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Commit 36affa0

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Patrick RyePatrick Rye
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Merge pull request #19 from GamerMan7799/dev
Update Master to v4.1.2
2 parents 0e00106 + fc9793b commit 36affa0

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Documentation/ChangeLog.md

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@@ -3,17 +3,40 @@
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All notable changes to this project will be documented here.
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This project adheres to [Semantic Versioning](http://semver.org/)
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## [4.1.1] - 2015-09-03
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## [4.1.2] - 2015-09-04
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### Fixed
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* A bug with screen height being linked to player height causing screen to be a bit strange.
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* VSnyc bug
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* Screen being jumpy as the player moves (screen is locked on the first 35 spaces until
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player goes to the 36th spot then it will be locked on the next 35 spaces, and so on.)
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* Font loading issue on Cygwin
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### Added
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* Player can now to nothing! Wow!
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### Changed
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* Error image is now embedded so that even if it cannot load images; it will show the error pictures instead.
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* If font cannot be loaded, messages won't appear instead of program closing
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## Old versions
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```
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## [4.1.1] - 2015-09-03
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### Fixed
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* A bug with screen height being linked to player height causing screen to be a bit strange.
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### Note
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* In this release I accidently left DEFINED_VER_STATUS as "Alpha" which means that the config file will always be replaced.
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## [4.1.0] - 2015-09-03
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### Added

Images/Readme.md

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@@ -16,12 +16,14 @@ This picture represents the coins of the game.
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The coin itself is a Mario Coin. But the image was designed by [Sandro Pereira] (http://sandrodcpereira.deviantart.com/?rnrd=50936). You can find the original [here] (http://findicons.com/icon/423492/retro_coin).
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### Error.png
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### Error.xpm
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This picture is used if an unknown tile is on the map.
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This picture was created by [Hopstarter](http://hopstarter.deviantart.com/) you can find the original [here] (http://www.iconarchive.com/show/button-icons-by-hopstarter/Button-Close-icon.html).
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The image was converted to an xpm using GIMP to allow the image to be embedded into the program so that it can always load.
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### Monster.png
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This picture is used to represent the monsters.

Project/Experimental-Platformer-AI.cbp

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@@ -25,7 +25,7 @@
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<Add option="-DDEFINED_BUILD_MODE_PRIVATE" />
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</Compiler>
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<Linker>
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<Add option="-pg -lgmon" />
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<Add option="-pg" />
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</Linker>
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<Environment>
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<Variable name="BUILD_MODE" value="-DDEFINED_BUILD_MODE_PRIVATE" />
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<Add library="mingw32" />
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<Add library="SDL2main" />
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<Add library="SDL2" />
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<Add library="SDL2_TTF" />
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<Add library="SDL2_Image" />
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<Add library="SDL2_ttf" />
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<Add library="SDL2_image" />
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<Add directory="../SDL2Stuff/lib" />
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</Linker>
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<Unit filename="../Documentation/ChangeLog.md">
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</Unit>
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<Unit filename="../Source/entity.h" />
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<Unit filename="../Source/globals.h" />
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<Unit filename="../Source/image_error.xpm" />
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<Unit filename="../Source/main.cpp">
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<Option weight="0" />
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</Unit>
File renamed without changes.

Source/entity.cpp

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@@ -50,7 +50,7 @@ void clsEntity::nextplayer(char death) {
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if (CnfgValues.blnLogging) {
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switch (plyPlayer.direction[i]) {
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case dirNone :
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//Do nothing
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fprintf(logFile," _");
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break;
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case dirUp :
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fprintf(logFile,"");
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uint uRandSection, uTempStep = 0;
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if (uchrGenNum == 1) { //First Generation
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for (uint i = 0; i < CnfgValues.uintFirstGen; i++) {plyPlayer.direction[i] = (uint)(rand() % (dirRight) + dirUp);}
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for (uint i = 0; i < CnfgValues.uintFirstGen; i++) {plyPlayer.direction[i] = (uint)(rand() % dirDown);}
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for (uint i = CnfgValues.uintFirstGen; i < DEFINED_MAX_PLAYER_STEPS; i++ ) {plyPlayer.direction[i] = dirNone;}
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} else { //Growth Phase & Steady phase
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do {
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uchrRandPlayer = rand() % DEFINED_BEST_PLAYER_NUM;
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uRandSection = (uint)(rand() % ((uintGenSteps - uTempStep)) + uTempStep);
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if (Global::blnDebugMode) {printf("Player %d Section of %d\n",uchrRandPlayer,uRandSection);}
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for (uint j = uTempStep; j <= uRandSection; j++) {
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if ((uint)(rand() % 100) < CnfgValues.uintMutationChance) {plyPlayer.direction[j] = (uint)(rand() % (dirRight) + dirUp);}
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if ((uint)(rand() % 100) < CnfgValues.uintMutationChance) {plyPlayer.direction[j] = (uint)(rand() % dirDown);}
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else {plyPlayer.direction[j] = genBestPlayers[uchrRandPlayer].direction[j];}
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}//End for
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uTempStep = uRandSection;
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} while (uTempStep < uintGenSteps - 1);
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if (uintGenSteps + CnfgValues.uintGenIncrease < DEFINED_MAX_PLAYER_STEPS) {
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for (uint k = 0; k < uintGenSteps + CnfgValues.uintGenIncrease; k++) {plyPlayer.direction[k] = (uint)(rand() % (dirRight) + dirUp);}
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for (uint k = 0; k < uintGenSteps + CnfgValues.uintGenIncrease; k++) {plyPlayer.direction[k] = (uint)(rand() % dirDown);}
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}
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}
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}

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