Holger Schemel [Wed, 18 Nov 2020 18:21:18 +0000 (19:21 +0100)]
fixed compiler warning with GCC 9
Holger Schemel [Sat, 14 Nov 2020 00:20:47 +0000 (01:20 +0100)]
fixed handling of player at fake acid for EM engine
Holger Schemel [Wed, 11 Nov 2020 23:02:08 +0000 (00:02 +0100)]
version number set to 4.2.0.5
Holger Schemel [Fri, 6 Nov 2020 14:35:02 +0000 (15:35 +0100)]
fixed graphical bugs if digging or collecting caused player relocation
If digging or collecting (but not snapping!) certain tiles or elements
causes the player to be relocated ("teleported"), the corresponding
digging or collecting animation for this element will not be continued
anymore (because the player does not move towards this tile anymore).
To fix this problem, the digged or collected tile will be treated like
being snapped (using a temporary run-time element) for this edge case.
(The resulting engine behaviour is slightly different to the previous
behaviour, but should not break too many levels as this case should be
rather uncommon.)
Holger Schemel [Sat, 31 Oct 2020 22:53:17 +0000 (23:53 +0100)]
increased the maximum tape length for playing extreme levels
Playing Alan Bond's famous "Zelda 2" one-level set requires a tape
playing time of several hours, which may exceed the previous maximum
tape length.
Holger Schemel [Sat, 31 Oct 2020 22:50:46 +0000 (23:50 +0100)]
fixed bug with not setting grid size and buttons after screen changes
Holger Schemel [Sat, 31 Oct 2020 22:49:58 +0000 (23:49 +0100)]
moved setting overlay grid size and buttons to separate function
Holger Schemel [Thu, 29 Oct 2020 07:53:35 +0000 (08:53 +0100)]
changed handling "conf" and "properties" buttons in level editor
When clicking "conf" and "properties" buttons in the level editor when
the previous screen is not the playfield screen, it can be confusing
how to return to the playfield screen (by clicking both buttons in the
"right" order). To make things easier, both buttons now return to the
playfield screen if the user is already on the corresponding screen.
Holger Schemel [Sun, 25 Oct 2020 19:17:27 +0000 (20:17 +0100)]
removed unused function
Holger Schemel [Sun, 25 Oct 2020 18:53:25 +0000 (19:53 +0100)]
fixed bug with copying color key if surfaces have different format
This bug occurs when getting the color key of a surface and setting it
as the color key of another surface that has a surface format that
differs from that of the first surface.
This bug occurs in conjunction with the workaround for the color key
bug in SDL 2.0.12 which prevents transparency in graphics files with
color palette. (See commit
6b6c9eb2 for that workaround.)
Especially, this bug combination occurs on the high score screen of
Alan Bond's "Snake Bite" level set, which then only shows a headline
on a black screen. (This screen uses a trick to show each line on the
screen in a different color by using a background with different
colors and an inverted font with transparent characters and opaque
black surroundings, so missing transparency leads to "black text on
black background".)
Holger Schemel [Sun, 25 Oct 2020 18:33:16 +0000 (19:33 +0100)]
changed function to check if a surface has a color key
Holger Schemel [Sat, 24 Oct 2020 00:50:36 +0000 (02:50 +0200)]
improved inserting level sketch from clipboard to level editor
When pasting a level sketch to the level editor that has been copied
from the R'n'D forum, obsolete (historic) game elements will be mapped
to their current counterparts (just like it is done when loading an
old R'n'D level file). In addition, the corresponding game engine is
auto-detected (if possible) and set accordingly.
Holger Schemel [Thu, 22 Oct 2020 16:37:29 +0000 (18:37 +0200)]
fixed bug with clicked text area gadgets marking level as changed
This bugs happens when clicking into a text area gadgets, then
deactivating it again by clicking somewhere else. This marks the level
as changed, even though nothing was changed at all.
Holger Schemel [Thu, 22 Oct 2020 16:31:50 +0000 (18:31 +0200)]
fixed bug with text area gadgets when pressing "Escape" key
This bugs happens when leaving a text area gadget by pressing the
"Escape" key. While this is allowed and does not cause the previous
text area content to be restored (as text area gadgets cannot be
left using the "Enter" key, and as there may be huge amount of text
being entered), the corresponding callback function is not called, so
the entered text is lost as soon as the gadget gets unmapped.
Holger Schemel [Thu, 22 Oct 2020 16:25:15 +0000 (18:25 +0200)]
fixed bug with text input gadgets when pressing "Escape" key
This bugs happens when incrementing or decrementing a numeric text
input gadget by 5 or 10 (using middle or right mouse button) so that
it gets a value beyond the allowed range. Although this will be
corrected, the "last value" variable still has the bad value, which
gets restored when clicking that text input gadget and then leaving
it by pressing the "Escape" key.
Holger Schemel [Mon, 12 Oct 2020 22:19:06 +0000 (00:19 +0200)]
re-added accidentally removed program icon
The program icon file was unintentionally removed with commit
679bbca8.
Holger Schemel [Mon, 5 Oct 2020 20:49:05 +0000 (22:49 +0200)]
version number set to 4.2.0.4
Holger Schemel [Sun, 4 Oct 2020 23:54:44 +0000 (01:54 +0200)]
added disabling overlay touch buttons when showing envelope
Holger Schemel [Sun, 4 Oct 2020 23:17:43 +0000 (01:17 +0200)]
added check to prevent unnecessary SDL download for Android build
Holger Schemel [Sun, 4 Oct 2020 23:12:51 +0000 (01:12 +0200)]
removed unnecessary screen redraws when waiting for events to continue
Holger Schemel [Sun, 4 Oct 2020 23:10:05 +0000 (01:10 +0200)]
added waiting for press/release events when waiting for events to continue
Holger Schemel [Sun, 4 Oct 2020 23:07:05 +0000 (01:07 +0200)]
added always clearing player action when waiting for events to continue
Holger Schemel [Sun, 4 Oct 2020 22:59:34 +0000 (00:59 +0200)]
added clearing player action for non-game finger release events
Holger Schemel [Sun, 4 Oct 2020 22:57:27 +0000 (00:57 +0200)]
added clearing virtual buttons when clearing player action
Holger Schemel [Sun, 4 Oct 2020 22:55:29 +0000 (00:55 +0200)]
added clearing touch info when clearing player action
Holger Schemel [Sun, 4 Oct 2020 22:52:23 +0000 (00:52 +0200)]
moved code for setting touch info for finger events to separate function
Holger Schemel [Sat, 3 Oct 2020 23:52:40 +0000 (01:52 +0200)]
added creating engine snapshots when using mouse click events
Before, when using mouse click events as CE change events, clicking on
a CE with mouse click event did not save a new game engine snapshot,
so undo/redo of CE mouse click events did not work.
With this change, undo/redo snapshots will also be created when using
mouse click events.
Holger Schemel [Sat, 3 Oct 2020 22:56:42 +0000 (00:56 +0200)]
fixed single-step mode for mouse click events
Before, when using mouse click events as CE change events, pressing a
mouse button in the playfield when in single-step mode was immediately
followed by entering pause mode again.
With this change, pause mode is not entered as long as a mouse button
is pressed. (This already works similarly in the MM game engine.)
Holger Schemel [Fri, 2 Oct 2020 13:09:57 +0000 (15:09 +0200)]
changed compiling on Android to use optimization for release builds
Holger Schemel [Fri, 2 Oct 2020 12:51:59 +0000 (14:51 +0200)]
changed gcc optimization level from "-O3" to "-O2" for releases
This change was done due to general recommendations and because of
some versions of gcc emitting lots of misleading warnings with "-O3"
related to pointers possibly being null in cases where they surely
cannot be null ("warning: argument 1 null where non-null expected"
for "strcmp(s1, s2)" in src/libgame/misc.c after explicitly checking
that s1 is not null), which makes it harder to recognize "real"
warnings when building the distribution packages.
Holger Schemel [Thu, 1 Oct 2020 22:37:24 +0000 (00:37 +0200)]
fixed showing commit hash on version page of info screen for Android
This is needed when building for Android and was missing in commit
438a173a.
Holger Schemel [Thu, 1 Oct 2020 19:04:15 +0000 (21:04 +0200)]
fixed potential crash bug when loading custom artwork
This patch fixes a memory corruption bug that potentially leads to
program crashes when loading custom artwork (or level sets with custom
artwork) by accessing a potentially invalid bitmap pointer (used for
the global border bitmap).
Holger Schemel [Tue, 29 Sep 2020 19:35:09 +0000 (21:35 +0200)]
fixed single-step mode for wrap-around levels in EM engine
This fixes a graphical bug when wrapping around in single-step mode by
drawing wrap-around animation before going to single step pause mode.
Holger Schemel [Fri, 25 Sep 2020 00:08:46 +0000 (02:08 +0200)]
added full compatibility for wrap-around levels in EM engine
The previous support for wrap-around levels in the EM game engine was
some sort of "idealized" implementation that lets the player wrap
around by moving horizontally on the same vertical level position
forever (which results in truely infinite wrap-around levels).
This may be nice and perfect, but has the disadvantage that the
original Emerald Mine Club engine did not work that way, making
existing EMC levels unplayable and/or unsolvable. (Examples are
level 80 of "Ruppelmine 3" or level 34 of "The Exception 2".)
Instead, the original game engine caused the player to step one
vertical position up or down when leaving the playfield at the left
or right border, which is required by the mentioned example levels.
This correction adds a flag that is set by default to use the original
behaviour.
Holger Schemel [Thu, 24 Sep 2020 23:59:21 +0000 (01:59 +0200)]
fixed support for wrap-around levels in EM engine
Fixed initializing wrap-around levels in the EM game engine; this was
done when loading the cave, but using a run-time flag, which is not
set until starting the game.
This is a regression bug of commit
04c0f302.
Holger Schemel [Sat, 19 Sep 2020 01:05:28 +0000 (03:05 +0200)]
added showing commit hash on version page of info screen
Holger Schemel [Sat, 19 Sep 2020 00:07:36 +0000 (02:07 +0200)]
enabled init time debugging messages when compiled with debug code
Holger Schemel [Fri, 18 Sep 2020 23:58:47 +0000 (01:58 +0200)]
added multi-part line debug logging functions
Holger Schemel [Fri, 18 Sep 2020 23:06:43 +0000 (01:06 +0200)]
removed unused functions to set/get internal error messages
Holger Schemel [Fri, 18 Sep 2020 23:00:23 +0000 (01:00 +0200)]
changed non-fatal error handling to use new error functions
Holger Schemel [Fri, 18 Sep 2020 22:18:07 +0000 (00:18 +0200)]
changed fatal error handling to use new error functions
Holger Schemel [Fri, 18 Sep 2020 17:18:29 +0000 (19:18 +0200)]
moved variables for network server thread to network structure
Holger Schemel [Fri, 18 Sep 2020 16:34:07 +0000 (18:34 +0200)]
renamed function
Holger Schemel [Thu, 17 Sep 2020 18:30:14 +0000 (20:30 +0200)]
changed check for limiting debug output to substring match
Holger Schemel [Thu, 17 Sep 2020 18:10:16 +0000 (20:10 +0200)]
moved checks for debug mode to main logging function
Holger Schemel [Wed, 16 Sep 2020 22:53:03 +0000 (00:53 +0200)]
changed simple "printf()" debug output to new debug log function
Holger Schemel [Wed, 16 Sep 2020 22:27:26 +0000 (00:27 +0200)]
changed printing game tile information to console and log file
Holger Schemel [Wed, 16 Sep 2020 22:10:47 +0000 (00:10 +0200)]
changed printing level editor brush data to console and log file
Holger Schemel [Wed, 16 Sep 2020 21:52:56 +0000 (23:52 +0200)]
fixed text event handling for newer SDL versions (again)
This fixes another regression of commit
5a53ae0c,
888ee049 and
35da46e4 that still causes incorrect key/text event handling.
The problem occurs when entering uppercase letters, which creates two
key events (pressed and released) with the lowercase letter (while
modifier state indicates that the Shift key is active), plus one text
event with the uppercase letter. The previous logic caused both cases
to be handled as a new key event, effectively handling that letter
twice (one time in lowercase, and another time in uppercase).
An additional check for text input style modifier keys prevents the
lowercase variant of the case described above not to be handled.
Holger Schemel [Wed, 16 Sep 2020 21:28:23 +0000 (23:28 +0200)]
changed simple "printf()" debug output to new debug log function
Holger Schemel [Wed, 16 Sep 2020 16:46:33 +0000 (18:46 +0200)]
removed checking for debug mode when using debug logging
Holger Schemel [Wed, 16 Sep 2020 16:45:34 +0000 (18:45 +0200)]
fixed debug logging to omit output if debug mode disabled
Holger Schemel [Wed, 16 Sep 2020 16:37:25 +0000 (18:37 +0200)]
added setting Android log level for new logging functions
Holger Schemel [Wed, 16 Sep 2020 16:32:57 +0000 (18:32 +0200)]
changed warnings and debug output to use new generic logging functions
Holger Schemel [Wed, 16 Sep 2020 14:33:22 +0000 (16:33 +0200)]
added option to limit debug output to specific debug mode
Holger Schemel [Wed, 16 Sep 2020 14:17:15 +0000 (16:17 +0200)]
added generic logging functions (not used yet)
Holger Schemel [Wed, 16 Sep 2020 13:21:51 +0000 (15:21 +0200)]
fixed potentially invalid string pointers when parsing options
When using command line options like "--option=argument" instead of
"--option argument" (which is especially needed if arguments are
optional), this resulted in invalid string pointers before this fix.
Holger Schemel [Tue, 15 Sep 2020 18:04:33 +0000 (20:04 +0200)]
fixed regression bug introduced by changes for "autofix" command
This fixes program crashes that may happen when using automatic tape
replay with visible feedback (like "autoplay", "autowarp" etc.).
This is a regression of commit
e534f3cf.
Holger Schemel [Tue, 15 Sep 2020 09:07:46 +0000 (11:07 +0200)]
improved startup speed by optimizing parsing of parameter values
Commit
bd5cd062 (that introduced event actions for global animations)
also added a nasty performance bottleneck due to complexity of parsing
event action parameters, which slowed down program startup phase quite
significantly. However, in most cases these parameters just stay at
their default values, so checking for that default value first results
in massively speeding up this part of the startup phase.
Holger Schemel [Tue, 15 Sep 2020 06:40:14 +0000 (08:40 +0200)]
added ability to undo (restore) the previously recorded tape
When the in-memory tape is erased with more than a minimum length of
playing time (currently set to 20 seconds), an internal copy of the
tape is created to be able to restore it. Just type ":undo-tape" or
":ut" to undo (restore) the last tape.
If the in-memory tape to be erased is shorter than the minimum length,
an undo tape is created from it if it is longer than the currently
stored undo tape.
Holger Schemel [Mon, 14 Sep 2020 19:42:59 +0000 (21:42 +0200)]
fixed key shortcut to start/end game (broken by regression)
This change fixes a regression of commit
888ee049 (and
35da46e4) that
causes problems when handling text input in situations unrelated to
the Android screen keyboard, like entering key shortcuts to start and
end a game on non-Android platforms.
This commit fixes a bug that results in restarting the game when the
player has died and the "space" key (or other configured key) was used
to return to the main menu (or level editor).
Holger Schemel [Mon, 14 Sep 2020 15:16:00 +0000 (17:16 +0200)]
moved code for fixing single-player tapes to separate function
Holger Schemel [Mon, 14 Sep 2020 15:00:45 +0000 (17:00 +0200)]
minor improvement of function to check for string suffix
Holger Schemel [Mon, 14 Sep 2020 14:56:43 +0000 (16:56 +0200)]
removed duplicate function to check for string suffix
Holger Schemel [Mon, 14 Sep 2020 08:38:21 +0000 (10:38 +0200)]
fixed output to logfile for "autofix" command
Thanks to Bela Lubkin for this fix.
Holger Schemel [Fri, 11 Sep 2020 17:17:57 +0000 (19:17 +0200)]
added command to automatically test tapes and try to fix if broken
This adds a new command "autofix" that can be used to test and try to
fix existing tapes (by setting a property bit in the tape header).
The only patch currently available is "em_random_bug" that sets the
property bit for using the 64-bit random value workaround in the EM
game engine (see commit
1006b2db for details).
This command is an improved variant for the command "patch tapes"
introduced with commit
7c1d6252.
Thanks to Bela Lubkin for convincing me that this command is in fact a
good idea! :-)
Holger Schemel [Fri, 11 Sep 2020 13:13:10 +0000 (15:13 +0200)]
small change of console output when auto-playing tapes
Holger Schemel [Fri, 11 Sep 2020 13:07:52 +0000 (15:07 +0200)]
renamed function
Holger Schemel [Fri, 11 Sep 2020 10:43:52 +0000 (12:43 +0200)]
renamed playfield variable
Holger Schemel [Fri, 11 Sep 2020 09:42:31 +0000 (11:42 +0200)]
renamed some functions
Holger Schemel [Thu, 10 Sep 2020 18:51:27 +0000 (20:51 +0200)]
added command to automatically patch tapes for the "EM random bug"
This adds a command line option that can be used to patch existing
tapes (by setting or unsetting property bits in the tape header).
The only patch mode currently available is "em_random_bug" that sets
the property bit for using the 64-bit random value workaround in the
EM game engine (see commit
1006b2db for details).
When using "help" for "MODE", all available patch modes will be shown.
Holger Schemel [Thu, 10 Sep 2020 18:35:15 +0000 (20:35 +0200)]
split function to save tape
Holger Schemel [Thu, 10 Sep 2020 18:19:20 +0000 (20:19 +0200)]
added handling 64-bit random value bug with old tapes in EM engine
See commits
61c3da0 (incomplete fix) and
c92edfe9 (final fix) for
details about this problem that was introduced (by a partial fix) in
version 3.3.1.0 and finally fixed in version 4.0.1.2, which resulted
in many tapes recorded between these versions with the EM game engine
to be broken.
To fix these broken tapes, it is required to set a new property bit in
all existing tape files that are affected by this bug.
The functionality to automatically patch these tapes will be added as
a new command line option.
Holger Schemel [Thu, 10 Sep 2020 18:09:55 +0000 (20:09 +0200)]
added support for tape property bits (not used yet)
Holger Schemel [Tue, 8 Sep 2020 21:14:03 +0000 (23:14 +0200)]
version number set to 4.2.0.3
Holger Schemel [Tue, 8 Sep 2020 20:32:01 +0000 (22:32 +0200)]
updated installation instructions
Holger Schemel [Tue, 8 Sep 2020 17:55:47 +0000 (19:55 +0200)]
fixed version number references for changes since version 4.2.0.0
Fixed some version number references to version 4.1.4.2 that was never
released as packages, but only via Git repository and that was nearly
identical to version 4.1.4.1. Especially it contained the same version
of the Emerald Mine game engine as version 4.1.4.1, so tapes recorded
with version 4.1.4.2 must be played with the old EM engine.
Starting with version 4.2.0.0, the new EM engine will be used.
Holger Schemel [Sat, 5 Sep 2020 23:54:33 +0000 (01:54 +0200)]
added check if setting vsync mode to selected value was successful
Holger Schemel [Sat, 5 Sep 2020 23:29:23 +0000 (01:29 +0200)]
changed function logic for changing fullscreen/scaling/vsync to match
Holger Schemel [Sat, 5 Sep 2020 23:23:32 +0000 (01:23 +0200)]
split function to toggle fullscreen and change window scaling
Holger Schemel [Sat, 5 Sep 2020 23:15:43 +0000 (01:15 +0200)]
fixed setting setup value and list selection for vsync mode
Holger Schemel [Sat, 5 Sep 2020 19:38:50 +0000 (21:38 +0200)]
improved function to toggle fullscreen or change window scaling
Holger Schemel [Sat, 5 Sep 2020 19:25:24 +0000 (21:25 +0200)]
added re-creating renderer and textures when changing video vsync mode
When not using OpenGL renderer, changing video vsync mode requires
re-creating renderer and textures with changed vsync settings.
(This uses code for re-creating the screen that was a part of function
"ToggleFullscreenOrChangeWindowScalingIfNeeded()", but that was never
used after support for SDL 1.2 was removed with commit
d3e24bbf.)
Holger Schemel [Sat, 5 Sep 2020 18:50:00 +0000 (20:50 +0200)]
added check for OpenGL renderer when trying to change vsync mode
Holger Schemel [Sat, 5 Sep 2020 18:45:45 +0000 (20:45 +0200)]
added macros for converting vsync mode string and integer values
Holger Schemel [Thu, 3 Sep 2020 23:54:03 +0000 (01:54 +0200)]
added setting video vsync mode when creating renderer
Changing the vsync mode after creating the renderer only works for the
OpenGL renderer. For all other renderers, it must be set when creating
the renderer.
This means that changes to the vsync mode settings in the setup menu
currently only take effect after restarting the program.
Holger Schemel [Thu, 3 Sep 2020 23:48:46 +0000 (01:48 +0200)]
added storing current video vsync mode after setting it
Holger Schemel [Thu, 3 Sep 2020 23:44:27 +0000 (01:44 +0200)]
added option for setting hint for render driver to setup config file
Holger Schemel [Thu, 3 Sep 2020 23:21:25 +0000 (01:21 +0200)]
minor whitespace change
Holger Schemel [Thu, 3 Sep 2020 23:13:47 +0000 (01:13 +0200)]
changed "http" to "https" in URLs
Holger Schemel [Thu, 3 Sep 2020 22:50:18 +0000 (00:50 +0200)]
added displaying render driver on info screen page
Holger Schemel [Thu, 3 Sep 2020 22:43:08 +0000 (00:43 +0200)]
improved displaying video and audio driver on info screen page
Holger Schemel [Thu, 3 Sep 2020 22:20:25 +0000 (00:20 +0200)]
version number set to 4.2.0.2
Holger Schemel [Wed, 2 Sep 2020 18:28:23 +0000 (20:28 +0200)]
fixed wrong eater content when loading native EM levels
This fixes a regression bug from commit
baf962d5 that causes wrong
eater content when loading native EM levels.
Native Emerald Mine levels before version V5 only supported 28 eater
objects, but some levels contained object codes above that, which are
now mapped to empty space. (Before, they were mapped to the first 32
eater objects (28 objects, padded with four empty space objects) using
"mod 32" operation, which lead to completely wrong eater objects for
nearly all affected levels.)
Mapping these eater objects to empty space is the best solution for
now, as nearly all affected levels are solvable when using empty space
objects instead (as most of these objects originally mapped to doors
or letter elements).
Holger Schemel [Tue, 1 Sep 2020 18:34:54 +0000 (20:34 +0200)]
changed number of eater arrays from 8 to 4 for pre-V6 EM engine levels
This prevents duplication of eater arrays for native EM engine levels
prior to version V6 (which had only four eater arrays). This is more
or less a cosmetical change only for the level editor when looking at
the eater arrays. There is no difference when playing such levels.
Holger Schemel [Tue, 1 Sep 2020 18:18:53 +0000 (20:18 +0200)]
changed constant number of eater arrays to variable for EM game engine
This makes it possible to create and play levels with a number of
eater arrays other than eight (which was a contant value before)
when using the EM game engine.
Holger Schemel [Sat, 29 Aug 2020 09:57:51 +0000 (11:57 +0200)]
fixed potential crash bug when reading from artwork info cache
This fixes a regression bug from commit
79425634, which allowed for
empty cache entries (as tokens "program_title", "program_copyright"
and "program_company" may be undefined), which may result in crashes
when reading inconsistent or incomplete cache files.
Holger Schemel [Wed, 26 Aug 2020 22:04:29 +0000 (00:04 +0200)]
added missing cave buffer offsets to robot wheel position
Holger Schemel [Tue, 25 Aug 2020 21:05:28 +0000 (23:05 +0200)]
fixed pushed objects going into acid in EM engine for old tapes
With the new EM game engine, objects that are pushed towards acid when
initially created fall into acid instead of replacing it (like in the
old engine). This change adds some compatibility code to use the old
behaviour when replaying old tapes.
This is an addition to commit
f717d0c1.
Holger Schemel [Tue, 25 Aug 2020 17:48:51 +0000 (19:48 +0200)]
fixed handling of pushed objects in EM engine for old tapes
This change fixes problems with emulating the behaviour of initially
pushed objects for old tapes. (With the new EM game engine, objects
that are pushed towards the player when initially created always kill
the player, while the object just stopped with the old engine.)
This is an addition to commit
1dd2190d.