- custom elements now have lots of configurable properties
- advanced custom element settings for powerful new elements
- fixed Supaplex gravity tubes
+ - fixed very nasty bug in SDL_image (and X11) PCX loading routine
+ - fixed some very nasty bugs in bitmap zoom routine
+ - fixed very nasty bug in level/artwork tree routine
- added new contributed levels from the following players:
+ Juergen Bonhagen (with complete artwork set)
+ Andreas Buschbeck (with complete artwork set)
{ "empty_space.ypos", "0" },
{ "empty_space.frames", "1" },
- { "sand", "RocksMore.pcx" },
+ { "sand", "RocksElements.pcx" },
{ "sand.xpos", "0" },
- { "sand.ypos", "2" },
+ { "sand.ypos", "0" },
{ "sand.frames", "1" },
- { "sand.CRUMBLED", "RocksMore.pcx" },
+ { "sand.CRUMBLED", "RocksElements.pcx" },
{ "sand.CRUMBLED.xpos", "1" },
- { "sand.CRUMBLED.ypos", "2" },
+ { "sand.CRUMBLED.ypos", "0" },
{ "sand.CRUMBLED.frames", "1" },
{ "sand.digging.left", "RocksMore.pcx" },
{ "sand.digging.left.xpos", "6" },
-#define COMPILE_DATE_STRING "[2003-08-03 21:10]"
+#define COMPILE_DATE_STRING "[2003-08-04 22:16]"
if (IS_LEVELCLASS_CONTRIBUTION(leveldir_current) ||
IS_LEVELCLASS_USER(leveldir_current))
{
+#if 0
+ printf("::: This level is private or contributed: '%s'\n", filename);
+#endif
+
/* For user contributed and private levels, use the version of
the game engine the levels were created for.
Since 2.0.1, the game engine version is now directly stored
}
else
{
+#if 0
+ printf("::: ALWAYS USE LATEST ENGINE FOR THIS LEVEL: [%d] '%s'\n",
+ leveldir_current->sort_priority, filename);
+#endif
+
/* Always use the latest version of the game engine for all but
user contributed and private levels; this allows for actual
corrections in the game engine to take effect for existing,
return;
}
-#if 0
- GfxAction[x][y] = ACTION_MOVING;
-#endif
+ /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+ for all other elements GfxAction will be set by InitMovingField() */
+ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ GfxAction[x][y] = ACTION_MOVING;
}
/* now make next step */