rnd-20030804-1-src
authorHolger Schemel <info@artsoft.org>
Mon, 4 Aug 2003 20:17:34 +0000 (22:17 +0200)
committerHolger Schemel <info@artsoft.org>
Sat, 30 Aug 2014 08:43:03 +0000 (10:43 +0200)
CHANGES
src/conf_gfx.c
src/conftime.h
src/files.c
src/game.c

diff --git a/CHANGES b/CHANGES
index 389da539cbf4034d63bf78c8026665e88726af7b..1d74d1aa948eaab766f547e0e900d6f45ee1afc3 100644 (file)
--- a/CHANGES
+++ b/CHANGES
@@ -4,6 +4,9 @@ Release Version 3.0.0 [02 AUG 2003]
        - 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)
index 84a893525f9d5e3d15c945d5c549023f5c9aa6c3..7b692bfa0e394f4ce8ea18d3b337e42590d5b26f 100644 (file)
@@ -580,13 +580,13 @@ struct ConfigInfo image_config[] =
   { "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"                     },
index e64513256c457038092e8c80e2ab44e9dc6f7be5..249e2ce3e5cdd0ae73cb9de6861a6e2559e5c86f 100644 (file)
@@ -1 +1 @@
-#define COMPILE_DATE_STRING "[2003-08-03 21:10]"
+#define COMPILE_DATE_STRING "[2003-08-04 22:16]"
index 791181393dc89c48c1e0ec28f5381c994bc0004f..3286dd07131ca5cc4a2a7ccd07a2aaf7a0b5294c 100644 (file)
@@ -685,6 +685,10 @@ static void LoadLevel_InitLevel(struct LevelInfo *level, char *filename)
   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
@@ -709,6 +713,11 @@ static void LoadLevel_InitLevel(struct LevelInfo *level, char *filename)
   }
   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,
index 718b1fff062877878666bddd6e2109a08c845ffc..a9256de700b26165492684b984d700a492895e22 100644 (file)
@@ -3846,9 +3846,10 @@ void StartMoving(int x, int y)
        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 */