Holger Schemel [Thu, 18 Mar 2021 18:44:50 +0000 (19:44 +0100)]
added level editor option to sort high scores by playing time (or steps)
Holger Schemel [Fri, 12 Mar 2021 13:36:13 +0000 (14:36 +0100)]
changed high score screen to show time instead of score for Supaplex levels
Holger Schemel [Fri, 12 Mar 2021 07:54:57 +0000 (08:54 +0100)]
moved filesystem code for Emscripten platform to separate functions
Holger Schemel [Thu, 11 Mar 2021 17:44:11 +0000 (18:44 +0100)]
added using played time for high score calculation
Holger Schemel [Thu, 11 Mar 2021 19:35:24 +0000 (20:35 +0100)]
added storing played time in score files (not used yet)
Holger Schemel [Thu, 11 Mar 2021 17:27:11 +0000 (18:27 +0100)]
improved code for final time calculation
Holger Schemel [Thu, 11 Mar 2021 19:33:01 +0000 (20:33 +0100)]
cleanup of high score data structures
Holger Schemel [Tue, 9 Mar 2021 22:59:18 +0000 (23:59 +0100)]
removed unused code
Holger Schemel [Tue, 9 Mar 2021 18:49:00 +0000 (19:49 +0100)]
changed file format of score files from plain text to IFF
Holger Schemel [Sat, 1 May 2021 13:27:03 +0000 (15:27 +0200)]
changed flood fill function to prevent stack overflow crashes
The previous implementation of the flood fill function (as used in the
level editor) used recursion, which could cause the program to crash
on some systems when using it with maximum level size. This was caused
by a stack overflow on systems that use a stack size not large enough
for the deep recursion involved in such cases. (Such crashes happened
on Windows systems, which usually have a stack size of 1 MB, while it
did not happen on Linux systems, which usually have 8 MB stack size.)
The new flood fill function which uses an iterative algorithm does not
have this problem (as the memory used for it is not on the stack).
Holger Schemel [Fri, 5 Mar 2021 08:24:23 +0000 (09:24 +0100)]
added freeing bitmap (potentially replaced after scaling up)
Holger Schemel [Thu, 4 Mar 2021 20:03:55 +0000 (21:03 +0100)]
added some cleanup and comments
Holger Schemel [Thu, 4 Mar 2021 19:58:03 +0000 (20:58 +0100)]
fixed using custom sized game graphics also for global animations
When using image files for game graphics with custom tile size, then
configuring the same image files also for global animations, global
animations had broken (standard-sized) graphics before.
This change (together with the previous commit) fixes this bug.
Holger Schemel [Thu, 4 Mar 2021 18:57:56 +0000 (19:57 +0100)]
added support for accessing (scaled) original size of loaded images
Before, loaded images were stored and accessed in "standard" size,
with an exception for game element graphics in non-standard size (like
using game element graphics with a tile size of 64x64 pixels).
This has the disadvantage that global animations using the same image
file are displayed incorrectly, because of not using the original size
of the image, but the (potentially down-scaled) "standard" image size
(as the original sized graphics are only used for game elements).
This change adds a bitmap pointer to easily access the original sized
bitmap (which can either be the normal, standard-sized bitmap, or the
custom sized bitmap used for in-game element graphics). In addition,
the original sized bitmap is also stored in cases where it would have
been discarded before (like image files with double-sized element
graphics used in graphics sets that only use standard sized element
graphics, which causes the original bitmap to be down-scaled and freed
again, only keeping the down-scaled bitmap, so the bitmap in original
size is not available anymore for global animations using the same
image file).
When talking about "original sized bitmaps" here, this is the size of
the image _after_ applying a possible option "scale_up_factor", which
is always applied first.
Correctly using the "original sized bitmaps" for global animations
will be fixed with the next commit.
Holger Schemel [Thu, 4 Mar 2021 18:43:58 +0000 (19:43 +0100)]
changed name of preprocessor constant to improve readability
Holger Schemel [Wed, 3 Mar 2021 18:46:19 +0000 (19:46 +0100)]
fixed graphics config option to support elements on non-black background
This change fixes graphical bugs for moving and falling elements when
using non-black background by using option "game.use_masked_elements".
This is a fix for commit
bbf7eaa0.
Holger Schemel [Sun, 28 Feb 2021 17:36:28 +0000 (18:36 +0100)]
version number set to 4.2.3.2
Holger Schemel [Wed, 24 Feb 2021 15:37:22 +0000 (16:37 +0100)]
added deployment targets in Makefile
Holger Schemel [Sat, 27 Feb 2021 19:22:37 +0000 (20:22 +0100)]
re-enabled storing selection from "last played level set" menu
Holger Schemel [Fri, 26 Feb 2021 09:22:41 +0000 (10:22 +0100)]
removed code which has no effect
Holger Schemel [Fri, 26 Feb 2021 09:19:31 +0000 (10:19 +0100)]
changed function to get tree node from identifier to be more generic
Holger Schemel [Thu, 25 Feb 2021 18:55:50 +0000 (19:55 +0100)]
fixed problems with current level set node being a tree node copy
When selecting the current level set from the "last played level sets"
sub-menu, using the corresponding tree node from this sub-tree instead
of the "original" tree node of that level set may cause a number of
problems:
When using a level template stored in the parent level set directory,
it will not be detected as there is no corresponding parent tree node
if a tree node from the "last played level sets" sub-tree is used.
When toggling between the "original" tree node and the node copy from
the "last played level sets" sub-tree, custom artwork will always be
reloaded, as the level set tree node is treated as "has changed".
This change fixes these problems by always making sure that the
"original" tree node is used after selecting a new level set, but
causes the level set selection menu to always start with the
"original" tree node, even if the last level set selection was made
from the "last played level sets" menu.
Holger Schemel [Thu, 25 Feb 2021 18:36:56 +0000 (19:36 +0100)]
added marking nodes in "last played level sets" sub-tree as copy
Holger Schemel [Thu, 25 Feb 2021 11:43:49 +0000 (12:43 +0100)]
added safety check (should never happen style)
Holger Schemel [Thu, 25 Feb 2021 11:31:05 +0000 (12:31 +0100)]
fixed horrible crash bug caused by dereferencing pointer just freed before
Holger Schemel [Wed, 24 Feb 2021 15:37:08 +0000 (16:37 +0100)]
version number set to 4.2.3.1
Holger Schemel [Tue, 23 Feb 2021 20:18:11 +0000 (21:18 +0100)]
version number set to 4.2.3.0
Holger Schemel [Fri, 19 Feb 2021 17:10:02 +0000 (18:10 +0100)]
added support for using LLDB instead of GDB when debugging on Mac
Holger Schemel [Fri, 19 Feb 2021 01:49:37 +0000 (02:49 +0100)]
added setup options to disable asking on quit game and on quit program
Holger Schemel [Fri, 19 Feb 2021 01:37:59 +0000 (02:37 +0100)]
changed function parameter handling (with same functionality)
Holger Schemel [Thu, 18 Feb 2021 23:24:23 +0000 (00:24 +0100)]
fixed crash bug caused by freeing string buffer twice
When loading a snapshot, a string pointer in the tape structure was
also restored from the snapshot, overwriting a potentially already
changed string pointer, therefore causing the next free() to crash.
Holger Schemel [Thu, 18 Feb 2021 12:54:39 +0000 (13:54 +0100)]
fixed updating list of last played level sets after switching user
Holger Schemel [Wed, 17 Feb 2021 22:50:17 +0000 (23:50 +0100)]
fixed sort priorities of special tree nodes to prevent bad sort results
Holger Schemel [Wed, 17 Feb 2021 12:41:06 +0000 (13:41 +0100)]
fixed crash bug caused by accessing undefined sorting name
Holger Schemel [Wed, 17 Feb 2021 11:49:10 +0000 (12:49 +0100)]
added functions to case-insensitively compare strings that might be NULL
Holger Schemel [Tue, 16 Feb 2021 22:14:07 +0000 (23:14 +0100)]
added support for left, middle or right mouse button for CE change events
Holger Schemel [Tue, 16 Feb 2021 00:48:54 +0000 (01:48 +0100)]
fixed sorting in tutorial and classic level groups
Holger Schemel [Mon, 15 Feb 2021 23:46:52 +0000 (00:46 +0100)]
minor code improvement
Holger Schemel [Mon, 15 Feb 2021 23:20:27 +0000 (00:20 +0100)]
added persistent personal game data for Emscripten platform
Holger Schemel [Mon, 15 Feb 2021 23:05:29 +0000 (00:05 +0100)]
increased initial memory for Emscripten platform
Holger Schemel [Thu, 11 Feb 2021 00:39:33 +0000 (01:39 +0100)]
added storing and checking program version in artwork info cache
Holger Schemel [Wed, 10 Feb 2021 02:17:36 +0000 (03:17 +0100)]
removed unused code for sorting and coloring level sets and custom artwork
Holger Schemel [Wed, 10 Feb 2021 00:34:50 +0000 (01:34 +0100)]
changed sorting and coloring in level sets and custom artwork menu
Holger Schemel [Tue, 9 Feb 2021 18:16:30 +0000 (19:16 +0100)]
fixed setting user directory flag in level artwork tree info
Holger Schemel [Sat, 6 Feb 2021 10:48:34 +0000 (11:48 +0100)]
added highlighting color when navigating tree info nodes
Holger Schemel [Sat, 6 Feb 2021 10:42:04 +0000 (11:42 +0100)]
changed color of unselected tree info nodes from yellow to green
Holger Schemel [Sat, 6 Feb 2021 10:24:23 +0000 (11:24 +0100)]
moved code to draw tree info text to separate function
Holger Schemel [Fri, 5 Feb 2021 16:45:19 +0000 (17:45 +0100)]
added sorting tree group nodes prior to normal nodes (level sets / artwork)
Holger Schemel [Fri, 5 Feb 2021 16:40:20 +0000 (17:40 +0100)]
improved comparing tree name strings when sorting tree
Holger Schemel [Thu, 4 Feb 2021 16:47:45 +0000 (17:47 +0100)]
fixed wording for custom artwork menu
Holger Schemel [Thu, 4 Feb 2021 16:39:22 +0000 (17:39 +0100)]
added sorting artwork info cache data before writing to cache file
Holger Schemel [Thu, 4 Feb 2021 00:03:41 +0000 (01:03 +0100)]
fixed invalidating artwork info cache for non-existing artwork config file
Holger Schemel [Thu, 4 Feb 2021 00:00:29 +0000 (01:00 +0100)]
changed saving artwork info cache only if it has changed
Holger Schemel [Tue, 2 Feb 2021 16:55:57 +0000 (17:55 +0100)]
added parent link to custom artwork tree to go back to setup menu
Holger Schemel [Tue, 2 Feb 2021 16:49:30 +0000 (17:49 +0100)]
added function to set all parent links in tree
Holger Schemel [Tue, 2 Feb 2021 11:56:27 +0000 (12:56 +0100)]
added support for setup menu as top tree node
Holger Schemel [Tue, 2 Feb 2021 11:54:31 +0000 (12:54 +0100)]
replaced string texts with predefined string constants
Holger Schemel [Tue, 2 Feb 2021 11:39:26 +0000 (12:39 +0100)]
changed function to determine correct tree type
Holger Schemel [Tue, 2 Feb 2021 11:35:53 +0000 (12:35 +0100)]
minor code improvement
Holger Schemel [Tue, 2 Feb 2021 00:25:16 +0000 (01:25 +0100)]
added separate custom artwork sub-tree for dedicated custom artwork
Holger Schemel [Mon, 1 Feb 2021 23:47:41 +0000 (00:47 +0100)]
added separate custom artwork sub-tree for artwork-only level sets
Holger Schemel [Mon, 1 Feb 2021 19:39:38 +0000 (20:39 +0100)]
added wrapper function for creating level set custom artwork tree
Holger Schemel [Sat, 30 Jan 2021 22:51:16 +0000 (23:51 +0100)]
replaced string text with predefined string constant
Holger Schemel [Sat, 30 Jan 2021 22:45:40 +0000 (23:45 +0100)]
moved code to remove tree info node to separate function
Holger Schemel [Sat, 30 Jan 2021 19:59:17 +0000 (20:59 +0100)]
changed custom artwork list to tree structure similar to level sets
Before, all available custom artwork sets were presented as a long
list in the "custom artwork" setup menu. Now, all custom artwork
sets that are part of level sets (including pseudo level sets that
only contain custom artwork) are presented as a tree structure
similar to the level set selection menu, so it is much easier now
to find a custom artwork set related to a level set.
Holger Schemel [Sat, 30 Jan 2021 10:01:28 +0000 (11:01 +0100)]
improved debug output for level or artwork tree info dump
Holger Schemel [Wed, 20 Jan 2021 23:02:14 +0000 (00:02 +0100)]
fixed memory leak in recently added "last played level sets" feature
Holger Schemel [Wed, 20 Jan 2021 20:34:23 +0000 (21:34 +0100)]
minor comment change
Holger Schemel [Tue, 19 Jan 2021 23:35:08 +0000 (00:35 +0100)]
added step delay option to custom element movement configuration
Holger Schemel [Mon, 11 Jan 2021 22:35:59 +0000 (23:35 +0100)]
added graphics config option to support elements on non-black background
Holger Schemel [Thu, 14 Jan 2021 20:14:31 +0000 (21:14 +0100)]
added "last played level sets" sub-menu to level set selection screen
Holger Schemel [Sat, 9 Jan 2021 17:11:55 +0000 (18:11 +0100)]
minor code improvement
Holger Schemel [Sat, 9 Jan 2021 17:04:34 +0000 (18:04 +0100)]
improved code for counting score after the game
Holger Schemel [Sat, 9 Jan 2021 16:47:11 +0000 (17:47 +0100)]
added setup option to disable counting score after the game
Holger Schemel [Sat, 9 Jan 2021 16:17:59 +0000 (17:17 +0100)]
inverted logic of boolean setup option (to show scores after the game)
Holger Schemel [Sat, 16 Jan 2021 18:31:37 +0000 (19:31 +0100)]
updated title text and border graphic to show current year
Holger Schemel [Fri, 15 Jan 2021 16:58:37 +0000 (17:58 +0100)]
version number set to 4.2.2.2
Holger Schemel [Sun, 10 Jan 2021 00:08:59 +0000 (01:08 +0100)]
fixed graphical bug with wrong draw buffer when using envelope request
This bug occurred when using the R'n'D game engine with an envelope
request graphics configuration during a request after the game ended
(like asking to save a new tape), resulting in graphical garbage.
This bug was a regression of commit
926cd5be.
Holger Schemel [Sat, 9 Jan 2021 18:10:49 +0000 (19:10 +0100)]
fixed displaying new high score entry if not on first page
Holger Schemel [Sat, 9 Jan 2021 11:54:19 +0000 (12:54 +0100)]
fixed bug with not updating game panel when leaving invisible warp mode
Holger Schemel [Sat, 9 Jan 2021 11:48:33 +0000 (12:48 +0100)]
removed unused function declaration
Holger Schemel [Fri, 8 Jan 2021 16:14:52 +0000 (17:14 +0100)]
improved door handling when entering level editor with read-only warning
Holger Schemel [Fri, 8 Jan 2021 16:08:16 +0000 (17:08 +0100)]
added option to disable warning about read-only levels when entering editor
Holger Schemel [Fri, 8 Jan 2021 16:06:13 +0000 (17:06 +0100)]
minor change of text in request dialogs
Holger Schemel [Thu, 7 Jan 2021 23:55:40 +0000 (00:55 +0100)]
fixed bug with disabling overlay buttons during screen keyboard on Android
When using the screen keyboard on Android systems with touch input,
keys on the screen keyboard like the "Return" key are handled as key
events, not text events, This causes the event handler to think that
a real keyboard is used instead of touch input, causing overlay touch
buttons to be disabled, even if the screen keyboard is immediately
followed by a request dialog, where overlay buttons should be used.
Holger Schemel [Thu, 7 Jan 2021 23:05:49 +0000 (00:05 +0100)]
minor code cleanup
Holger Schemel [Thu, 7 Jan 2021 23:01:08 +0000 (00:01 +0100)]
fixed bug with screen keyboard still being active during request dialogs
Holger Schemel [Thu, 7 Jan 2021 20:01:22 +0000 (21:01 +0100)]
fixed sub-second precision and rounding differences for time score
Holger Schemel [Thu, 7 Jan 2021 11:57:03 +0000 (12:57 +0100)]
fixed time score for native Emerald Mine and Diamond Caves levels
Holger Schemel [Wed, 6 Jan 2021 23:07:56 +0000 (00:07 +0100)]
added game functionality to use time score for 1 or 10 seconds left
Holger Schemel [Wed, 6 Jan 2021 23:05:23 +0000 (00:05 +0100)]
added level editor gadget to use time score for 1 or 10 seconds left
Holger Schemel [Wed, 6 Jan 2021 23:03:35 +0000 (00:03 +0100)]
added level value to use time score for 1 or 10 seconds left (not used yet)
Holger Schemel [Mon, 4 Jan 2021 11:21:36 +0000 (12:21 +0100)]
changed triggering CE actions by digging or collecting
Before this change, when CEs are triggered by the player digging or
collecting some tile or element, the trigger action was executed
immediately when the player started digging or collecting.
While this generally works fine, it looks (and behaves) strange when
the related CE action causes the player to relocate to a different
position in the playfield (CEs that are "teleporting" the player). In
such cases, the player's dig or collect action is usually executed at
both the old and the new player position, which is not how it really
should work.
This change fixes this behaviour by delaying the CE trigger action
until the dig or collect action is finished, so that only the tile at
the old player position gets digged or collected, but not the tile at
the new player position (if the triggered CE causes the player to
relocate).
This commit improves the workaround in commit
fd0ec980.
Holger Schemel [Sun, 3 Jan 2021 00:18:36 +0000 (01:18 +0100)]
fixed single step mode for R'n'D game engine when used in team mode
Holger Schemel [Sat, 2 Jan 2021 23:22:15 +0000 (00:22 +0100)]
added patch mode to automatically fix tapes for visible playfield size
Holger Schemel [Sat, 2 Jan 2021 01:18:30 +0000 (02:18 +0100)]
added mode to patch tapes to force visible playfield size of 34 x 34
This adds a new tape patch mode "screen_34x34" that can be used to
patch existing tapes to force a visible playfield size of 34 x 34
tiles (as used with setup option "small game graphics" when using a
graphics set with classic visible playfield size of 17 x 17 tiles).
This patch mode can be applied to team mode tapes only.
This patch mode can be used to fix broken tapes caused by recording
tapes in team mode and then replaying them with a different visible
playfield size, potentially causing different player movement due to
players being unable to move when reaching the edge of the visible
playfield when another player stays at the opposite screen border,
with default player focus that forces all players to be inside the
visible playfield.
Holger Schemel [Sat, 2 Jan 2021 01:17:02 +0000 (02:17 +0100)]
improved command to automatically patch tapes
Holger Schemel [Wed, 30 Dec 2020 20:57:47 +0000 (21:57 +0100)]
fixed bug with playing team mode tapes with changed visible playfield size
Holger Schemel [Wed, 30 Dec 2020 20:49:43 +0000 (21:49 +0100)]
added loading and saving visible playfield size from/to tape files
Holger Schemel [Wed, 30 Dec 2020 20:45:30 +0000 (21:45 +0100)]
added visible playfield size to tape structure (not used yet)