcloneboom-adv.txt
Solutions to
A) rewrote the whole resend cache system, also send_mapinfo needed a
bad workaround for a bug i couldn't find out. (to disable the workaround
use ./configure CFLAGS=-DBUG_MAPINFO)
B) made sure that the size of a packet is set right before send over
the network. Found only the function (do_gameinfo) where something
like this occured.
do_pkg will also check the size of the incoming packet with the
p->h.len value.
C) accept the error packets only from the server of a game. Since only the
server will send such type of packets.
- Fixed: Security Problem found by Stefan Cornelius.
For more information look here:
https://lists.uni-koeln.de/pipermail/sec-info/Week-of-Mon-20060313/006561.html
- Added: "more random" by Patrik Nilsson:
This map type is just a hacked version of "autogenerated",
and is as the name tells more random. Since both block,
rock and nothing are placed randomly inside the border.
- Fixed: High CPU usage in menus.
This fix was made by Chris E..
- Fixed: Bug with more as 8 diffrent player graphics.
The window size hasen't changed if there where more as
8 different player graphics to choose from.
- Removed the Dedicated Server Support from the game.
The whole bomberclone game is not desinged for a dedicated
server. The test shown that the whole game would have to
be rewritten. Also that the host can leave the game would
not work no more.
Version 0.11.6.2
- Client network player could die two times in a game.
After receiving the playerdata packet from a client did the
server first the player_set_gfx routine first. Which send a
playerid packet with a alife player back.
Changed: player_set_gfx routine will be called after setting
the state of a player.
Also do_playerid will check if the game is not running
or the player is still alife to set this value.
- Dedicated server support (only testing).
- Fixed do_quit and send_quit.
- Fixed number of players in running games was always
set to 0.
Version 0.11.6.1
- Display the number of players for each listed network game.
- Ghost Player added.
- Playername will not overlapped by the player gfx anymore.
- Added menuswitch to enable/disable broadcast requests.
Version 0.11.6
==============
2005-03-27
- Fixed: pkg_resendcache, no right calaculation for the size of
the saved packet.
- Changed: Version number and the ping time to each game
(ver 0.11.6 or later) of network games will show up.
- Added: Parameter -gamename to set the games name from the
command line.
- Added: Network Join will find Local games without OGC.
Broadcasted UDP Packets will be send to find games.
2005-02-20
- Fixed: Network Player died in a game. All network
players will controll thier own dead. (needed on slow networks)
- Added: 1600x1280 Resolution
2005-01-30
- Fixed: Makefile.am in datadir. Pixmap for the icon
was not installed.
2004-12-27
- Fixed: moving and liquid bombs where not working right.
we checked the wrong map.bfield value.
Version 0.11.5
==============
2004-12-26
- Fixed: Multiplayer more as three players could not play.
There was a bug in the automatic firewall detection.
- Added: Show a simple information of what keys are used in
the multiplayer screen.
- Chagned: In Singleplayer you can select now 0 AI Players.
- Fixed: Teamdata (as Names and Colors) will be send over the network.
- Fixed: udp_send: bad file error fixed, in single mode we was
still sending the quit information to all clients.
- Fixed: Alot other strange network bugs. I.e. the rejoin part
and that the server can leave part was not right.
Version 0.11.4
==============
2004-12-12
- Fixed: Teamdata wasn't send right, net_send_playerid changed,
send_playerdata and do_playerdata fixed.
- Fixed: Problems with the second local player join and
leaving. Also the second local player won't get
informations which the first local player already had.
- Bombs will not explode right on slow computers.. it
seems they jump one field to far.
fixed: rewrote part of the do_explosion stuff and
part of the explosion_restore function. Explosion
was growing on slow PC more as one field per cycle.
- AI: Player die on a slow computer because they move more
as 1 Field. This might be also the problem Acidjnk told
me about.
Variable dir_change added so we won't have
anymore so many suicides.
little more work on the AI, there are still some kind of
problems. Maybe i'll rewrite the whole AI again.
- fixed: Server starts the game soo fast that the
client's ignore the gamestat for a running game.
Check if all players are ready.
- Makefile.am in include and data changed so make dist will
work fine as well as make install won't install anymore
all the useless *.h files.
- the firewall flag will be enabled and disabled automaticly.
Datapacket PKG_contest created to make it possible to work.
- only players who are in the game will be able to send
gamedata related packets to the game. (do_pkg() changed)
- fixed: AI won't have anymore so many suicide deaths.
- New Team menu Handling.
- changed: Playermenu (F2 in the Playerselection screen).
You will see some details about the other players and
you can go to the teammenu from here.
- fixed: udp_send:: Invalid argument Error Message
net_game_send_delplayer had a problem with the second
local player.
- changed: Chat Mode will always keep active if there is
only one player on one computer. If there are two player
we have to press F5 to activate the chatwindow.
- fixed: Quit Game wasn't working from the in game menu
- fixed: Network Version Error. There is no
possible Escape.
- fixed: Single Player Menu there was no ESC key working
- fixed: Player Selection Screen (single player)
ESC key wasn't working and also closing the program
haven't worked.
Version 0.11.3
==============
2004-06-15
- ingame menus, like the "Quit Game" question,
and a End Round menu.
- menuhandling changed some internal things,
so it is possible to create more menus at the time.
it is possible to write own menuloops.
(this is used in the new playerselection screen and
playermenu screen.)
- new playerselectionscreen, needed because of the second
local player.
- password protection for own games so they can be
listed, on the OGC but only people with the password
will be able to join.
- userdefined keyboad settings. read the file
src/keyb.c for the current keyboard settings.
- Added: the server can now kick players from the game
- Added: programm parameters for automatic joining/hosting
a game, using ogc, port configuation and debug mode.
for more informations use the parameter "-help".
- Fixed: respawning of the player will continue and
finish when we go into Hurry Mode.
- Fixed: bombs will start ticking when another special
is taken or the player died.
- Fixed: statusbar will forced to update if a player
finished respawning.
- Fixed: number of items which have been dropped. If not
all items could been set a debug message will be printed
into the console or stdout.txt.
- Fixed: items can not anymore droped on bombs.
- Fixes the issue of it making incorrect assumptions
about the initial range of bombs and placing players in
unsafe positions. by dcdillion
Version 0.11.2
==============
2004-02-08
- Fixed: forgot to put the Message F4 to start the game
into the playerselection screen. I put this only into the
Gamescreen right before the game starts. Added even the
F4 Button into the Help Screen.
- Fixed: DropItems haven't been resetted on dropping items.
- Fixed: Firewall Flag wasn't set right on all clients for the
players. The same with the pkg_fwd routine i not only needed
packets to the other clients. I send even some Serveronly
packets.
- Fixed: Redraw Menuitems only if changes were made.
- Fixed: Logo is now shown after change of resolution.
- Fixed: Bombtickingtime could not be read from the config
file.
- Fixed: If you select "Host a Netgame" nothing happened if
firewall was enabled. Now a error message is displayed.
- Fixed: Chat input in multiplayer wait menu is now smoother.
- Changed: Download-Screen shows now a progress bar.
Additionally, every player can now see the download
progress of all other players.
- Fixed: Single Lost Fire on the field will be put now in
the animation list now which will check an decrease the
ex[*].count value as long as no specialy explosion was
found.
- Fixed/Added: display messages enabled again (after disabling
for changing the menu style with version 0.11.0)
- Changed: new player position placement, that works much
better as the old version (coded by dcdillon)
- Changed: if no human players are left the game will end
- Added: Manual Section into the Game. And the MENU_image
element to show some graphic in the menus.
- Changed: Games with only AI Players left will end. As a
draw game. So it won't get borring to keep watching the
ai players.
Version 0.11.1
==============
2004-02-01
- Added: Deathmatch mode.
- Added: Kick Bombs special
- Fixed: Network initialization at quit removed
- Fixed: packets.c: do/send_playermove tunnelto wasn't
converted into network arch.
- Fixed: packets.h: pkg_playermove speed changed to Sint16
- Fixed: gfxpixelimage.c colors on bigendian Systems Red
and Blue mask was switched
- Fixed: network.h: NET_CANSEND fixed, didn't checked right
for the server
- Fixed: crash if no tileset was selected in the selection
menu. (error was in menu.c:menu_dir_select)
- Fixed: (Network) three more stones will be restored if a new
bombdata packet reaches the player.
- Changed all Images to PNG. From now on there is alpha blending
supported too.
- Added: Game Setting start_bombs, start_range, start_bombs and
bomb_tickingtime.
- Added: Drop Items On Death element. You can collect now
your opponents items if he died.
- Fixed: Missing "Press F4 to Start" Screen Text in Multiplayer
- Fixed: Networking over IPv6 had a little network init problem
- Fixed: Crash on Hosting games with OGC enabled and no internet
connection
- Fixed: player_move had a problem with the speed of the player
on slow systems.
- Fixed: Major networking and packet handling problem. inpkg_check
fixed, strange crash fixed was reading from players[addr->pl_nr].*
where addr->pl_nr was set to -1. Function inpkg_delplayer added
so all inconig indexdata for double packets can be deleted. This
made a big problem when someone disconnected and tryed to rejoin
Version 0.11.0
==============
2004-01-06
- Added Programm options to the game. For more information
run BomberClone with -help.
- Compiler Flag added for disabling debuging. Compiler
Flags -ggdb and -O0 won'T be set no more.
./configure --disable-debug
- Added smal help screen in the multiplayer selection
screen.
- Fixed: If the player is move on a field where is
currently an explosion then will the player die.
- wrote new OpenGameCache Server for this game and
other games. This server is working almost the same
way as BCMServ did. Except that there is no
Broadcasted chat for now (but i will enable this
soon again).
OGC Link:
http://bomberclone.sourceforge.net/OpenGameCache/
- Menuhandling complete rewritten and changed.
GUI created for menus: lists, buttons, check boxes
labels and other things created.
-new menugraphics made by DJ Mirage.
-mapmenu written by Patty
-the bad response form the game to users action
should be fixed.
- FullScreen switching from within the game
by pressing (F8 Works for some Reason only
in Linux)
- Changed part of the Networkhandling to detect who
is the Game Server.
- AI Players can join network games.
- Changed all positions and framenumbers to float.
Together with this i can drop the hard 20ms
gameloop limitation. So the game will be able to
run on slower systems and compare the loss of
frames.
- some more music tracks added to the game.
DJ Mirage made a page where people could
upload some songs.
- BomberClone music file "cinderella_clown.mod"
thanks to Psycho (http://www.moods.2xs.de/)
Version 0.10.1
==============
2003-09-13
- accepted Solaris, .cvsignore and bzero patch
Patch from pak21 (https://sourceforge.net/users/pak21/)
- BomberCloneMServ will have even a playerlist of
a game, so you will know who have joined a game.
- added big endian support, so non intel-style
computers will be able to play over the network
now too.
- added liquid and moving bombs special.
- timer options, for how long the game will go.
- added tunnels to the game so player can go through.
PKG_playermove changed and PGK_tunneldata added
- the first music file added to the game made by
Digital_D <[email protected]>
the music files will be played out of the music
directory randomly
- chat windows size will be bigger in multiplayer
games and in single games the space for the chat
window is used for the gamefield size.
Version 0.10.0
==============
2003-07-27
- Added: two ways the game can end now. the old Bomberman
style with getting the size of the gamefield down and
another one with putting in the game alot of powerups.
the game even has a timeout of 10 minutes + the
2 minutes of the end game sequence.
- Makefile.am fixed in the data direktory. Added
${prefix}/ and changed @PREFIX_PACKAGE_DATA_DIR@ to
@NO_PREFIX_PACKAGE_DATA_DIR@ . So debian packages
can be generated easyly soon.
- GFX: scaling routine speeded up a little bit. Using inline
functions and much less "switch case".
- TekKRat made two new players, the first two
tilesets with the pseudo 3D effect
(64x96 pixel tileset) and another tileset.
(cemetery, sheep, hell and farm)
- caccola made another Tileset (supermario)
- Added: Switch to enable/disable broadcasted chats.
So the confusing will stop why there are unknown people
talking. You can enable it in the Network Options.
- Fixed: chat_findfreeline, there was a bug in the
source and destination of copying the chatlines.
Thats why the chat got mixed up after 255 lines.
- Added: maps have more options to set and it will be
displayed in the multiplayer menu, this options can be
saved for every map seperated.
- GFX: source cleanup. Player will now drawn in order they
stay tileset will change we can support 64x64pixel size
and 64x92pixel size tilesets no sdl_blit* calls from
game_loop for the game gfx.. working on a new engine with
sorting the tiles and update rects.
The new size tilesets filenames are block96.bmp for the
block.bmp file stone96.bmp for the stone.bmp file. If in
one directory are two files one stone.bmp and ston96.bmp
the game will always take the stone.bmp file.
Version 0.9.9
=============
2003-07-13: fix2
- special trigger over, all trigger bombs have to be
set to normal bombs with max timeout 5 sec
- pushing bombs and wrong directin illness
- fixed: remove network flag from disconected players
so we won't send data to players in the game which
have already disconnected
- fixed: player_findfreebomb
- trigger bomb + bomblaying illness have
let explode always a bomb at your place.
- sometimes you can drop more bombs as
allowed if you have to row-special
2003-06-21: fix1
- fixed: bombs can only dropped on an empty field. Bug
came with version 0.9.9
- the last bomb who explode from a player won't anymore be
used right away. We only use it if there is no other bomb
free.
- bfield fixed on incoming bombdata packets
- network packet timeout set down to 400ms
- screen clipping of gfx_AddUpdateRect
- draw_field, draw_player and restore player function fixed,
problems with position on the field is greater as the
fieldsize. (SDL BadValue)
2003-06-12
- PowerUps will be painted diffrent now. Depend
on what it is.
- Chat Input Box won't be deleted if a game is over or
is going to start
- New Font Drawing enginge, so we can draw in with
diffrent fonts and colors.
- Network Option added for people who are playing
behind a firewall. Portforwarding should not anymore
needed. Except you want to open a game.
- Added Sound Support (thanks to Henrik Enqvist for
the help and the sound files.)
- Added new special powerups (Patty)
- Fixed make install, so the source will be able to
install correctly now with the data packages
- AI Players are working now
Version 0.9.8
=============
2003-05-12
- Added: a new powerup and two new illnesses. (Patty)
- Fixed: the gfx engine will not anymore take too much
CPU usage (Patty)
- Changed: the Background Fields can now have a bigger
texture, size 1x1 (64x64), 2x2(128x128), 3x3...
- Changed: You can now change the map settings even in the
Player selection menu. (kitutou)
- Added: tileset support with random tileset selection
thanks to (thaphool) for the jungle tileset
- Added: loadable maps. (ob1kenewb)
with random map selection (kitutou)
- Changed: now the send packet option will be set for every
player directly, so if a slow player joins, it should not
anymore slow down the whole network game.
- Fixed: disconnected player are not anymore shown in the
Player Selection screen.
- Fixed/Add: first support for international keyboards, so the
shift key will work. thanks to (ob1kenewb) !
- Fixed: SuSe could not compile the game right.
#include <sys/time.h> was needed. not only <time.h>
- Fixed: Problem if the Server Quit.. the game haven't stopped
The whole network situation within the game got mixed up
Version 0.9.7
=============
2003-04-27
- Fixed: Problem when the server leaves the game. Got the
MasterServer a message that all the clients have opened a game.
- Added: You can now choose between 16, 24 and 32 bits per pixel.
- Fixed: PI_bomb illness.
- Changed the way of how the speed gets increased.
Version 0.9.6
=============
2003-04-23
- better handling with the masterserver menu. If you want to join
a game you don't need anymore to refresh the list.
Because the game will get some updates from the MasterServer.
- You can finaly get more as only one illness. And you can get the
Ill now from another player.
- Some work in the menu.
- In the game you will see now the little Player Graphic left from
the name. It will help you to see who is who in the game.
- Fixed Problem with PI_keys Illness. (that the one with the mixed
up keys)
Version 0.9.5
=============
2003-04-13
- Add: Chatting you are able to chat now.. it's connecting all
running games together into the chat. You will see Chats who
are not from your server beginning with BC: or IRC: depends
who this message come from.
- Better Graphics
- Better Network, the option for how many packets will be send
is chaning within the game. Depends on how much packets timed
out.
4) 2003-04-06
- You can no join into running games.
- Fixed some network bugs. Which had to do with joining and
leaving running games
0-3) 2003-03-29
- internal change for the positions on the field to 16bit.
player moves smother now.
- diffrent screen resolutions
- random player start positions
- the size of the field can be changed
- playergraphic is better now.
- menus are diffrent now.
- configuration is saved in a special file.
on linux $HOME/.bomberclone.cfg
on windows bomberclone.cfg
Version 0.8
===========
0-2) 2003-03-15
- Added two more Powerups (diffrent speeds, and ilness)
- Fixed some problems with the bombes which didn't wanted
to explode.
- Debug-Messages can now be switched off.
this improve the speed in the game on slow computers.
Version 0.7
===========
1) 2003-03-06
- Master GameServer Support, So everyone will see
running games. You don't need to deal anymore with the
Servernames.
- GFX: New Playerfile now we have three diffrent Players
Version 0.6
===========
12) 2003-02-27
- Fixed: The ServerMode Packet will be send with the PKGF_ackreq Flag.
Because sometimes the clients haven't got the packet. And couldn't play
in the game.
- Fixed: Single Player Problem after trying to open a Multiplayer server
is the Single Player mode not working right.. the Player could not die.
- Fixed: Multiplayer, the game was counting the poinbts wrong and there
was always a winner marked even if everybody died.
11) 2003-02-24
- Fixed: bombs which are exploding more times on slow networks.
I had some little misstake in the inpkg_check function.
- I am sending now only needed packages, moving packages will be
only every second time maybe every third time. The user is able
to choose how often the package should be send.
- Finaly there is a playerstatistic in the end of the game.
It will hold the points and who have won the game.
- The game is not ending right there where the last player died.
I put a timeout in the game of 5 seconds. So the last few bombs
will explode.
- pkg_error: will be shown on the screen.
- version controll: old bomberclone versions will be ignored and
they get a error message back.
10) 2003-02-21
- Some work on the Network Protocoll, because there are
still some problems with sending the Data
Version 0.5
===========
9) 2003-02-14
- In Multiplayergames, only the Server will let the
Bombs explode. Manny tests have shown that this
is the best way to prevent some difficults in the
game with the field, bomb and explosion data.
- code optimized in working with struct _sockaddr
because sockaddr_in6 is larger as sockaddr which is
usualy used for all/the most type of network
connection.
5-8) 2003-02-13
- i made some experiments with sending bomb information
and field information over the network.
- created a inpkg_index to check for incoming packets
which we have already got.
4) 2003-02-12
- bomb explosion will be send over the network
3) 2003-02-12
- Better Network Handling
Check for important packages (pkg_field, pkg_bomb)
and send them again. Created a resend_cache.
- Windows: i put now WSAStartup and WASCleanup in the
network_init and network_shutdown function. Windows
User should now able to join more times games without
restarting the game.
- MSVC: moved the function "explosion_check_field"
in file bomb.c out of the function "do_explosion"
and the function "check_field" in file player.c
out of the function "move_player". The same i
have done with "draw_netupdatestate" and
"wait_draw_select". Because MSVC had some
problems with function in function declaration.
Version 0.4
===========
2) 2003-02-11:
- if the server don't reply after a while we will
get back in the join menu.
1) 2003-02-10:
- mouse cursor is not anymore on the windows/screen.
- Fixed: Bomb Under Player Bug
- Build Number is now included.
It will show up in the Main Menu.
2003-02-07:
- Save every sockaddr in the in_pl struct so we don't have to look up
them again and again
- Making changes in the Data Download Sequence.
- Chaning the Network Protocol from TCP to UDP. And putting
everything inside what is needed for a basic work.
- Linux supports IPv6 and IPv4, you can choose it in the settings
- I have got the first animated player for the game.
I hope the next will follow soon.
Version 0.3
===========
- First Try to Compile everything on Windows and Linux.
- Network doesn't work fine with more as two Players and a Windows Client
It works only with more as two players on Linux Systems.
Version 0.2
===========
- Added functions for animations.
- Network Support does now work somehow on Linux
Version 0.1
===========
- You can finally move your player
the bombs are exploding.
- Basic Graphics, just some experiments within the game