Join GitHub today
GitHub is home to over 28 million developers working together to host and review code, manage projects, and build software together.Sign up
remake of the classic amiga game "dogs of war" (C) 1989 elite
Fetching latest commit…
Cannot retrieve the latest commit at this time.
|Type||Name||Latest commit message||Commit time|
|Failed to load latest commit information.|
=== prerequisites === - a POSIX compliant OS and libc (for example linux with musl libc). if you're still using winblows, bad luck, you should strongly consider to switch to linux NOW rather than later. - a working C99 compiler - perl (needed for the build system) - SDL and SDL_audio library and headers. this means you need the -dev(el) version of the package for your distro. there's an alternate audio backend using libao, which has a much nicer API than SDL_audio, however it seems to trigger some in-kernel ALSA bugs which will lead to high CPU consumption depending on the second the game was started (i.e. if you start the game at second X, it may consume 10%, if you start it at second Y, it may consume 70%). === build instructions === mkdir /tmp/openDOW-000 cd /tmp/openDOW-000/ git clone https://github.com/rofl0r/openDOW git clone https://github.com/rofl0r/libulz lib git clone https://github.com/rofl0r/c-flod git clone https://github.com/rofl0r/rcb ln -s rcb.pl rcb/rcb cd openDOW/ echo "CFLAGS+=-DAUDIO_BACKEND=AUDIO_BACKEND_SDL" > config.mak PATH="/tmp/openDOW-000/rcb:$PATH" make === supported compilers === GCC clang === how to play === run ./spriteview.out (main game executable will be renamed at some point) use wasd to move the player, and the mouse to aim and fire. switch weapons with numpad +/-. at some point it is planned to make the layout configurable and add support for the original behaviour without mouse aiming so it could be used via a joystick. == current state and TODO == at current, all maps are finished as far as the background and foreground tiles are concerned, as well as all of the game mechanics (besides dying). the biggest part of the work is to recreate the spawn positions and routes taken by enemy soldiers. there's roughly 500 of 'em per map. at current, only australias "spawnmap" is implemented. the other maps are partially playable, but they use australias spawnmap. that means enemies will spawn in places they're not supposed to be, like on top of a wall, and move through the wall. spawnmaps can be created by moving the player through the screen step-by-step, carefully comparing to the original in an emulator. when you are on the same "spawn line", you can press "e" to enter the spawn editor and summon an enemy. - use shift+numpad+/- to change its shape; - use "d" to change its direction then, enter one of w,o,s,n,nw,no,sw,so,nnw,wnw,nno,ono,ssw,wsw,sso,oso (o means "ost", the german equivalent to "east"). - use + and - on the numeric keypad to change the velocity of the enemy. (it will start running around, once offscreen, it will respawn in the start position) - use "g" to change its weapon type to grenade or back to gun - press "s" to shoot at the current position - press "p" to stop the enemy at the current position - press crtl+numpad+ to insert a direction/speed change, "i" to insert the current position, then enter the new direction using "d". - press alt+numpad+ to enter a new shoot "slot", and "s" to save the current position as the position to shoot. if something is unclear, you should look at the implementation of enemytag.c. the editor takes a bit getting used to, but once you used it for a while it's pretty quick. after the enemy takes the same route and shots as the original, press "e" again to exit the editor. that will output a C struct to stdout, which you can copy paste into a spawnmap .c file based on maps/spawn_australia.c. === contributing === if you're a C++ programmer, go away now. if you're using MSVC, go away now. OpenDOW uses C99, and C99 only. i will not ever make any compromise just to make it compile on the crippled M$ compiler. there's not really much to help in terms of code anyway. almost anything is done. what really needs help is adding spawnmaps for the ~500 enemies per map. i will only accept code contributions with small, nice and clean commits, where every commits just does a single thing. there's no chance i will ever merge a huge diff touching 500 lines in several different compilation units. i also will not add ifdef hells just to make the code compile on crippled platform X. so if you still want to contribute, clone the repo on github, create a new branch for your changes, commit your work and then file a pull request. please use commit messages that make sense and serve as a good documentation for your changes.