ALE Clone isn't any longer, we are FreeCraft.
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<!--
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---- $Id$
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-->
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<HTML><HEAD>
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<TITLE>The ALE Clone Version 1.16.1</TITLE>
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</HEAD>
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<BODY>
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<H1>ALE Clone Version 1.16.1</H1>
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<HR><PRE WIDTH=80>
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___________ _________ _____ __
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\_ _____/______ ____ ____ \_ ___ \____________ _/ ____\/ |_
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| __) \_ __ \_/ __ \_/ __ \/ \ \/\_ __ \__ \\ __\\ __\
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| \ | | \/\ ___/\ ___/\ \____| | \// __ \| | | |
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\___ / |__| \___ >\___ >\______ /|__| (____ /__| |__|
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\/ \/ \/ \/ \/
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______________________ ______________________
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T H E W A R B E G I N S
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FreeCraft - A free fantasy real time strategy game engine
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</PRE>
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<P><B>(C) Copyright 1998-2000 by The FreeCraft Project. Distributed under the
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<A HREF="artistic-license.html">"Artistic License"</A></B>
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<HR>
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<A HREF="#contents">Contents</A>
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<H2><A NAME="copyright">Copyright</A></H2>
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Please refer to the <A HREF="artistic-license.html">LICENSE</A>
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document provided with this distribution. To proceed beyond this point,
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is to agree with the licence agreement.
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<H2><A NAME="disclaimer">DISCLAIMER</A></H2>
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This software is provided as-is. The author(s) can not be held liable for
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any damage that might arise from the use of this software.<P>
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<B>Use it at your own risk</B>.
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<H2><A NAME="introduction">Introduction</A></H2>
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Read this for the introduction:
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<A HREF="readme.html">readme.html</A>
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<H2><A NAME="install">Install</A></H2>
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Read this how to install ALE clone:
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<A HREF="install.html">install.html</A>
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<H2><A NAME="upgrade">Upgrade</A></H2>
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If you upgrade from an older beta version to a new one, please
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<B>always</B> run build.sh. Some graphics or formats may have been
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changed. <B>Don't forget</B> to backup your modified files.<P>
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Read this how to upgrade ALE clone:
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<A HREF="install.html">install.html</A>
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<H2><A NAME="changes">Changes</A></H2>
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Read this for the history of ALE clone:
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<A HREF="ChangeLog.html">ChangeLog.html</A>
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<H2><A NAME="todo">Todo and known bugs</A></H2>
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This file contains the known bugs and what we plan in the future:
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<A HREF="todo.html">todo.html</A>
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<H2><A NAME="faq">Problems</A></H2>
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Read this, if you have problems compiling, installing or playing ALE Clone:
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<A HREF="faq.html">faq.html</A>
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<H2><A NAME="features">Features</A></H2>
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<UL>
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<LI>Health and mana could be shown on the map.
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<LI>Better path finder routines.
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<LI>Loading of compressed (gzip) puds.
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<LI>Configuration language.
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<LI>Easy replace of unit graphics and sounds.
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<LI>64 times greater maps.
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<LI>Training queues.
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<LI>Waypoints.
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<LI>Correct fog of war (terrain changes are not shown).
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<LI>Nice looking fog of war (alpha-grayscale)
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<LI>More resolutions 640x480, 800x600, 1024x768 and 1600x1200.
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<LI>Scripting language.
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<LI>Support for upto 6 resources.
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</UL>
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<H2><A NAME="open-projects">Open projects</A></H2>
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Following projects are not assigned: (Please ask before start working)
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<UL>
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<LI>Write a map editor. (with support of greater maps)
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<LI>Write a AI editor.
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<LI>Write front end to ALE clone. (Scenarios, puds, videos...)
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<LI>Or extend the guile-gtk support.
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<LI>Write a video player. (fli or own format)
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<LI>Create own tilesets and unit graphics.
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<LI>Create own sounds, voices, videos and campains.
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<LI>Create an icon for window-manager.
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<LI>Create a jingle for startup and home-page.
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<LI>Write better documentation. (correct my english :-)
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<LI>Improved network support.
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<LI>Write better sound routines. (with mp3 and midi or xmi support)
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<LI>Write "build.sh" for demo-version.
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<LI>Port to X11 8bpp or 32bpp, fullscreen and DGA support.
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<LI>Port to ggi.
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<LI>Port to msdos/djgpp.
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<LI>Port to beos.
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<LI>Write clone of the new game from the same company.
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(Graphic and sound formats are mostly the same.)
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<LI>Multilanguage support
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<LI>And any other help is welcome.
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</UL>
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If you want to help, please join the ALE Clone mailing list and check
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if not already somebody is working on your project. Than tell what you
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want to make.
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<H2><A NAME="documentation">Documentation</A></H2>
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Look into the original game documentation for playing instructions.
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Look into the sources for more informations.
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<H3><A NAME="commandline">Command line options</A></H3>
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clone [OPTIONS] [map.pud|map.pud.gz]
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<UL>
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<LI>OPTIONS<BR>
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You can currently give following command line options. Use "clone -h" to
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get an uptodate information.
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<UL>
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<LI>-c "file.ccl"<BR>
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Load freecraft config file <VAR>"file.ccl"</VAR> insteed of the default
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"<VAR>libarypath/</VAR>ccl/freecraft.ccl".
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<LI>-d "path"<BR>
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Change the freecraft libary path to <VAR>"path"</VAR> insteed of the
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default "./data" or "/usr/share/games/ale-clone/default".
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<LI>-f factor<BR>
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Adjust the build costs of units for the computer players by factor.
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<LI>-h<BR>
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Show command line help.
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<LI>-l<BR>
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Enable command log to <VAR>"command.log"</VAR>
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<LI>-p players<BR>
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Number of network <VAR>players</VAR> to connect.
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<LI>-s frames<BR>
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The AI sleeps 'frames' before it starts working.
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<LI>-t factor<BR>
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Adjust the build time of units for the computer players by factor.
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<LI>-D<BR>
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Video depth = pixel pro point.
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<LI>-F<BR>
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Fullscreen videomode.
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<LI>-W<BR>
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Windowed videomode.
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</UL>
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<LI>map.pud<BR>
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Load the map "map.pud" insteed of the default
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"<VAR>libarypath/</VAR>default.cm".
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<LI>map.pud.gz<BR>
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Load the compressed map "map.pud.gz" insteed of the default
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"<VAR>libarypath/</VAR>default.cm".
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<LI>map.cm<BR>
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Load the clone map "map.cm" insteed of the default.
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<P>If you have compile ALE Clone with guile-gtk support you can use this
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to get a file requester. "clone contrib/req.cm"<P>
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<LI>map.cm.gz<BR>
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Load the compressed clone map "map.cm.gz" insteed of the default.
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<LI><BR>
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If no file is given the default map
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"<VAR>libarypath/</VAR>default.cm" will be loaded.
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</UL>
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<H3>Keyboard commands</H3>
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<UL>
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<LI><KBD>cursor-left</KBD><BR>
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Scroll map left. With control scroll faster.
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<LI><KBD>cursor-right</KBD><BR>
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Scroll map right. With control scroll faster.
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<LI><KBD>cursor-up</KBD><BR>
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Scroll map up. With control scroll faster.
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<LI><KBD>cursor-down</KBD><BR>
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Scroll map down. With control scroll faster.
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<LI><KBD>RETURN</KBD><BR>
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Enter command line.
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<LI><KBD>TAB</KBD><BR>
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Toggle minimap mode, with/without terrain.
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<LI><KBD>+</KBD><BR>
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Increase game speed.
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<LI><KBD>-</KBD><BR>
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Decrease game speed.
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<LI><KBD>c</KBD><BR>
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Center on selected unit.
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<LI><KBD>q</KBD><BR>
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Quit program.
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<LI><KBD>^</KBD><BR>
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Unselect all units.
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<LI><KBD>1-9,0</KBD><BR>
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Select unit group first time, if group already selected center on group.
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<LI><KBD>CTRL + 1-9,0</KBD><BR>
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Define unit group.
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<LI><KBD>SHIFT + 1-9,0</KBD><BR>
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FIXME: code not written.
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<LI><KBD>ALT + 1-9,0</KBD><BR>
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FIXME: code not written.
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<LI><KBD>G</KBD><BR>
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Toggle mouse grab mode.
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<LI><KBD>P</KBD> or <KBD>pause</KBD><BR>
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Toggle pause mode.
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<LI><KBD>S</KBD><BR>
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Save complete state.
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<LI><KBD>F10</KBD><BR>
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Enter game menue.
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</UL>
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<H2><A NAME="ccl">CCL: Clone Configuration Language</A></H2>
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The CCL is scheme. I use libguile as a quick hack or SIOD
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(The most recent release is available from
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<a href="http://people.delphi.com/gjc/siod.html">this web page</a>)
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.<P> You can also enter CCL commands at the message prompt. Each
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line starting with "(" is taken as CCL command.
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<H3>Files</H3>
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<UL>
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<LI><VAR>libarypath</VAR>/ccl/clone.ccl is loaded before any initialisation.
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<LI><VAR>libarypath</VAR>/ccl/freecraft.ccl is loaded before any initialisation.
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Contains general configuration.
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<LI><VAR>libarypath</VAR>/ccl/missile.ccl is loaded from freecraft.ccl.
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Contains missile configuration.
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<LI><VAR>libarypath</VAR>/ccl/sound.ccl is loaded from freecraft.ccl.
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Contains sound configuration.
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<LI><VAR>libarypath</VAR>/ccl/tilesets.ccl is loaded from freecraft.ccl.
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Contains tileset configuration.
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<LI><VAR>libarypath</VAR>/ccl/units.ccl is loaded from freecraft.ccl.
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Contains units configuration.
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</UL>
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<H3>Functions</H3>
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Without any order:
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<H2>Map CCL functions/variables</H2>
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<DL>
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<DT><VAR>reveal-map</VAR>
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<DD>Reveal the complete map.
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<DT><VAR>fog-of-war</VAR><BR>
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<DD>Enable the fog of war.
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<DT><VAR>no-fog-of-war</VAR><BR>
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<DD>Disable the fog of war.
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<DT><VAR>minimap-terrain</VAR><BR>
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<DD>Enable display of terrain in the minimap window.
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<DT><VAR>no-minimap-terrain</VAR><BR>
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<DD>Disable display of terrain in the minimap window.
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<DT><VAR>original-fog-of-war</VAR>
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<DD>Enable original like fog of war style.
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<DT><VAR>gray-fog-of-war</VAR>
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<DD>Enable gray fog of war style.
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<DT><VAR>fog-of-war-contrast contrast</VAR>
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<DD>Set the gray style fog of war contrast.
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Contrast could be from 0 to OO.
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A contrast of 100 didn't change anything.
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<DT><VAR>fog-of-war-brightness brightness</VAR>
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<DD>Set the gray style fog of war brightness.
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Brightness could be from -100 to 100.
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A brightness of 0 didn't change anything.
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<DT><VAR>fog-of-war-saturation saturation</VAR>
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<DD>Set the gray style fog of war saturation.
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Saturation could be from -100 to 200.
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A saturation of 100 didn't change anything.
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</DL>
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<H2>Unsorted CCL functions/variables</H2>
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<UL>
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<LI><VAR>title-screen</VAR><BR>
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Change the default title screen ("title.png").<P>
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(title-screen title)<P>
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<UL>
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<LI>title<BR>
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The title graphic file.
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</UL>
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<H4>Example:</H4>
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(title-screen "ale-title.png")<P>
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Change the title to "ale-title.png".<P>
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<LI><VAR>show-health-bar</VAR><BR>
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Show the health as bar on the map.<P>
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<LI><VAR>show-health-dot</VAR><BR>
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Show the health as dot on the map.<P>
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<LI><VAR>show-mana-bar</VAR><BR>
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Show the mana as bar on the map.<P>
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<LI><VAR>show-mana-dot</VAR><BR>
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Show the mana as dot on the map.<P>
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<LI><VAR>show-full</VAR><BR>
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Show full health or mana on the map.<P>
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<LI><VAR>show-no-full</VAR><BR>
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Show no full health or mana on the map.<P>
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<LI><VAR>show-sight-range</VAR><BR>
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Show the sight range of the selected unit on map.<P>
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<LI><VAR>show-react-range</VAR><BR>
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Show the react range of the selected unit on map.<P>
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<LI><VAR>show-attack-range</VAR><BR>
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Show the attack range of the selected unit on map.<P>
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<LI><VAR>speed-mine</VAR><BR>
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Decrease the mining time by this factor.
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<LI><VAR>speed-gold</VAR><BR>
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Decrease the time in a gold deposit by this factor.
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<LI><VAR>speed-chop</VAR><BR>
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Decrease the time for chopping a tree by this factor.
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<LI><VAR>speed-wood</VAR><BR>
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Decrease the time in a wood deposit by this factor.
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<LI><VAR>speed-haul</VAR><BR>
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Decrease the time for haul oil by this factor.
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<LI><VAR>speed-oil</VAR><BR>
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Decrease the time in an oil deposit by this factor.
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<LI><VAR>speed-build</VAR><BR>
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Decrease the time to build a unit by this factor.
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<LI><VAR>speed-train</VAR><BR>
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Decrease the time to train a unit by this factor.
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<LI><VAR>speed-upgrade</VAR><BR>
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Decrease the time to upgrade a unit by this factor.
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|
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<LI><VAR>speed-research</VAR><BR>
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Decrease the time to research by this factor.
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<LI><VAR>speeds</VAR><BR>
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Decrease the time off all by this factor.
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<LI><VAR>tileset</VAR><BR>
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Defines a tileset.<P>
|
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(tileset slot-name name file table)<P>
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||||
<UL>
|
||||
<LI>slot-name<BR>
|
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The tileset slot name.
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||||
<LI>name<BR>
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||||
The tileset name.
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<LI>file<BR>
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The tileset graphic file.
|
||||
<LI>table<BR>
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||||
The conversion table from pud tile number (0 - 0x9DF) into internal
|
||||
tile number.
|
||||
</UL>
|
||||
<H4>Example:</H4>
|
||||
(tileset 'tileset-summer "summer" "summer.png" #( ... ) )<P>
|
||||
Define the tileset slot 0 as summer with the graphics in summer.png.
|
||||
#( ... ) is the conversion table of 2528 entries.
|
||||
|
||||
<LI><VAR>missile-type</VAR><BR>
|
||||
Defines the missile types.<P>
|
||||
(missile-type slot name file width height)<P>
|
||||
<UL>
|
||||
<LI>slot<BR>
|
||||
The missile slot number.
|
||||
<LI>name<BR>
|
||||
The missile name.
|
||||
<LI>file<BR>
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||||
The graphic sprites file.
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||||
<LI>width<BR>
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||||
The width of a sprite.
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||||
<LI>height<BR>
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||||
The height of a sprite.
|
||||
</UL>
|
||||
<H4>Example:</H4>
|
||||
(missile-type MissileLightning "Lightning" "lightning.png" 32 32)<P>
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||||
Define the missile slot 0 as "Lightning".<P>
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||||
|
||||
<LI><VAR>define-unit-type</VAR><BR>
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Defines an unit type.<P>
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(define-unit-type ident name graphics ...)
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<DL>
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||||
<DT>ident</DT>
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<DD>The unit-type unique identifier.</DD>
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<DT>name</DT>
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<DD>The unit-type name shown in the game.</DD>
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||||
<DT>graphics</DT>
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||||
</DL>
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||||
More to come.
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||||
|
||||
<H4>Example:</H4>
|
||||
<PRE>
|
||||
(define-unit-type "unit-footman" "Footman"
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||||
;; graphic data
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||||
#("footman.png" nil nil nil )
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||||
'( 72 72 ) ;; graphic size
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||||
"animations-footman" ;; animations
|
||||
"icon-footman"
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||||
;;Speed OvFrame SightR Hitpnt Magic BTime Gold Wood Oil
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||||
10 0 4 60 0 #( 60 600 0 0 )
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||||
;;Tile Box Size Attack ReactC ReactH
|
||||
'( 1 1 ) '( 31 31 ) 1 6 4
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||||
;;Armor Prior Damage Pierc WUpgr AUpgr
|
||||
2 60 6 3 1 1
|
||||
;;Decay Annoy Points
|
||||
0 0 50
|
||||
"missile-none"
|
||||
'type-land
|
||||
'right-attack
|
||||
'can-target-land
|
||||
;; flags
|
||||
'land-unit
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||||
'can-attack
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||||
'organic
|
||||
'selectable-by-rectangle
|
||||
;; sounds
|
||||
#("footman-selected"
|
||||
"footman-acknowledge"
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||||
"footman-ready"
|
||||
"footman-help"
|
||||
"footman-dead" )
|
||||
"footman-attack" )
|
||||
</PRE>
|
||||
Define the unit-type unit-footman as footman.<P>
|
||||
|
||||
<LI><VAR>print-unit-type-table</VAR><BR>
|
||||
Print the current unit type table for the C code. (src/unittype/ut_table.c
|
||||
contains the result) Use "Save" to generate the scheme tables. <P>
|
||||
|
||||
<LI><VAR>unit-type</VAR><BR>
|
||||
Get the pointer to the unit type structure.<P>
|
||||
(unit-type ident)
|
||||
<DL>
|
||||
<DT>ident</DT>
|
||||
<DD>The unit-type unique identifier.</DD>
|
||||
</DL>
|
||||
<P>
|
||||
<H4>Example:</H4>
|
||||
(unit-type "unit-peon")<P>
|
||||
Get the unit type structure of the peon. #<UnitType 0x80ac350 unit-peon><P>
|
||||
|
||||
<LI><VAR>unit-type-array</VAR><BR>
|
||||
Get an array of all currently defined unit type structures.<P>
|
||||
(unit-type-array)
|
||||
<P>
|
||||
|
||||
<LI><VAR>get-unit-type-ident</VAR><BR>
|
||||
Get the unique identfier of the unit type structure.<P>
|
||||
(get-unit-type-ident type)
|
||||
<DL>
|
||||
<DT>type</DT>
|
||||
<DD>Unit type pointer</DD>
|
||||
</DL>
|
||||
<P>
|
||||
<H4>Example:</H4>
|
||||
(get-unit-type-ident (unit-type "unit-peon"))<P>
|
||||
Get the identifier of the unit type peon.<P>
|
||||
|
||||
<LI><VAR>define-map</VAR><BR>
|
||||
Define the size of a new map.<P>
|
||||
(define-map width height)
|
||||
<UL>
|
||||
<LI>width<BR>
|
||||
The width of the new map.
|
||||
<LI>height<BR>
|
||||
The height of the new map.
|
||||
</UL>
|
||||
|
||||
<H4>Example:</H4>
|
||||
(define-map 256 256)
|
||||
Define a new map of the size 256 x 256.<P>
|
||||
|
||||
<LI><VAR>load-pud</VAR><BR>
|
||||
Load a map in pud format.<P>
|
||||
(load-pud name)
|
||||
<UL>
|
||||
<LI>name<BR>
|
||||
The file name.
|
||||
</UL>
|
||||
|
||||
<H4>Example:</H4>
|
||||
(load-pud "data/default.pud.gz")
|
||||
Load "default.pud.gz".<P>
|
||||
|
||||
<LI><VAR>clone-map</VAR><BR>
|
||||
Define a map in clone own format.<P>
|
||||
(clone-map ...)
|
||||
|
||||
<P>FIXME: Must write docu<P>
|
||||
|
||||
<LI><VAR>key-scroll-speed</VAR><BR>
|
||||
Set the speed of keyboard scrolling. <P>
|
||||
(key-scroll-speed speed)
|
||||
<UL>
|
||||
<LI>speed<BR>
|
||||
Number frames to wait between scrolls.
|
||||
</UL>
|
||||
|
||||
<H4>Example:</H4>
|
||||
(key-scroll-speed 1)
|
||||
Sets keyboard scrolling speed to fastest.<P>
|
||||
|
||||
<LI><VAR>mouse-scroll-speed</VAR><BR>
|
||||
Set the speed of mouse scrolling. <P>
|
||||
(mouse-scroll-speed speed)
|
||||
<UL>
|
||||
<LI>speed<BR>
|
||||
Number frames to wait between scrolls.
|
||||
</UL>
|
||||
|
||||
<H4>Example:</H4>
|
||||
(mouse-scroll-speed 10)
|
||||
Sets mouse scrolling speed to pretty slow ( 3 times / second.)<P>
|
||||
|
||||
|
||||
<LI>Sound part
|
||||
<UL>
|
||||
|
||||
<LI><VAR>sound-thread</VAR><BR>
|
||||
Tells clone engine to use a threaded sound server. MUST be used in the
|
||||
sound.ccl file, BEFORE the game fully starts. As no effect during the
|
||||
game.
|
||||
|
||||
<LI><VAR>sound-volume</VAR><BR>
|
||||
Set global volume.<P>
|
||||
(set-sound-volume volume)<P>
|
||||
<UL>
|
||||
<LI>volume<BR>
|
||||
The volume from 0 (min=quiet) to 255 (max).
|
||||
</UL>
|
||||
<H4>Example:</H4>
|
||||
(set-sound-volume 128)<p>
|
||||
Set volume to 1/2.
|
||||
|
||||
<LI><VAR>sound-off</VAR><BR>
|
||||
Turn sound off. Can be later turned on by sound-on.
|
||||
|
||||
<LI><VAR>sound-on</VAR><BR>
|
||||
Turn sound on.
|
||||
|
||||
<LI><VAR>sound-for-name</VAR><BR>
|
||||
Return a guile sound id to be used in other functions.<P>
|
||||
(sound-for-name name)<p>
|
||||
<UL>
|
||||
<LI>name<BR>
|
||||
The name of the sound (a string).
|
||||
</UL>
|
||||
<H4>Example:</H4>
|
||||
(sound-for-name "tree chopping")<p>
|
||||
Returns the sound id of the tree chopping sound.
|
||||
|
||||
|
||||
<LI><VAR>set-global-sound-range</VAR><BR>
|
||||
Set the cut off distance.<P>
|
||||
(set-global-sound-range distance)<p>
|
||||
<UL>
|
||||
<LI>distance<BR>
|
||||
The maximum range of a sound in tiles.
|
||||
</UL>
|
||||
<H4>Example:</H4>
|
||||
(set-global-sound-range 64)<p>
|
||||
Set the maximal sound range to 64 tiles. Sound events happening more
|
||||
than 64 tiles away from the viewpoint won't be eared.
|
||||
|
||||
<LI><VAR>set-sound-range</VAR><BR>
|
||||
Set the cut off distance for a given sound.<P>
|
||||
(set-sound-range sound ratio)<p>
|
||||
<UL>
|
||||
<LI>sound<BR>
|
||||
The sound either described by its name (a string) or by its guile sound
|
||||
id.
|
||||
<LI>ratio<BR>
|
||||
This value (between 0 and 255) allows to compute the range of the
|
||||
sound. 255 means an infinite range. Any number strictly below 255 is a
|
||||
coefficient that will be applied to the cut off distance: the cut off
|
||||
distance for this sound is ratio/254*cut off distance.
|
||||
</UL>
|
||||
<H4>Example:</H4>
|
||||
(set-sound-range "tree chopping" 50)<p>
|
||||
Set the sound range for "tree chopping" to 50/254 times the cut off
|
||||
distance.
|
||||
|
||||
|
||||
<LI><VAR>define-game-sounds</VAR><BR>
|
||||
Allows to define what sounds are going to be used for some game level
|
||||
events (such as the click sound).
|
||||
|
||||
<P>FIXME: Must write docu<P>
|
||||
|
||||
<LI><VAR>display-sounds</VAR><BR>
|
||||
Test function. Dump on stdio all the client side mappings between sound
|
||||
names and sound ids.
|
||||
|
||||
<LI><VAR>map-sound</VAR><BR>
|
||||
Defines a new mapping between a sound name (a string) and a sound id.
|
||||
|
||||
<P>FIXME: Must write docu<P>
|
||||
|
||||
<LI><VAR>make-sound</VAR><BR>
|
||||
Ask the sound server to register a new sound. Ask the sound client to store
|
||||
the mapping between the obtained sound id and the given sound name.
|
||||
|
||||
<P>FIXME: Must write docu<P>
|
||||
|
||||
<LI><VAR>play-sound</VAR><BR>
|
||||
Ask the sound server to play a sound.
|
||||
|
||||
<P>FIXME: Must write docu<P>
|
||||
</UL>
|
||||
|
||||
<UL>
|
||||
</UL>
|
||||
|
||||
</UL>
|
||||
|
||||
<H2><A NAME="internal">Internal Formats</A></H2>
|
||||
|
||||
<H3><A NAME="internal-tileset">Tileset</A></H3>
|
||||
|
||||
The tileset graphic is loaded from 'png'-files. Only files with 256
|
||||
indexed colors are currently supported.<P>
|
||||
The format of the tileset graphic is:<P>
|
||||
|
||||
32x32 pixels of a tile.<P>
|
||||
|
||||
16 tiles are stored per row.<P>
|
||||
|
||||
The pixels (7,6),(7,14),(7,22),(7,30), (15,6),(15,14),(15,22),(15,30),
|
||||
(23,6),(23,14),(23,22),(23,30) and (31,6),(31,14),(31,22),(31,30)
|
||||
are used for the minimap picture. For a 32x32 map all 16 Pixels are used.
|
||||
For a 128x128 map only the first one.<P>
|
||||
|
||||
The colors of the palette reserved for the tileset:<BR>
|
||||
HELPME: I don't know!<P>
|
||||
|
||||
The conversion table from pud file to the internal format could be
|
||||
changed with ccl.
|
||||
|
||||
<A HREF="graphic/tileset.html">More tileset informations</A>
|
||||
|
||||
<H3><A NAME="internal-ui">User Interface</A></H3>
|
||||
|
||||
<A HREF="graphic/ui.html">More user interface informations</A>
|
||||
|
||||
<H3><A NAME="internal-sprites">Sprites</A></H3>
|
||||
|
||||
The graphics are loaded from 'png'-files. Only files with 256 indexed
|
||||
colors are currently supported.<P>
|
||||
The format of an unit sprite is:<P>
|
||||
|
||||
FIXME: more to come
|
||||
|
||||
<H3><A NAME="internal-palette">Palette</A></H3>
|
||||
|
||||
Look into tileset documentation, what I have found.
|
||||
|
||||
<H3><A NAME="internal-sounds">Sounds</A></H3>
|
||||
|
||||
The sounds are loaded from 'wav'-files. Files with 8 or 16 bit, mono and
|
||||
11025hz sample frequence are currently supported.<P>
|
||||
|
||||
<H3><A NAME="utilities">Utilities</A></H3>
|
||||
|
||||
<H4>extract</H4>
|
||||
Extract a compressed entry out of the original game data file.<P>
|
||||
|
||||
Read the knowledge bases which entry contains what.
|
||||
|
||||
<H5>Usage: extract data-file entry output</H5>
|
||||
<UL>
|
||||
<LI>data-file<BR>
|
||||
Compressed input data file. (normaly maindat.war)
|
||||
<LI>entry<BR>
|
||||
Entry number of the data-file.
|
||||
<LI>output<BR>
|
||||
Output file for the uncompressed entry.
|
||||
</UL>
|
||||
|
||||
<H4>gfx2png</H4>
|
||||
Convert compressed graphic (unit sprites) to png graphic file.
|
||||
|
||||
<H5>Usage: gfx2png palette file.gfx</H5>
|
||||
<UL>
|
||||
<LI>palette<BR>
|
||||
Use palette in png file. "palette" is a raw file containing 768
|
||||
bytes for 256 colors of r g b.
|
||||
<LI>file.gfx<BR>
|
||||
File.gfx contains the graphics of the sprites. The output file is
|
||||
file.png.
|
||||
</UL>
|
||||
|
||||
<H4>gfu2png</H4>
|
||||
FIXME: must write docu.
|
||||
|
||||
<H4>img2png</H4>
|
||||
FIXME: must write docu.
|
||||
|
||||
<H4>cur2png</H4>
|
||||
FIXME: must write docu.
|
||||
|
||||
<H4>fnt2png</H4>
|
||||
FIXME: must write docu.
|
||||
|
||||
<H4>tile2png</H4>
|
||||
FIXME: must write docu.
|
||||
|
||||
<H4>aledoc</H4>
|
||||
FIXME: must write docu.
|
||||
|
||||
<H2><A NAME="arts">Arts</A></H2>
|
||||
|
||||
Following things are used from other peoples. If not other mentioned,
|
||||
protected by the following license <A HREF="opl.html">"OpenContent License"
|
||||
</A></B>
|
||||
|
||||
<DL>
|
||||
<DT>cross.png, health.png, mana.png.
|
||||
<DD>(c) Copyright 1998-2000 by Johns.
|
||||
<DT>food.png
|
||||
<DD>Food resource icon (c) Copyright 2000 by the Guardian.
|
||||
<DT>score.png
|
||||
<DD>Score icon in resource (c) Copyright 2000 by the Guardian.
|
||||
<DT>ore,stone,coal.png
|
||||
<DD>Orc, Stone and coal icon in resource (c) Copyright 2000 by the Guardian.
|
||||
</DL>
|
||||
|
||||
<H2><A NAME="thanks">Thanks</A></H2>
|
||||
|
||||
Thanks to following people for helping me develop clone:
|
||||
<UL>
|
||||
<LI>Ari
|
||||
<LI>Edgar
|
||||
<LI>Valery Shchedrin
|
||||
<LI>Iftikhar Rathore
|
||||
<LI>Charles K Hardin
|
||||
<LI>Fabrice Rossi
|
||||
<LI>DigiCat
|
||||
<LI>Josh Cogliati
|
||||
<LI>Patrick Mullen
|
||||
<LI>Vladi Shabanski
|
||||
<LI>Cris Daniluk
|
||||
<LI>Patrice Fortier
|
||||
<LI>FT Rathore
|
||||
<LI>Trent Piepho
|
||||
<LI>Josh Cogliati
|
||||
<LI>Jon Gabrielson
|
||||
<LI>Lukas Hejtmanek
|
||||
<LI>Steinar Hamre
|
||||
<LI>Ian Farmer
|
||||
<LI>Sebastioan Drews
|
||||
<LI>Jarek Sobieszek
|
||||
<LI>Anthony Towns
|
||||
<LI>Stefan Dirsch
|
||||
<LI>Al Koskelin
|
||||
<LI>George J. Carrette
|
||||
<LI>Guardian
|
||||
<LI>Michael O'Reilly
|
||||
<LI>Dan Hensley
|
||||
<LI>Sean McMillian
|
||||
<LI>Mike Earl
|
||||
</UL>
|
||||
<P><EM>And to all I have forgot to write up!</EM><BR>
|
||||
Please drop me an email if I forgot you.
|
||||
|
||||
<H2><A NAME="contents">Contents</A></H2>
|
||||
|
||||
<UL>
|
||||
<LI><A HREF="#copyright">Copyright</A>
|
||||
<LI><A HREF="#disclaimer">Disclaimer</A>
|
||||
<LI><A HREF="#introduction">Introduction</A>
|
||||
<LI><A HREF="#install">Install</A>
|
||||
<LI><A HREF="#upgrade">Upgrade</A>
|
||||
<LI><A HREF="#changes">Changes</A>
|
||||
<LI><A HREF="#todo">Todo</A>
|
||||
<LI><A HREF="#faq">FAQ</A>
|
||||
<LI><A HREF="#features">Features</A>
|
||||
<LI><A HREF="#open-projects">Open projects</A>
|
||||
<LI><A HREF="#documentation">Documentation</A>
|
||||
<UL>
|
||||
<LI><A HREF="#commandline">Command line options</A>
|
||||
<LI><A HREF="#ccl">CCL: Clone Configuration language</A>
|
||||
<LI><A HREF="#internal">Internal Formats</A>
|
||||
<UL>
|
||||
<LI><A HREF="#internal-tileset">Tileset</A>
|
||||
<LI><A HREF="#internal-ui">User interface</A>
|
||||
<LI><A HREF="#internal-sprites">Sprites</A>
|
||||
<LI><A HREF="#internal-sounds">Sounds</A>
|
||||
<LI><A HREF="#internal-palette">Palette</A>
|
||||
</UL>
|
||||
</UL>
|
||||
<LI><A HREF="#utilities">Utilites</A>
|
||||
<UL>
|
||||
</UL>
|
||||
<LI><A HREF="#arts">Arts</A>
|
||||
<LI><A HREF="#thanks">Thanks</A>
|
||||
<LI><A HREF="#contents">Contents</A>
|
||||
</UL>
|
||||
|
||||
<HR>
|
||||
All trademarks and copyrights on this page are owned by their respective owners.
|
||||
<ADDRESS><A HREF="mailto:aleclone@FreeCraft.org">The FreeCraft Project</A>
|
||||
</ADDRESS></BODY></HTML>
|
|
@ -1,25 +0,0 @@
|
|||
Begin3
|
||||
Title: ALE Clone, A free fantasy real time strategy game engine.
|
||||
Version: 1.16.1 (alpha release, usefull)
|
||||
Entered-date: 02APR2000
|
||||
Description: A realtime, fantasy strategy war game for UNIX or Win32.
|
||||
It comes without graphics, sounds and documentation. You need
|
||||
the original game CD or expansion CD to use this program or
|
||||
the free graphic replacement.
|
||||
Keywords: RTS realtime strategy game X11
|
||||
Author: johns@locknar.cne.de or johns98@gmx.net (Lutz Sammer)
|
||||
(Valery Shchedrin)
|
||||
(Fabrice Rossi)
|
||||
Maintained-by: aleclone@FreeCraft.org (The FreeCraft Project Group)
|
||||
Primary-site: ftp://metalab.unc.edu/pub/Linux/games/strategy
|
||||
684 KB clone-000402.tar.gz
|
||||
1.2 MB clone-000402-bin.tar.gz
|
||||
Alternate-site: http://user.exit.de/johns/clone-000402.tar.gz
|
||||
684 KB clone-000402.tar.gz
|
||||
1.2 MB clone-000402-bin.tar.gz
|
||||
Original-site: http://FreeCraft.org/clone-000402.tar.gz
|
||||
684 KB clone-000402.tar.gz
|
||||
1.2 MB clone-000402-bin.tar.gz
|
||||
Platforms: Unix/Win32,SVGALIB/X11,libz,libpng and the original CD-ROM.
|
||||
Copying-policy: Artistic license.
|
||||
End
|
Loading…
Reference in a new issue