2 * fixed various problems with playfield and requester/tape/editor doors
3 defined to be at non-standard screen positions in artwork config file
6 * added envelope style requester dialog (alternative to door requester)
9 * fixed problems with window scaling and updating related setup value
10 * added setup option to select anti-aliasing quality of scaled windows
13 * improved speed of displaying progress when loading levels and artwork
14 * changed fullscreen and window scaling changes in setup menu to have
15 immediate effect (instead of being effective after leaving setup menu)
18 * fixed toons stopping on continuous touch events on Mac OS X
21 * fixed bug when displaying game envelope with even sized playfield
22 * added graphic configuration options for request (dialog) buttons
25 * fixed some redraw bugs with window scaling under Mac OS X
28 * fixed problems with window scaling and updating related setup value
31 * fixed problems related to fullscreen switching and window scaling
34 * fixed inconsistent custom artwork contant numbering in src/main.h,
35 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
36 (this bug caused custom artwork definition to set wrong variable)
39 * fixed using fullscreen mode on Android instead of pseudo-window mode
40 * fixed keeping desktop fullscreen mode when changing viewport size
43 * fixed remaining text input problems for non-ASCII keys with modifier
44 * added window scaling options to graphics setup menu
47 * fixed key code problems with certain keys for SDL2
48 (keypad keys not being in numerical order; number of function keys)
49 * fixed text input problems for text characters using modifier keys
52 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
55 * fixed graphical bugs when using renderer/texture based graphics
58 * fixed playing certain sounds (menu navigation sound and counting
59 score sound after solving a level) when "normal sounds" are disabled
62 * continued porting Rocks'n'Diamonds to Android (levels now playable)
65 * added SDL2 renderer/texture based graphics frame handling to allow for
66 "desktop" style fullscreen mode and scaling of game screen/window
69 * removed limitation of artwork files to selected file types (this means
70 that every file type supported by SDL_image and SDL_mixer can be used)
71 * changed default graphics vom PCX to PNG (needed for Android version to
72 prevent painfully slow loading of images, although not compressing PCX
73 files in the assets directory of the APK package might also work fine)
74 * fixed bug with SDL_BlitSurface creating garbage when source and target
75 surface are the same (this bug also existed in versions of SDL 1.2.x)
78 * started porting Rocks'n'Diamonds to Android (already shows main menu)
81 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
84 * version number set to 3.3.1.3
87 * version 3.3.1.2 released
90 * improved error handling: display error message on screen (not only in
91 the error file or on the console), and display path of the error file
94 * fixed problem with R'n'D restarting with same level set that may have
95 caused a problem (and therefore failing again and again); after an
96 error, the last level set is now deactivated in file "levelsetup.conf"
97 to restart with default level set (which should work without error)
100 * fixed determining main game data directory on Mac OS X "Mavericks"
103 * version number set to 3.3.1.2
106 * version 3.3.1.1 released
109 * added scripts directory to distribution package to enable building
110 element definitions after editing artwork config source code files
113 * added volume controls for sounds, loops and music to sound setup
116 * version number set to 3.3.1.1
119 * version 3.3.1.0 released
122 * version number set to 3.3.1.0
125 * fixed display of level time switching from ascending to descending
126 when making use of the "time orb bug" (see element setting in editor)
127 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
128 * fixed graphics performance problems (especially on Mac OS X) by using
129 whole-playfield redraw on SDL target, while still using the previous
130 single-tile redraw method on X11 target (using redraw tiles threshold)
133 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
134 (by replacing all "long" types by "int" types)
137 * fixed nasty bug (affecting crumbled graphics) after adding new special
138 graphics suffix ".TAPE" (and messing some things up in src/main.c)
141 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
142 (this caused fonts in envelope config in level editor being invisible)
145 * fixed some problems with half tile size and even tile sized playfields
148 * added level selection screen (when clicking on main menu level number)
149 * added level tracing (played, solved) for use in level selection screen
150 (to display already played or solved levels in different font color)
153 * added alternative game mode for playing with half size playfield tiles
154 * fixed another memory violation bug in the native Supaplex game engine
155 (this potential memory bug was also in the original Megaplex code, but
156 apparently only occured under rare conditions triggered by using the
157 additional added preceding playfield memory area to make a few strange
158 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
159 solvable (this all worked fine in the classic DOS version, of course))
162 * added graphics performance optimization to native Supaplex game engine
163 * fixed bug with accidentally removing preceding buffer in SP engine
164 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
165 (to prevent compatibility mapping of these newer graphics to older
166 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
169 * added separately configurable game panel background to graphics config
170 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
173 * added tape panel graphics and screen positions to graphics config
176 * added compatibility stuff for redefined "global.door" (which affects
177 all parts of that image that have their own graphics definition now)
180 * added sound button graphics to graphics config
183 * added tape button graphics and screen positions to graphics config
186 * improved single step mode in R'n'D, EM and SP engines
189 * version number set to 3.3.0.2
192 * version 3.3.0.1 released
195 * added configurable key shortcuts for snap+direction player actions
196 (probably most useful for recording tool-assisted speedrun (TAS)
197 tapes using the single-step mode of the tape recorder)
200 * version number set to 3.3.0.1
203 * version 3.3.0.0 released
206 * fixed missing memory allocation in SP engine when saving engine data
207 for non-SP game engine snapshots (which also stores SP engine part)
210 * fixed problem with scrolling in native EM engine in multi-user mode
211 (this bug was just introduced with the experimental viewport stuff)
212 * fixed animation of splashing acid in EM engine with classic artwork
213 * fixed animation of cracking nut in EM engine with classic artwork
214 * fixed (implemented) single step mode in native EM and SP engines
215 * fixed "latest_engine" flag in classic levels (moved to single sets)
216 * updated SDL library DLLs for Windows to the latest release versions
217 (this fixed some mysterious crashes of the game on Windows systems)
218 * replaced EM and SP set in classic level set with native level files
219 * finally added a newly written "CREDITS" file to the game package
220 * removed sampled music loops from classic music set
223 * changed native Emerald Mine engine to support different viewport sizes
226 * changed native Supaplex engine to support different viewport sizes
229 * added initial, experimental support for different viewport properties
230 (with "viewports" being menu/playfield area and doors; currently the
231 size of the menu/playfield area and door positions can be redefined)
234 * added initial, experimental support for different window sizes
237 * added support for native Sokoban solution files in pure 'udlrUDLR'
238 format with extension ".sln" instead of ".tape" for solution tapes
241 * added image config suffix ".class" to be able to define classes of
242 crumbled elements which are then separated against each others when
243 drawing crumbled borders (class names can freely be defined)
244 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
245 emc_grass" results in sand and emc_grass being crumbled separately,
246 even if directly adjacent on the playfield.)
247 * added image config suffix ".style" to use two new features for
249 - "accurate_borders": try to draw correctly crumbled corners (which
250 means that a row of crumbled elements does not have two crumbled
251 corners for each element in the row, but only at the "real" corners
252 at the start and the end of the row of elements)
253 - "inner_corners": also draw inner corners in concave constructions
254 of several crumbled elements -- this is currently a big kludge: the
255 number of frames for crumbled graphic must be "2", with the first
256 frame as usual (crumbled graphic), while the second frame contains
257 the graphic with inner (crumbled) corners for the crumbled graphic
258 (These two features are mainly intended for bevelled walls, not for
259 diggable elements like sand; "inner_corners" only works reliably for
260 static walls, not for in-game dynamically changing walls using CEs.)
263 * finished code cleanup of native Supaplex game engine
266 * started code cleanup of native Supaplex game engine
269 * integrated playing sound effects into native Supaplex game engine
272 * added configurable key shortcuts for the tape recorder buttons
275 * added (hidden) function to save native Supaplex levels with tape as
276 native *.sp file containing level with demo (saved with a file name
277 similar to native R'n'D levels, but with ".sp" extension instead of
278 ".level"); to use this functionality, enter ":save-native-level" or
279 ":snl" from the main menu with the native Supaplex level loaded and
280 the appropriate tape loaded to the tape recorder
281 * fixed potential crash bug caused by illegal array access in engine
282 snapshot loading and saving code
283 * changed setting permissions of score files to be world-writable if
284 the program is not installed and running setgid to allow the program
285 to modify existing score files when run as a different user (which
286 allows cheating, of course, as the score files are not protected
287 against modification in this case)
288 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
289 the top level Makefile for Debian / Ubuntu installations
290 * added saving read-only levels from editor into personal level set
291 (thanks to Bela Lubkin for the above four patches)
294 * added updating of game values on the panel to Supaplex game engine
297 * finished integrating R'n'D graphics engine into Supaplex game engine
298 (although some animations do not support full customizability yet)
301 * done integrating R'n'D graphics engine into file "Infotron.c"
302 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
305 * integrated engine snapshot functionality into Supaplex game engine
308 * fixed bug in native Supaplex engine that broke several demo solutions
309 * fixed bug with re-initializing already existing elements in function
310 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
311 counted a second time, making the currently playing level unsolvable)
312 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
313 * done integrating R'n'D graphics engine into file "Electrons.c"
314 * done integrating R'n'D graphics engine into file "Zonk.c"
317 * done integrating R'n'D graphics engine into file "Murphy.c"
318 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
321 * started integrating R'n'D graphics engine into Supaplex game engine
324 * added small kludge that allows transparent pushing animation over
325 non-black background (by using "game.use_masked_pushing: true")
326 * added editor flag to Sokoban field/object elements to automatically
327 finish solved Sokoban style levels (even if they contain non-Sokoban
328 elements, which prevents auto-enabling this feature for such levels)
331 * added new element "from_level_template" which is replaced by element
332 from level template at same playfield position when loaded (currently
333 not accessible from level editor, but only used for special Sokoban
334 level conversion when using "special_flags: load_xsb_to_ces")
335 * added special behaviour for "special_flags: load_xsb_to_ces": global
336 settings of individual level files are overwritten by template level
337 (except playfield size, level name, level author and template flag)
340 * added handling of gravity ports when converting Supaplex style R'n'D
341 levels to native Supaplex levels for playing with Supaplex engine
344 * fixed bug in Supaplex engine regarding initial screen scroll position
347 * fixed EMC style pushing animations in the R'n'D graphics engine (when
348 using ".2nd_movement_tile" for animations having start and end tile)
349 * for this to work (look) properly for two-tile pushing animations with
350 non-black (i.e. opaque) background, the pushing graphics drawing order
351 was changed to first draw the pushed element, then the player (maybe
352 this should be controlled by an ".anim_mode" flag yet to be added)
353 * two-tile animations for moving or pushing should have 7 frames for
354 normal speed, 15 frames for half speed etc. to display correct frames
355 * two-tile animations are also displayed correctly with different speed
356 settings for the player (for pushing animations) or moving elements
359 * added searching for template level (file "template.level") not only
360 inside the level set directory, but also in above level directories;
361 this makes is possible to use the same single template level file
362 (placed in a level group directory) for many level sub-directories
365 * fixed bug with steel exit being destructible during opening phase
366 * added token "special_flags" to "levelinfo.conf" (currently with the
367 only recognized value "load_xsb_to_ces", doing the same as the flag
368 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
369 converting all elements in native (XSB) Sokoban level files to CEs)
372 * fixed some problems with Supaplex engine when compiling for Windows
375 * added special mode to convert elements of Sokoban XSB levels to CEs
376 by adding "-Dload_xsb_to_ces" to the command line starting the game
377 (also adding a dependency to a template level file "template.level")
380 * added reading native Sokoban levels and level packages (XSB files)
383 * fixed bugs in (auto)scrolling behaviour when passing ports or when
384 wrapping around the playfield through "holes" in the playfield border
387 * changed internal playfield bitmap handling from playfield sized bitmap
388 to screen sized bitmap (visible scrolling area), therefore speeding up
389 graphics operations (by eliminating bitmap updates in invisible areas)
390 and removing playfield size limitations due to increasing bitmap size
391 for larger playfield sizes (while the new implementation always uses
392 a fixed playfield bitmap size for arbitrary internal playfield sizes)
395 * fixed bug with single step mode (there were some cases where the game
396 did not automatically return to pause mode, e.g. when trying to push
397 things that cannot be pushed or when trying to run against a wall)
400 * added support for loading Supaplex levels in MPX level file format
403 * fixed SP engine to set "game over" not before lead out counter done
406 * fixed (potential) compile error when using GCC option "-std=gnu99"
407 (thanks to Tom "spot" Callaway)
410 * fixed array allocation in native Supaplex engine to correctly handle
411 preceding scratch buffers (needed because of missing border checking)
412 * fixed playfield initialization to correctly add raw header bytes as
413 subsequent scratch buffer (needed because of missing border checking)
416 * most important parts of native Supaplex engine integration working:
417 - native Supaplex levels can be played in native Supaplex engine
418 - native Supaplex level/demo files ("*.sp" files) can be re-played
419 - all 111 classic original Supaplex levels automatically solvable
420 - native Supaplex engine can be selected and used from level editor
421 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
424 * fixed another translation problem from VisualBasic to C (where "int"
425 should be "short") causing unsolvable demos with bugs and terminals
426 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
429 * fixed bug when reading Supaplex single level files (preventing loader
430 from seeking to level position like in Supaplex level package files)
433 * first classic Supaplex level running and solved by solution/demo tape
436 * started with integration of native Supaplex engine, using source code
437 of Megaplex from Frank Schindler, based on original Supaplex engine
440 * version number set to 3.2.6.2
443 * version 3.2.6.1 released
446 * fixed bug with element_info[e].gfx_element not being initialized in
447 early game stage, causing native graphics in EMC level sets to be
448 mapped completely to EL_EMPTY (causing a blank screen when playing)
449 (this only happened when starting the program with an EMC set with
450 native graphics, but not when switching to such a set at runtime)
453 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
454 and using self-compiled, patched SDL.dll that solves this problem
455 (interim solution until release of SDL 1.2.14 that should fix this)
458 * extended backwards compatibility mode to allow already fixed bug with
459 change actions (see "2008-02-05") for existing levels (especially the
460 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
463 * reactivated workaround to prevent program crashes due to blitting to
464 the same SDL surface that apparently only occurs on Windows systems
465 (this is no final solution; this problem needs further investigation)
468 * version number set to 3.2.6.1
471 * version 3.2.6.0 released
474 * fixed behaviour of player option "no centering when relocating" which
475 was incorrect when disabled and relocation target inside visible area
476 and "no scrolling when relocating" enabled at the same time
479 * fixed problems with re-mapping players on playfield to input devices:
480 previously, players found on the level playfield were changed to the
481 players connected to input devices (for example, player 3 in the level
482 was changed to player 1 (using artwork of player 3, to be able to use
483 a player with a different color)); this had the disadvantage that CE
484 conditions using player elements did not work (because the players in
485 the level definition are different to those effectively used in-game);
486 the new system uses the same player elements as defined in the level
487 playfield and re-maps the input devices of connected players to the
488 corresponding player elements when playing the level (in the above
489 example, player 3 now really exists in the game and is moved using the
490 events from input device 1); level tapes still store the events from
491 input devices 1 to 4, which are then re-mapped to players accordingly
492 when re-playing the tape (just as it is done when playing the level)
495 * fixed bug with player relocation while the player switches an element
498 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
499 not walkable (and did not let the player enter) when in process of
500 opening, but not fully open yet (which can cause the player not being
501 able to enter the exit in EM/DC style levels in time)
504 * fixed some bugs regarding the new level/CE random seed reset options
507 * moved "level settings" and "editor settings" to two tabbed screens in
508 level editor to gain space for additional level property settings
509 * added level setting to start a level with always the same random seed
510 * added CE action "set random seed" to re-initialize random seed in game
511 (this is the only CE action that gets executed before the CE changes,
512 which is needed to use the newly set random seed during the CE change)
515 * fixed redraw problem of special editor door when playing from editor
518 * fixed initialization of gfx_element for level sketch image creation
521 * added switch for EM style dynamite "[ ] explodes with chain reaction"
522 (with default set to "on" for existing levels, but "off" for all new
523 levels), as EM style dynamite does not chain-explode in original EM
526 * added optional initial inventory for players (pre-collected elements)
527 * added change page actions "set player inventory" and "set CE artwork"
528 * added recognition of "player" parameter on change pages when player
529 actions are defined, but no trigger player in corresponding condition
530 (this resulted in actions that only affected the first player before)
531 * fixed bug with change actions being executed for newly created custom
532 elements resulting from custom element changes, when the intention was
533 only to check for change actions for the previous custom element
536 * changed design and size of element drawing area in level editor
537 * added "element used as action parameter" to element change actions
540 * added possibility to reanimate player immediately after his death
541 (for example, by "change to <player> when explosion of <player>")
544 * fixed bug with "gray" white door not being uncovered by magnifier
545 * added score for collecting (any) key to the white key config page
548 * added condition "deadly when <getting hit by>" for custom elements
549 that behaves a bit like the existing "deadly when <colliding with>",
550 but with the following differences:
551 - it only kills players or friends when it was moving before it hits
552 - it does not kill players or friends that try to run into it
555 * fixed the following change conditions where a player element is used
556 as the "element that is triggering the custom element change":
559 - explosion of <element>
561 (the last two conditions already worked partially, but only for the
562 first player, and not for the "Murphy" player when using "move of")
565 * fixed crash bug caused by accessing invalid element (with value -1)
566 in UpdateGameControlValues()
567 * fixed graphical bug when using two-tile movement animations with EMC
568 game engine without explicitly using native EMC graphics engine
571 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
572 try to push something (due to push delay) does not cause a dig action
575 * fixed bug with reference elements used as trigger elements on custom
576 element change pages not being recognized
577 * fixed bug with reference elements not being removed from the playfield
578 * added engine functionality that allows custom elements that "can dig"
579 other elements not only to do so when moving by themselves, but also
580 when being pushed by the player (therefore adding the functionality to
581 push one element over another element, replacing it with the new one)
584 * added command line function to write level sketch images to directory
587 * merged override and auto-override options into new override options
588 with a new data type than can take the values "no", "yes" and "auto"
591 * fixed growing steel wall to also leave behind steel wall instead of
592 normal, destructible wall
593 * fixed handling of rocks falling through stacks of quicksand with
594 different speed (before, the rocks just got stuck in the quicksand)
597 * fixed nasty bug with auto-override and normal override not working on
598 program startup (especially when current level set has custom artwork)
601 * version 3.2.5 released as special edition "R'n'D jue"
604 * fixed X11 crash bug when blitting masked title screens over background
607 * changed build system to support special editions (like "R'n'D jue")
608 * added (hardcoded) loading graphics for "R'n'D jue" special edition
609 * fixed X11 crash bug when scaling images with width/height less than 32
612 * added "background.PLAYING" (only visible as two-pixel border in game)
613 * added default level set for first start of special R'n'D version
614 * changed door animations for editor always behaving like "quick doors"
617 * added new custom artwork setup option "auto-override non-CE sets" for
618 automatic artwork override that is only used for level sets without
619 custom element artwork (as it does not make much sense to override
620 any artwork that redefines custom element artwork for sets using CEs)
621 * fixed default artwork for "special" R'n'D versions always using the
622 "classic" artwork as the base if base artwork is not explicitly
623 defined in "levelinfo.conf", regardless of different default artwork
624 used by the special R'n'D version -- this is needed because any such
625 custom artwork is designed using the "classic" artwork definitions as
626 the base (including menu definitions and screen positions etc., which
627 would otherwise be taken from the different special default artwork)
630 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
631 for both EMC and R'n'D graphics engine (heavy workarounds needed due
632 to massively broken handling of quicksand in R'n'D game engine)
633 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
634 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
637 * fixed small bug in toon drawing (introduced when fixing the crash bug)
640 * added graphics definition "game.panel.highscore" to display the
641 current levels current high score in the game panel
644 * version number set to 3.2.5
647 * version 3.2.4 released
650 * fixed crash bug in toon drawing functions for large step offset values
653 * fixed some problems with displaying game panel when quick-loading tape
656 * fixed (experimental only) redrawing of every tile per frame (even if
657 unneeded) for the extended (R'n'D based) EMC graphics engine
658 * added optimization to only calculate element count for panel display
659 if really needed (that is, if element count values defined on panel)
660 * fixed problem with special editor door redraw when entering main menu
663 * fixed bug with displaying background for title messages on info screen
664 * some code cleanup for the extended (R'n'D based) EMC graphics engine
667 * fixed bug with CE action "move player" always resulting in player 4
668 if there was a CE action with no trigger player (because the player
669 element was calculated by using log_2() from trigger player bits with
670 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
671 triggering player bit mask and handling all players in "move player"
672 * fixed bug when defined artwork cannot be found for artwork that has
673 default artwork cloned from other artwork (without default filename)
674 * added several fixes to the extended (R'n'D based) EMC graphics engine
677 * fixed broken editor copy and paste for custom elements between levels
680 * title messages are now also searched in graphics artwork directory;
681 those found in graphics directory have precendence over those found
682 in level directory -- this handles title messages stored in graphics
683 directories as part of the artwork set, just like title images; this
684 makes sense, as corresponding special font definitions for messages
685 are usually defined in the same graphics artwork directory, and also
686 because title images and title messages that are combined in a level
687 set introduction should usually not be separated when the level set
688 is used with a different artwork set (e.g. using "override graphics")
689 * fixed problem with door borders on main screen by first drawing doors
690 and then the corresponding border masks, but not vice versa
691 * fixed problem with artwork config entries using the value "[DEFAULT]";
692 this does not what one might expect, but sets the value to an invalid
693 value -- solution: simply ignore such entries, which results in this
694 value keeping its previous (real) default value (in general, entries
695 that should use their default value should just not be defined here)
696 * fixed problem with wrong fading area size from main menu to setup menu
699 * fixed problem with broken crumbled graphics after level set changes
700 when using R'n'D custom artwork with level sets using the EMC engine
703 * fixed invisible "joysticks deactivated ..." text on setup input screen
706 * added use of hashes created from static lists (element tokens, image
707 config, font tokens) to speed up lookup of configuration parameters
708 * fixed bug where element and graphic config token lookup was mixed up
711 * added "busy" animation when initializing program and loading artwork
712 * added initialization profiling for program startup (debugging only)
715 * fixed(?) very strange bug apparently triggered by memset() when code
716 was cross-compiled with MinGW cross-compiler for Windows XP platform
717 (this only happened when using SDL.dll also self-compiled with MinGW)
720 * added graphics engine directive "border.draw_masked_when_fading" that
721 enables/disables drawing of border mask over screen that is just faded
724 * fixed small problem with separate fading definition for game screen
727 * added additional configuration directives for setup screen draw offset
728 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
729 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
730 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
731 used to define draw offset on custom artwork selection screens and
732 "CHOOSE_OTHER" is used on all other list style selection screens, like
733 choosing game speed or screen mode for fullscreen mode)
734 * added additional configuration directives to define main menu buttons:
735 - menu.button_name and menu.button_name.active
736 - menu.button_levels and menu.button_levels.active
737 - menu.button_scores and menu.button_scores.active
738 - menu.button_editor and menu.button_editor.active
739 - menu.button_info and menu.button_info.active
740 - menu.button_game and menu.button_game.active
741 - menu.button_setup and menu.button_setup.active
742 - menu.button_quit and menu.button_quit.active
743 * added eight pure decoration graphic definitions for the game panel
746 * added support for accessing native Diamond Caves II level packages
747 * fixed displaying of game panel values for Emerald Mine game engine
748 * fixed displaying end-of-level time and score values on new game panel
751 * added game panel control to display arbitrary elements on game panel
752 * added game panel control to display custom element score (globally
753 unique for identical custom elements) either as value or as element
754 * added ".draw_masked" and ".draw_order" to game panel control drawing
757 * fixed some general bugs with handling of ".active" elements and fonts
760 * cleanup of game panel elements (some elements were not really needed)
761 * added displaying of gravity state (on/off) as new game panel control
762 * added animation for game panel elements (similar to game elements)
765 * added new pseudo game mode "PANEL" to define panel fonts and graphics
766 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
767 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
768 (else graphics would have to use ".PLAYING", which would be confusing)
769 * fixed bug when fading out to game screen with border mask defined
772 * added attribute ".tile_size" for element style game panel controls
775 * added <space> key as additional valid key to use for confirm requester
778 * improved menu fading, adding separate fading definitions for entering
779 and leaving a "content" screen (in general), and optional definitions
780 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
783 * added (currently invisible) setup option to define scroll delay value
784 * fixed small bug in priority handling when auto-detecting level start
785 position in levels without player element (but player from CE etc.)
786 * added option "game.forced_scroll_delay_value" to override user choice
787 of scroll delay value for certain level sets with "graphicsinfo.conf"
788 * replaced setup option "scroll delay: on/off" by new setup option that
789 directly allows selecting the desired scroll delay value from 0 to 8
792 * added displaying of most game panel control elements (not animated)
795 * added new configuration directives to display additional game engine
796 values on the game control panel, like the following examples:
797 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
798 - game.panel.penguins - number of penguins to rescue
799 - game.panel.level_name - level name of current level
802 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
805 * added new player option "no centering when relocating" for "invisible"
806 teleportations to level areas that look exactly the same, giving the
807 illusion that the player did not relocate at all (this was the default
808 since 3.2.3, but caused visual problems with room creation in "Zelda")
809 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
812 * improved menu fading, adding separate fading definitions for entering
813 and leaving a menu and for fading between menu and "content" screens
814 * fixed small bug with recognizing also ".font_xyz" style definitions
817 * improved menu fading, adding separate fading definitions for fading
818 between menu screens and fading between menu and "destination" screens
821 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
822 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
823 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
824 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
826 * improved title fading, allowing fading animation types "none", "fade"
827 and "crossfade" (including cross-fading of last title to main menu)
830 * added configurability of graphics, sounds and music for title screens,
831 which are separated into initial title screens (only shown once at
832 program startup) and title screens shown for a given level set; these
833 title screens can be composed of up to five title images and up to
834 five title text messages (each drawn using an optional background
835 image), also using background music and/or sounds; aspects like
836 background images, sounds and music of title screens can either be
837 defined generally (valid for all title screens) or specifically (and
838 therefore differently for each title screen) using these directives:
840 to define a background image, sound or music file for all screens:
841 - background.TITLE_INITIAL (for all title screens for game startup)
842 - background.TITLE (for all title screens for level sets)
844 to define a background image, sound or music file for a single screen:
845 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
846 - background.titlescreen_x (with x in 1,2,3,4,5)
847 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
848 - background.titlemessage_x (with x in 1,2,3,4,5)
850 to define the title screen images:
851 - titlescreen_initial_x (with x in 1,2,3,4,5)
852 - titlescreen_x (with x in 1,2,3,4,5)
854 to define the title text messages, place text files into the level set
855 directory that have the following file names:
856 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
857 - titlemessage_x.txt (with x in 1,2,3,4,5)
859 to define the properties of the text messages, either use directives
860 that affect all text messages:
861 - [titlemessage_initial].<suffix>
862 - [titlemessage].<suffix>
863 or use directives that affect single text messages:
864 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
865 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
867 valid values for <suffix> are the same as for readme.<suffix> below;
868 use ".sort_priority" (default: 0) to define an arbitrary order for
869 title images and title messages (which can therefore be mixed)
872 * added full configurability of "readme.txt" screen appearance:
873 - readme.x: <left position used with alignment>
874 - readme.y: <top position>
875 - readme.width: <maximim text width in pixels>
876 - readme.height: <maximum text height in pixels>
877 - readme.chars: <maximum number of chars per line>
878 - readme.lines: <maximum number of lines displayed>
879 - readme.align: left,center,right (default: center)
880 - readme.top: top,middle,bottom (default: top)
881 - readme.font: font name
882 - readme.autowrap: true,false (default: true)
883 - readme.centered: true,false (default: false)
884 - readme.parse_comments: true,false (default: true)
885 - readme.sort_priority: (not used here, but only for title screens)
886 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
887 default), they are automatically determined from "readme.width" and
888 "readme.height" accordingly; when they are not "-1", they have
889 precedence over "readme.width" and "readme.height"
890 * added internal ad-hoc config settings for displaying text files like
891 title messages or "readme.txt" style level set info files:
892 - .font: font name (default: readme.font)
893 - .autowrap: true,false (default: readme.autowrap)
894 - .centered: true,false (default: readme.centered)
895 - .parse_comments: true,false (default: readme.parse_comments)
896 (the leading '.' and the separating ':' are mandatory here); to use
897 these ad-hoc settings, they have to be written inside a comment, like
898 "# .autowrap: false" or "# .centered: true"; these settings then
899 override the above global settings (they can even be used more than
900 once, like "# .centered: true", then some text that should be drawn
901 centered, then "# .centered: false" to go back to non-centered text;
902 important note: after using "# .parse_comments: false", or when using
903 "readme.parse_comments: false", detecting and parsing comments inside
904 the file is disabled and comments are just printed like normal text;
905 also be aware that all automatic text size calculations are done with
906 the font defined in "readme.font", while using different fonts using
907 "# .font: <font>" inside the text file may cause unexpected results
910 * changed some numerical limits in the level editor from 255 to 999
913 * added option "system.sdl_videodriver" to select SDL video driver
914 * added output of SDL video and audio driver to "version info" page
917 * added group element drawing to IntelliDraw drawing functions
918 * fixed animation resetting problem again (last try broke Snake Bite)
919 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
922 * added new (special) "include: <filename>" directive that works in all
923 configuration files (like "graphicsinfo.conf") and that has the same
924 effect as if that directive would be replaced with the content of the
925 specified file (this can be useful to split large configuration files
926 into several smaller ones and include them from one main file, or to
927 store configuration settings that always stay the same into a separate
928 file, while including it and only add those parts that really change)
931 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
934 * fixed bug in "InitMovingField()" where treating an integer array as
935 boolean caused wrong resetting of animations while elements are moving
936 * fixed problem with resetting animations when starting element change
939 * added sort priority for order of title screens and title messages
942 * changed end of game again: do not wait for the user to press a key
943 anymore, but directly ask/confirm tape saving and go to hall of fame
944 * re-enabled quitting of lost game by pressing space or return again
945 * added blanking of mouse pointer when displaying title screens
946 * added remaining menu draw offset definitions for info sub-screens
949 * added setup option to select game speed (from very slow to very fast)
950 * improved handling of title text messages (initial and for level set)
953 * added new options "auto-wrap" and "centered" for DC2 style envelopes
956 * fixed displaying and typing of player name when it is centered
957 * added special characters to be allowed for player name (not only A-Z)
960 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
961 (newer versions of the SDL library seem to not like this anymore)
964 * added code for configuration directives for control of game panel
967 * fixed small cosmetical bug with underlining property tabs in editor
970 * fixed small drawing bug in X11FadeRectangle
971 * added new elements for newly supported Diamond Caves II levels:
972 - EM/DC style exits that disappear after passing
973 - white key and gate (one white key needed for each white gate)
974 - fake gate (there is no key to open/pass this kind of gate!)
975 - extended magic wall which also handles pearls and crystals
979 * changed maximum value for endless loop detection to a higher value
980 (some levels really used very deep recursion without being endless)
983 * added new elements for newly supported Diamond Caves II levels:
984 - growing steel walls
985 - snappable land mine
988 * added new elements for newly supported Diamond Caves II levels:
989 - steel text elements
992 * added level file loader for native Diamond Caves II levels
995 * version number set to 3.2.4
998 * version 3.2.3 released
1001 * fixed malloc/free bug when updating EMC artwork entries in level list
1002 * added workaround (warning and request to quit the current game) when
1003 changing elements cause endless recursion loop (which would otherwise
1004 freeze the game, causing a crash-like program exit on some systems)
1007 * fixed nasty string overflow bug when entering too long envelope text
1010 * added feedback sounds for menu navigation "menu.item.activating" and
1011 "menu.item.selecting" (for highlighting and executing menu entries)
1014 * improved "no scrolling when relocating" to also consider scroll delay
1015 (meaning that the player is not automatically centered in this case;
1016 this makes it possible to "invisibly" relocate the player to a region
1017 of the level playfield which looks the same as the old level region)
1018 * fixed bug with not recognizing "main.input.name.align" when active
1021 * fixed bug with displaying masked borders over title screens when
1022 screen fading is disabled
1025 * fixed infinite loop / crash bug when killing the player while having
1026 a CE with the setting "kill player X when explosion of <player X>"
1027 * added special editor graphic for "char_space" to distinguish it from
1028 "empty_space" when editing a level (in-game graphics still the same)
1031 * fixed nasty bug with initialization only done for the first player
1034 * small change to handle loading empty element/content list micro chunks
1037 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1040 * some optimizations on startup speed by reducing initial text output
1043 * added caching of custom artwork information for faster startup times
1046 * fixed graphical bug when using fewer menu entries on level selection
1047 screen than usual (with "menu.list_size.LEVELS" directive)
1048 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1049 the backbuffer to the backbuffer by error (with identical rectangle)
1052 * fixed bug when displaying titlescreen with size less than element tile
1053 * fixed bug that caused elements with "change when digging <e>" event
1054 to change for _every_ digged element, not only those specified in <e>
1055 * fixed bug that caused impact style collision when dropping element one
1056 tile over the player that can both fall down and smash players
1057 * fixed bug that caused impact style collision when element changed to
1058 falling/smashing element over the player immediately after movement
1061 * fixed bug that allowed making engine snapshots from the level editor
1064 * fixed bugs with player name and current level positions on main screen
1067 * added configuration directives for control of title screens:
1068 - "title.fade_delay" for fading time
1069 - "title.post_delay" for pause between screens (when not crossfading)
1070 - "title.auto_delay" to automatically continue after some time
1071 these settings can each be overridden by specifying them with titles:
1072 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1073 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1074 fading mode can also be specified:
1075 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1076 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1077 default is using normal fading for menues and initial title screens,
1078 while using cross-fading for level set title screens
1079 * fixed bug with background not drawn in Hall of Fame after game was won
1082 * added configuration directives for the remaining main menu items
1085 * added additional configuration directives for info screen draw offset:
1086 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1087 * added additional configuration directives for preview info text
1088 * limited mouse wheel sensitive screen area to scrollable screen area
1091 * added highlighted menu text entries to menu navigation when selected
1094 * fixed bug that prevented player from correctly being created in the
1095 top left corner by a custom element change in a level without player
1096 * fixed bug that prevented player from being killed when indestructible,
1097 non-walkable element is placed on player position by extended change
1098 * added configurable menu button, text and input positions to main menu
1101 * added page fading effects for remaining info sub-screens
1102 * fixed small bug that caused some delays when answering door request
1105 * added directives "border.draw_masked.*" for menu/playfield area and
1106 door areas to display overlapping/masked borders from "global.border"
1109 * fixed bug with CE with move speed "not moving" not being animated
1110 * when changing player artwork by CE action, reset animation frame
1113 * fixed bug with not unmapping main menu screen gadgets on other screens
1114 * fixed bug with un-pausing a paused game by releasing still pressed key
1115 * fixed bug with not redrawing screen when toggling to/from fullscreen
1116 mode while fast reloading tape (without redrawing playfield contents)
1117 * fixed bug with quick-saving tape snapshot despite answering with "no"
1120 * version number set to 3.2.3
1123 * version 3.2.2 released
1126 * fixed bug with redrawing screen in fullscreen mode after quick tape
1127 reloading when using the EMC game engine
1128 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1131 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1134 * added engine snapshot functionality for instant tape reloading (this
1135 only works for the last tape saved using "quick save", and does not
1136 work across program restarts, because it completely works in memory)
1139 * version number set to 3.2.2
1142 * version 3.2.1 released
1145 * fixed nasty bugs with handling error message file on Mac OS X systems
1148 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1151 * fixed bug that caused broken tapes when manually appending to tapes
1152 using the "pause before death" functionality, followed by recording
1153 * added setup option to disable fading of screens for faster testing
1156 * code cleanup of new fading functions
1159 * changed behaviour after solved game -- do not immediately stop engine
1160 * added some more smooth screen fadings (game start, hall of fame etc.)
1163 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1166 * added configurable level preview position, tile size and dimensions
1167 * added configurable game panel value positions (gems, time, score etc.)
1170 * fixed small bug with time displayed incorrectly when collecting CEs
1173 * fixed bug with bumpy scrolling with EM engine in double player mode
1176 * added compatibility code to fix "Snake Bite" style levels that were
1177 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1180 * fixed bug with scrollbars inside editor when using the Windows mouse
1181 enhancement tool "True X-Mouse" (which injects key events to the event
1182 queue to insert selected stuff into the Windows clipboard, which gets
1183 confused with the "Insert" key for jumping to the last editor cascade
1184 block in the element list)
1185 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1186 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1189 * added selection of preferred fullscreen mode to setup / graphics menu
1190 (useful if default mode 800 x 600 does not match screen aspect ratio)
1193 * improved down-scaling of images for better editor and preview graphics
1194 * changed user data directory for Mac OS X from Unix style to new place
1197 * improved level number selection in main menu and player selection in
1198 setup menu (input devices section) by using standard button gadgets
1199 * added support for mouse scroll wheel (caused buggy behaviour before)
1200 * added support for scrolling horizontal scrollbars with mouse wheel by
1201 holding "Shift" key pressed while scrolling the wheel
1202 * added support for single step mouse wheel scrolling by holding "Alt"
1203 key pressed while scrolling the wheel (can be combined with "Shift")
1204 * changed output file "stderr.txt" on Windows platform now always to be
1205 created in the R'n'D sub-directory of the personal documents directory
1206 * added Windows message box to direct to "stderr.txt" after error aborts
1209 * improved general scrollbar handling (when jump-scrolling scrollbars)
1212 * changed scrollbars to always show last line as first after scrolling
1213 (that means jumping n - 1 screen lines instead of n screen lines)
1216 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1217 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1218 * fixed special handling of vertically stacked acid becoming fake acid
1221 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1222 affect multiple instances of the same CE, although this kind of
1223 change condition usually only affects one single custom element
1226 * version number set to 3.2.1
1229 * version 3.2.0 released
1232 * reorganized level editor element list a bit to match engines better
1235 * fixed newly introduced bug with wrongly initializing clipboard element
1238 * fixed bug with displaying visible/invisible level border in editor
1241 * reorganized some elements in the level editor element list
1244 * fixed bug with displaying any player as "yellow" when moving into acid
1245 * fixed bug with displaying running player when player stopped at border
1248 * fixed bug with player exploding when moving into acid
1249 * fixed bug with level settings being reset in editor and when playing
1250 (some compatibility settings being set not only after level loading)
1251 * fixed crash bug when number of custom graphic frames was set to zero
1252 * fixed bug with teleporting player on walkable tile not working anymore
1253 * added partial compatibility support for pre-release-only "CONF" chunk
1254 (to make Alan Bond's "color cycle" demo work again :-) )
1257 * fixed some bugs when displaying title screens from info screen menu
1258 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1261 * changed file major version to 3 to reflect level file format changes
1262 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1265 * added new chunk "NAME" to level file format for level name settings
1266 * added new chunk "NOTE" to level file format for envelope settings
1267 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1268 * updated magic(5) file to recognize changed and new level file chunks
1269 * removed change events "change when CE value/score changes" as unneeded
1272 * changed gravity (which only affects the player) from level property
1273 to player property (only makes a difference in multi-player levels)
1274 * added change events "change when CE value/score changes"
1275 * added change events "change when CE value/score changes of <element>"
1278 * added new chunk "INFO" to level file format for global level settings
1279 * added all element settings from "HEAD" chunk to "CONF" chunk
1280 * added all global level settings from "HEAD" chunk to "INFO" chunk
1283 * changed level file format by adding two new chunks "CUSX" (for custom
1284 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1285 elements, replacing the previous "GRP1" chunk); these new IFF style
1286 chunks use the new and flexible "micro chunks inside chunks" technique
1287 already used with the new "CONF" chunk (for normal element properties)
1288 which makes it possible to easily extend the existing level format
1289 (instead of using fixed-length chunks like before, which are either
1290 too big due to reserved bytes for future use, or too small when those
1291 reserved bytes have all been used and even more data should be stored,
1292 requiring the replacement by new and larger chunks just like it went
1293 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1296 * added credits pages to the "credits" section that were really missing
1297 * added some missing element descriptions to the level editor
1298 * added down position of switchgate switch to the level editor
1299 and allowed the use of both switch positions at the same time
1300 * changed use of "Insert" and "Delete" keys to navigate element list in
1301 level editor to start of previous or next cascading block of elements
1304 * added the possibility to view the title screen to the info screen menu
1305 * fixed some minor bugs with viewing title screens
1308 * fixed bug with title (cross)fading in/out when using fullscreen mode
1311 * fixed bug that forced re-defining of menu settings in local graphics
1312 config file which are already defined in existing base config file
1313 * fixed small bug that caused door sounds playing when music is enabled
1316 * added the possibility to define up to five title screens for each
1317 level set that are displayed after loading using (cross)fading in/out
1318 (this was added to display the various start images of the EMC sets)
1321 * added "CE score gets zero [of]" to custom element trigger conditions
1322 * added setup option to display element token name in level editor
1325 * added compatibility code for Juergen Bonhagen's menu artwork settings
1328 * fixed bug with displaying wrong animation frame 0 after CE changes
1329 * fixed bug with creating invisible elements when light switch is on
1332 * added selection between ECS and AGA graphics for EMC levels to setup
1335 * adjusted font handling for various narrow EMC style fonts
1338 * changed EM engine behaviour back to re-allow initial rolling springs
1341 * fixed handling of over-large selectboxes (less error-prone now)
1342 * fixed bug when creating GE with walkable element under the player
1345 * added use of "Insert" and "Delete" keys to navigate element list in
1346 level editor to start of custom elements or start of group elements
1347 * added virtual elements to access CE value and CE score of elements:
1348 - "CE value of triggering element"
1349 - "CE score of triggering element"
1350 - "CE value of current element"
1351 - "CE score of current element"
1354 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1357 * changed behaviour of network games with internal errors (because of
1358 different client frame counters) from immediately terminating R'n'D
1359 to displaying an error message requester and stopping only the game
1360 (also to prevent impression of crashes under non command-line runs)
1361 * fixed playing network games with the EMC engine (did not work before)
1362 * fixed bug with not scrolling the screen in multi-player mode with the
1363 focus on player 1 when all players are moving in different directions
1364 * fixed bug with keeping pointer to gadget even after its deallocation
1365 * fixed bug with allowing "focus on all players" in network games
1366 * fixed bug with player focus when playing tapes from network games
1369 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1372 * code cleanup for game action control for R'n'D and EMC game engine
1375 * fixed bug in multi-player movement with focus on both players
1376 * added option to control only the focussed player with all input
1379 * added player focus switching to level tape recording and re-playing
1382 * fixed some bugs in player focus switching in EMC and RND game engine
1385 * added special Supaplex animations for Murphy digging and snapping
1386 * added special Supaplex animations for Murphy being bored and sleeping
1389 * added four new yam yams with explicit start direction for EMC engine
1390 * fixed bug in src/libgame/text.c with printing text outside the window
1393 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1396 * added delayed ignition of EM style dynamite when used in R'n'D engine
1397 * added limited movement range to EMC engine when focus on all players
1400 * fixed bug with missing (zero) score values for native Supaplex levels
1403 * added "continuous snapping" (snapping many elements while holding the
1404 snap key pressed, without releasing the snap key after each element)
1405 as a new player setting for more compatibility with the classic games
1408 * finished scrolling for "focus on all players" in EMC graphics engine
1411 * level sets with "levels: 0" are ignored for levels, but not artwork
1412 * fixed bug when scanning empty level group directories (endless loop)
1415 * fixed bug with explosion graphic for player using "Murphy" graphic
1416 * fixed bug with explosion graphic if player leaves explosion in time
1417 * changed some descriptive text in setup menu to use medium-width font
1418 * added key shortcut settings for switching player focus to setup menu
1421 * fixed bug with random value initialization when recording tapes
1422 * fixed bug with playing single player tapes when team mode activated
1425 * fixed little bug when trying to switch to player that does not exist
1428 * added player switching (visual and quick) to R'n'D and EM game engine
1429 * added setup option to select visual or quick in-game player switching
1432 * added use of "Home" and "End" keys to handle element list in editor
1435 * fixed bug with adding score when playing tape with EMC game engine
1436 * added steel wall border for levels using EMC engine without border
1437 * finally fixed delayed scrolling in EMC engine also for small levels
1440 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1443 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1444 * fixed bug when displaying info element without action, but direction
1447 * fixed minor graphical problems with springs smashing and slurping
1448 (when using R'n'D style graphics instead of EMC style graphics)
1451 * added scroll delay (as configured in setup) to EMC graphics engine
1454 * improved screen redraw for EMC graphics engine (faster and smoother)
1455 * when not scrolling, do not redraw the whole playfield if not needed
1458 * added multi-player mode for EMC game engine (with up to four players)
1461 * added android (can clone elements) from EMC engine to R'n'D engine
1464 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1467 * added selectbox for initial player speed to player settings in editor
1470 * version 3.1.2 created that is basically version 3.1.1, but with a
1471 major bug fixed that prevented editing your own private levels
1472 * version 3.1.2 released
1475 * added magic ball (creates elements) from EMC engine to R'n'D engine
1478 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1481 * fixed bug when using "CE can leave behind <trigger element>"
1482 * added new change condition "(after/when) creation of <element>"
1483 * added new change condition "(after/when) digging <element>"
1484 * fixed bug accessing invalid gadget that caused crashes under Windows
1485 * deactivated new possibility for multiple CE changes per frame
1488 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1491 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1492 * fixed bug with not keeping CE value for moving CEs with only action
1493 * changed CE action selectboxes in editor to be only reset when needed
1496 * added option "use artwork from element" for custom player artwork
1497 * added option "use explosion from element" for player explosions
1500 * added cascaded element lists in the level editor
1501 * added persistence for cascaded element lists by "editorcascade.conf"
1502 * added dynamic element list with all elements used in current level
1503 * added possibility for multiple CE changes per frame (experimental)
1506 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1509 * changed "score for each 10 seconds/steps left" to "1 second/step"
1510 * added own score for collecting "extra time" instead of sharing it
1511 * added change events "switched by player" and "player switches <e>"
1512 * added change events "snapped by player" and "player snaps <e>"
1513 * added "set player artwork: <element choice>" to CE action options
1514 * added change event "move of <element>"
1517 * added "set player shield: off / normal / deadly" to CE action options
1518 * added new player option "use level start element" in level editor
1519 to set the correct focus at level start to elements from which the
1520 player is created later (this did not work before for cascaded CE
1521 changes resulting in creation of the player; it is now also possible
1522 to create the player from a yam yam which is smashed at level start)
1525 * added "set player speed: frozen (not moving)" to CE action options
1526 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1529 * added new player option "block snap field" (enabled by default) to
1530 make it possible to show a snapping animation like in Emerald Mine
1533 * added dynamic selectboxes to custom element action settings in editor
1534 * added "CE value" counter for custom elements (instead of "CE count")
1535 * added option to use the last "CE value" after custom element change
1536 * added option to use the "CE value" of other elements in CE actions
1537 * fixed odd behaviour when pressing time orb in levels w/o time limit
1538 * added checkbox "use time orb bug" for older levels that use this bug
1541 * added missing configuration settings for the following elements:
1542 - EL_TIMEGATE_SWITCH (time of open time gate)
1543 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1544 - EL_SHIELD_NORMAL (time of shield duration)
1545 - EL_SHIELD_DEADLY (time of shield duration)
1546 - EL_EXTRA_TIME (time added to level time)
1547 - EL_TIME_ORB_FULL (time added to level time)
1550 * added "wind direction" as a movement pattern for custom elements
1551 * added initial wind direction for balloon / custom elements to editor
1552 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1555 * added parameters for "game of life" and "biomaze" elements to editor
1558 * added level file chunk "CONF" for generic level and element settings
1561 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1564 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1565 * added sound action ".page[1]" to ".page[32]" for each CE change page
1568 * added image config suffix ".clone_from" to copy whole image settings
1569 * fixed bug with invalid ("undefined") CE settings in old level files
1572 * fixed graphical bug with smashing elements falling faster than player
1575 * fixed major bug which prevented private levels from being edited
1576 * fixed bug with precedence of general and special font definitions
1579 * fixed graphical bug with player animation when player moves slowly
1582 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1585 * fixed bug which prevented "global.num_toons: 0" from working
1588 * major code cleanup (removed all these annoying "#if 0" blocks)
1591 * added custom element actions for CE change page in level editor
1594 * fixed music initialization bug in init.c (thanks to David Binderman)
1595 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1596 (this bug must probably be fixed at other places, too)
1599 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1600 (should be '#include <SDL.h>' instead)
1603 * fixed bug which prevented "walkable from no direction" from working
1604 (due to compatibility code overwriting this setting after loading)
1607 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1610 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1611 * version 3.1.1 released
1614 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1615 on 64-bit architecture systems with LP64 data model
1618 * fixed bug with bombs not exploding when hitting the last level line
1619 (introduced after the release of 3.1.0)
1622 * added support for dumping small-sized level sketches from editor
1625 * added recognition of "trigger element" for "change digged element to"
1626 (this is not really what the "trigger element" was made for, but its
1627 use may seem obvious for leaving back digged elements unchanged)
1630 * fixed multiple warnings about failed joystick device initialization
1633 * fixed bug with dynamite dropped on top of just dropped custom element
1634 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1635 dynamite can still be dropped, but drop key must be released before
1638 * fixed bug with wrong start directory when started from file browser
1639 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1642 * fixed bug causing "change when impact" on player not working
1643 * fixed wrong priority of "hitting something" over "hitting <element>"
1644 * fixed wrong priority of "hit by something" over "hit by <element>"
1647 * fixed graphical bug which caused the player (being Murphy) to show
1648 collecting animations although the element was collected by penguin
1651 * fixed two bugs causing wrong door background graphics in system.c
1652 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1655 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1656 * added "no direction" to "walkable/passable from" selectbox options
1659 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1660 * in tape autoplay, not only report broken, but also missing tapes
1663 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1666 * fixed small bug with "linear" animation not working for active lamp
1669 * fixed bug with moving up despite gravity due to "block last field"
1670 * fixed small bug with wrong draw offset when typing name in main menu
1671 * when reading user names from "passwd", ignore data after first comma
1672 * when creating new "levelinfo.conf", only write some selected entries
1675 * fixed displaying "imported from/by" on preview with empty string
1676 * fixed ignoring draw offset for fonts used for level preview texts
1679 * fixed a delay problem with SDL and too many mouse motion events
1680 * added setup option "skip levels" and level skipping functionality
1683 * added move speed "not moving" for non-moving CEs, but with direction
1686 * fixed mapping of obsolete element token names in "editorsetup.conf"
1687 * fixed bug with sound "acid.splashing" treated as a loop sound
1688 * fixed some little sound bugs in native EM engine
1691 * fixed small bug when dragging scrollbars to end positions
1694 * added editor element descriptions written by Aaron Davidson
1697 * improved fallback handling when configured artwork is not available
1698 (now using default artwork instead of exiting when files not found)
1701 * fixed bug on level selection screen when dragging scrollbar
1704 * fixed bug which caused broken tapes when appending to EM engine tapes
1707 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1710 * added code to replace changed artwork config tokens with other tokens
1711 (needed for backwards compatibility, so that older tokens still work)
1714 * added native R'n'D graphics for some new EMC elements in EM engine
1717 * fixed some bugs in the EM engine integration code
1718 * changed EM engine code to allow diagonal movement
1719 * changed EM engine code to allow use of separate snap and drop keys
1722 * fixed some redraw bugs when using EM engine
1725 * fixed bug with not converting RND levels which are set to use native
1726 engine to native level structure when loading
1729 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1732 * version number set to 3.2.0
1735 * level data now reset to defaults after attempt to load invalid file
1738 * added use of "editorsetup.conf" for different level sets
1741 * added auto-detection for various types of Emerald Mine level files
1744 * fixed bug with scrollbars getting too small when list is very large
1747 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1750 * added most level editor configuration gadgets for new EMC elements
1753 * added more element and graphic definitions for new EMC elements
1756 * modified native EM engine to use integrated R'n'D sound system
1759 * added SDL support to graphics functions in native EM engine
1760 (by always using generic libgame interface functions)
1763 * fixed bug in frame synchronization in native EM engine
1766 * added code to convert levels between R'n'D and native EM engine
1769 * new Emerald Mine engine can now play levels selected in main menu
1772 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1773 (which creates scaled down graphics for level editor and preview);
1774 there's still a memory leak somewhere in the artwork handling code
1775 * added "scale image up" functionality to X11 version of zoom function
1778 * first attempts to integrate new, native Emerald Mine Club engine
1781 * fixed bug in gadget code which caused reset of CEs in level editor
1782 (example: pressing 'b' [grab brush] on CE config page erased values)
1783 (solution: check if gadgets in ClickOnGadget() are really mapped)
1784 * improved level change detection in editor (settings now also checked)
1785 * fixed bug with "can move into acid" and "don't collide with" state
1788 * fixed maze runner style CEs to use the configured move delay value
1791 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1794 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1795 * fixed the above fix because it broke level set "machine" (*sigh*)
1796 * fixed random element placement in level editor to work as expected
1797 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1800 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1803 * fixed bug (missing array boundary check) which caused broken tapes
1804 * fixed bug (when loading level template) which caused broken levels
1805 * fixed bug with new block last field code when using non-yellow player
1808 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1809 * internal change of how the player blocks the last field when moving
1810 * fixed blocking delay of last field for EM and SP style block delay
1811 * fixed bug where the player had to wait for the usual move delay after
1812 unsuccessfully trying to move, when he directly could move after that
1813 * the last two changes should make original Supaplex level 93 solvable
1814 * improved use of random number generator to make it less predictable
1815 * fixed behaviour of slippery SP elements to let slip left, then right
1818 * fixed bug with wrong door state after trying to quickload empty tape
1819 * fixed waste of static memory usage of the binary, making it smaller
1820 * fixed very little graphical bug in Supaplex explosion
1823 * version number set to 3.1.1
1826 * version 3.1.0 released
1829 * fixed bug with crash when writing user levelinfo.conf the first time
1832 * added option "convert LEVELDIR [NR]" to command line batch commands
1833 * re-converted Supaplex levels to apply latest engine fixes
1834 * changed "use graphic/sound of element" to "use graphic of element"
1835 due to compatibility problems with some levels ("bug machine" etc.)
1838 * fixed bug with CE change replacing player with same or other player
1841 * fixed bug with opaque font in envelope with background graphic when
1842 background graphic is not transparent itself
1845 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1846 * corrected original Supaplex level loading code to use these new ports
1847 * also corrected Supaplex loader to auto-count infotrons if set to zero
1850 * fixed bug with missing initialization of "modified" flag for GEs
1853 * fixed bug that caused endless recursion loop when relocating player
1854 * fixed tape recorder bug in "step mode" when using "pause before end"
1855 * fixed tape recorder bug when changing from "warp forward" mode
1858 * fixed bug with "when touching" for pushed elements at last position
1861 * fixed bug that caused two activated toolbox buttons in level editor
1862 * fixed bug with exploding dynabomb under player due to other explosion
1865 * fixed bug with creating walkable custom element under player (again)
1866 * fixed bug with not copying explosion type when copying CEs in editor
1867 * fixed graphical bug when drawing player in setup menu (input devices)
1868 * fixed graphical bug when the player is pushing an accessible element
1869 * fixed bug with classic switchable elements triggering CE changes
1870 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1871 * fixed crash bug when CE leaves behind the trigger player element
1874 * fixed bug with broken tubes after placing/exploding dynamite in them
1875 * fixed bug with exploding dynamite under player due to other explosion
1876 * fixed bug with not resetting push delay under certain circumstances
1879 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1880 * added network multiplayer code for Windows (thanks to Niko Böhm)
1883 * added option "reachable despite gravity" for gravity movement
1884 * changed gravity movement of most classic walkable and passable
1885 elements back to "not reachable" (for compatibility reasons)
1888 * fixed (removed) "indestructible" / "can explode" dependency in editor
1889 * fixed (removed) "accessible inside" / "protected" dependency
1890 * fixed (removed) "step mode" / "shield time" dependency
1893 * fixed dynabombs exploding now into anything diggable
1894 * fixed Supaplex style gravity movement into buggy base now impossible
1895 * added pressing key "space" as valid action to select menu options
1898 * added "replace when walkable" to relocate player to walkable element
1899 * added "enter"/"leave" event for elements affected by relocation
1900 * fixed "direct"/"indirect" change order also for "when change" event
1901 * fixed graphical bug when pushing things from elements walkable inside
1904 * fixed graphic bug when player is snapping while moving in old levels
1905 * fixed bug when a moving custom element leaves a player element behind
1906 * fixed bug with mole not disappearing when moving into acid pool
1907 * fixed bug with incomplete path setting when using "--basepath" option
1908 * moving CE can now leave walkable elements behind under the player
1909 * when relocating, player can be set on walkable element now
1910 * fixed another gravity movement bug
1913 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1916 * added "collectible" and "removable" to extended replacement types
1917 (where "removable" replaces "diggable" and "collectible" elements)
1918 * added "collectible & throwable" (to throw element to the next field)
1919 * fixed bug with CEs digging elements that are just about to explode
1920 * changed mouse cursor now always being visible when game is paused
1923 * added possibility to push/press accessible elements from a side that
1925 * fixed bug with not setting actual date when appending to tape
1928 * fixed bug with incorrectly initialized custom element editor graphics
1931 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1932 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1935 * fixed bug with destroyed robot wheel still attracting robots forever
1936 * fixed bug with time gate switch deactivating after robot wheel time
1937 (while the time gate itself is not affected by this misbehaviour)
1938 * changed behaviour of BD style amoeba to always get blocked by player
1939 (before it was different when there were non-BD elements in level)
1940 * fixed bug with player destroying indestructable elements with shield
1943 * added option to make growing elements grow into anything diggable
1944 (for the various amoeba types, biomaze and "game of life")
1947 * fixed bug with movable elements not moving after left behind by CEs
1948 * changed gravity movement to anything diggable, not only sand/base
1949 * optionally allowing passing to walkable element, not only empty space
1950 * added option "can pass to walkable element" for players
1951 * finally fixed gravity movement (hopefully)
1954 * fixed bug with movable elements not moving anymore after falling down
1957 * fixed another bug with custom elements digging and leaving elements
1958 * fixed bug with "along left/right side" and automatic start direction
1959 * trigger elements now also displayed when "more custom" deactivated
1960 * fixed bug with clipboard element initialized when loading new level
1961 * added option "drop delay" to set delay before dropping next element
1964 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1967 * added copy and paste functions for custom change pages
1968 * enhanced graphical display and functionality of tape recorder
1969 * fixed bug with custom elements digging and leaving elements
1972 * added move speed faster than "very fast" for custom elements
1973 * fixed bug with 3+3 style explosions and missing border content
1974 * fixed little bug when copying custom elements in the editor
1975 * enhanced custom element changes by more side trigger actions
1978 * added option "no scrolling when relocating" for instant teleporting
1979 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1982 * added trigger element and trigger player to use as target elements
1983 * added copy and paste functions for custom and group elements
1986 * fixed graphical bug when displaying explosion animations
1987 * fixed bug when appending to tapes, resulting in broken tapes
1988 * re-recorded a few tapes broken by fixing gravity checking bug
1991 * "can move into acid" property now for all elements independently
1992 * "can fall into acid" property for player stored in same bitfield now
1993 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1994 * version number set to 3.1.0 (finally!)
1997 * changed tape recording to only record input, not programmed actions
2000 * fixed totally broken (every 8th frame skipped) step-by-step recording
2001 * fixed bug with requester not displayed when quick-loading interrupted
2002 * added option "can fall into acid (with gravity)" for players
2003 * fixed bug with player not falling when snapping down with gravity
2006 * fixed bug which messed up key config when using keypad number keys
2009 * fixed bug which allowed moving upwards even when gravity was active
2010 * fixed bug with missing error handling when dumping levels or tapes
2013 * added different colored editor graphics for Supaplex gravity tubes
2016 * fixed bug that allowed solvable tapes for unsolvable levels
2019 * use unlimited number of droppable elements when "count" set to zero
2020 * added option to use step limit instead of time limit for level
2023 * added player and change page as trigger for custom element change
2026 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2029 * fixed bug with dark yamyam changing to acid when moving over acid
2030 * fixed handling of levels with more than 999 seconds level time
2031 (example: level 76 of "Denmine")
2034 * "spring push bug" reintroduced as configurable element property
2035 * fixed bug with missing properties for "mole"
2036 * fixed bug that showed up when fixing the above "mole" properties bug
2037 * added option "can move into acid" for all movable elements
2038 * fixed graphical bug for elements moving into acid
2039 * changed event handling to handle all pending events before going on
2042 * fixed bug which caused all CE change pages to be ignored which had
2043 the same change event, but used a different element side
2044 (reported by Simon Forsberg)
2046 * fixed bug which caused elements that can move and fall and that are
2047 transported by a conveyor belt to continue moving into that direction
2048 after leaving the conveyor belt, regardless of their own movement
2049 type; only elements which can not move are transported now
2050 (reported by Simon Forsberg)
2052 * fixed bug which could cause an array overflow in RelocatePlayer()
2053 (reported by Niko Böhm)
2055 * changed Emerald Mine style "passable / over" elements to "protected"
2056 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2058 * added new option to select from which side a "walkable/passable"
2059 element can be entered
2062 * added explosion and ignition delay for elements that can explode
2065 * fixed bug which caused player not being protected against enemies
2066 when a CE was "walkable / inside" and was not "indestructible"
2067 * added "walkable/passable" fields to be "protected/unprotected"
2068 against enemies, even if not accessible "inside" but "over/under"
2071 * corrected move pattern to 32 bit and initial move direction to 8 bit
2074 * added second custom element base configuration page
2077 * added some special EMC mappings to Emerald Mine level loader
2078 (also covering previously unknown element in level 0 of "Bondmine 8")
2081 * added option to block last field when player is moving (for Supaplex)
2082 * adjusted push delay of Supaplex elements
2083 * removed delays for envelopes etc. when replaying with maximum speed
2084 * fixed bug when dropping element on a field that just changed to empty
2087 * fixed bug: infotrons can now smash yellow disks
2088 * fixed bug: when gravity active, port above player can now be entered
2089 * removed "one white dot" mouse pointer which irritated some people
2092 * added "choice type" for group element selection
2095 * fixed bug with initial invulnerability of non-yellow player
2098 * added level loader for loading native Supaplex packed levels
2099 (including multi-part levels like the "splvls99" levels)
2102 * fixed bug which allowed creating emeralds by escaping explosions
2105 * custom elements can change (limited) or leave (unlimited) elements
2106 * finally added multiple matches using group elements
2107 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2110 * added new start movement type "previous" for continued CE movement
2111 * added new start movement type "random" for random CE movement start
2114 * added new element "sokoban_field_player" needed for Sokoban levels
2115 (thanks to Ed Booker for pointing this out!)
2118 * added elements that can be digged or left behind by custom elements
2121 * added group elements for multiple matches and random element creation
2124 * fixed some graphical errors displayed in old levels
2127 * fixed wrong double speed movement after passing closing gates
2130 * added level loader for loading native Emerald Mine levels
2133 * changes for "shooting" style CE movement
2136 * Happy New Year! ;-)
2139 * changed default snap/drop keys from left/right Shift to Control keys
2142 * fixed bug with dead player getting reanimated from custom element
2145 * fixed bug with wrong penguin graphics (when entering exit)
2148 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2151 * version number set to 3.0.9
2154 * version 3.0.8 released
2157 * added function checked_free()
2160 * fixed bug with double nut cracking sound
2161 (by eliminating "default element action sound" assignment in init.c)
2164 * fixed crash when no music info files are available
2167 * fixed boring and sleeping sounds
2170 * added "maze runner" and "maze hunter" movement types
2171 * added extended collision conditions for custom elements
2174 * added warnings for undefined token values in artwork config files
2177 * added menu entry for level set information to the info screen
2180 * fixed bug with wrong default impact sound for colored emeralds
2183 * added several sub-screens for the info screen
2184 * menu text now also clickable (not only blue/red sphere left of it)
2187 * added configurable "bored" and "sleeping" animations for the player
2188 * added "awakening" sound for player when waking up after sleeping
2191 * added "copy" and "exchange" functions for custom elements to editor
2194 * added configurable element animations for info screen
2197 * added configurable music credits for info screen
2200 * finally fixed tape recording when player is created from CE change
2203 * added "editorsetup.conf" for editor element list configuration
2206 * added "musicinfo.conf" for menu and level music configuration
2209 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2210 (that only showed up on Linux, but not on Windows systems)
2213 * fixed turning movement of butterflies and fireflies (no frame reset)
2214 * enhanced sniksnak turning movement (two steps instead of only one)
2217 * version number set to 3.0.8
2220 * version 3.0.7 released
2223 * fixed reset of player animation frame when, for example,
2224 walking, digging or collecting share the same animation
2225 * fixed CE with "deadly when touching" exploding when touching amoeba
2228 * fixed tape recording when player is created from CE element change
2231 * introduced "turning..." action graphic for elements with move delay
2232 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2233 * added turning animations for bug, spaceship and sniksnak
2236 * prevent "extended" changed elements from delay change in same frame
2239 * fixed bug when pushing element that can move away to the side
2240 (like pushing falling elements, but now with moving elements)
2243 * finally fixed serious bug in code for delayed element pushing (again)
2246 * unavailable setup options now marked as "n/a" instead of "off"
2247 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2248 to "true", levels are always played with the latest game engine,
2249 which is desired for levels that are imported from other games; all
2250 other levels are played with the engine version stored in level file
2251 (which is normally the engine version the level was created with)
2254 * fixed serious bug in code for delayed element pushing
2255 * fixed little bug in animation frame selection for pushed elements
2256 * speed-up of reading config file for verbose output
2259 * added configuration option for opening and closing Supaplex exit
2260 * added configuration option for moving up/down animation for Murphy
2261 * fixed incorrectly displayed animation for attacking dragon
2262 * fixed bug with not setting initial gravity for each new game
2263 * fixed bug with teleportation of player by custom element change
2264 * fixed bug with player not getting smashed by rock sometimes
2267 * version number set to 3.0.7
2270 * version 3.0.6 released
2273 * added support for MP3 music for SDL version through SMPEG library
2276 * fixed bug when initializing font graphic structure
2277 * fixed bug with animation mode "pingpong" when using only 1 frame
2278 * fixed bug with extended change target introduced in 3.0.5
2279 * fixed bug where passing over moving element doubles player speed
2280 * fixed bug with elements continuing to move into push direction
2281 * fixed bug with duplicated player when dropping bomb with shield on
2282 * added "switching" event for custom elements ("pressing" only once)
2283 * fixed switching bug (resetting flag when not switching but not idle)
2286 * fixed element tokens for certain file elements with ".active" etc.
2289 * version number set to 3.0.6
2292 * version 3.0.5 released
2295 * now four envelope elements available
2296 * font, background, animation and sound for envelope now configurable
2297 * main menu doors opening/closing animation type now configurable
2300 * active/inactive sides configurable for custom element changes
2301 * new movement type "move when pushed" available for custom elements
2304 * fixed bug in multiple config pages loader code that caused crashes
2307 * enhanced (remaining low-resolution) Supaplex graphics
2310 * version number set to 3.0.5
2313 * version 3.0.4 released
2315 2003-09-12 src/tools.c
2316 * fixed bug in custom definition of crumbled element graphics
2318 2003-09-11 src/files.c
2319 * fixed bug in multiple config pages code that caused crashes
2322 * version number set to 3.0.4
2325 * version 3.0.3 released
2328 * added music to Supaplex classic level set
2330 2003-09-07 src/libgame/misc.c
2331 * added support for loading various music formats through SDL_mixer
2333 2003-09-06 (various source files)
2334 * fixed several nasty bugs that may have caused crashes on some systems
2335 * added envelope content which gets displayed when collecting envelope
2336 * added multiple change event pages for custom elements
2338 2003-08-24 src/game.c
2339 * fixed problem with player animation when snapping and moving
2341 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2342 * fixed problem with flickering when drawing toon animations
2344 2003-08-23 src/libgame/sdl.c
2345 * fixed problem with setting mouse cursor in SDL version in fullscreen
2347 2003-08-23 src/game.c
2348 * fixed bug (missing array boundary check) which could crash the game
2351 * version number set to 3.0.3
2354 * version 3.0.2 released
2356 2003-08-21 src/game.c
2357 * fixed bug with creating inaccessible elements at player position
2359 2003-08-20 src/init.c
2360 * fixed bug with not finding current level artwork directory
2362 2003-08-20 src/files.c
2363 * fixed bug with choosing wrong engine version when playing tapes
2364 * fixed bug with messing up custom element properties in 3.0.0 levels
2367 * version number set to 3.0.2
2370 * version 3.0.1 released
2372 2003-08-17 (no source files affected)
2373 * changed all "classic" PCX image files with 16 colors or less to
2374 256 color (8 bit) storage format, because the Allegro game library
2375 cannot handle PCX files with less than 256 colors (contributed
2376 graphics are not affected and might look wrong in the DOS version)
2378 2003-08-16 src/init.c
2379 * fixed bug which (for example) crashed the level editor when defining
2380 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2381 (only set to default) -- invalid graphics now set to default graphic
2383 2003-08-16 src/init.c
2384 * fixed graphical bug of player digging/collecting/snapping element
2385 when no corresponding graphic/animation is defined for this action,
2386 resulting in player being drawn as EL_EMPTY (which should only be
2387 done to elements being collected, but not to the player)
2389 2003-08-16 src/game.c
2390 * fixed small graphical bug of player not totally moving into exit
2392 2003-08-16 src/libgame/setup.c
2393 * fixed bug with wrong MS-DOS 8.3 filename conversion
2395 2003-08-16 src/tools.c
2396 * fixed bug with invisible mouse cursor when pressing ESC while playing
2398 2003-08-16 (various source files)
2399 * added another 128 custom elements (disabled in editor by default)
2401 2003-08-16 src/editor.c
2402 * fixed NULL string bug causing Solaris to crash in sprintf()
2404 2003-08-16 src/screen.c
2405 * fixed drawing over scrollbar on level selection with custom fonts
2407 2003-08-15 src/game.c
2408 * cleanup of simple sounds / loop sounds / music settings
2410 2003-08-08 (various source files)
2411 * added custom element property for dropping collected elements
2413 2003-08-08 src/conf_gfx.c
2414 * fixed bug with missing graphic for active red disk bomb
2416 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2417 * extended variable "level.gravity" to "level.initial_gravity" and
2418 "game.current_gravity" to prevent level setting from being changed
2419 by playing the level (keeping the runtime value after playing)
2421 * fixed graphics bug when digging element that has 'crumbled' graphic
2422 definition, but not 'diggable' graphic definition
2425 * version number set to 3.0.1
2428 * version 3.0.0 released
2431 * various bug fixes; among others:
2432 - fixed bug with pushing spring over empty space
2433 - fixed bug with leaving tube while placing dynamite
2434 - fixed bug with explosion of smashed penguins
2435 - allow Murphy player graphic in levels with non-Supaplex elements
2439 * I have forgotten to document changes for some time
2442 * pre-release version 2.2.0rc1 released
2445 * version number set to 2.1.2
2448 * version 2.1.1 released
2451 * version number set to 2.1.1
2454 * version 2.1.0 released
2457 * version number set to 2.1.0
2459 2002-04-03 to 2002-05-19 (various source files)
2460 * graphics, sounds and music now fully configurable
2461 * bug fixed that prevented walking through tubes when gravity on
2463 2002-04-02 src/events.c, src/editor.c
2464 * Make Escape key less aggressive when playing or when editing level.
2465 This can be configured as an option in the setup menu. (Default is
2466 "less aggressive" which means "ask user if something can be lost"
2467 when pressing the Escape key.)
2469 2002-04-02 src/screen.c
2470 * Added "graphics setup" screen.
2472 2002-04-01 src/screen.c
2473 * Changed "choose level" setup screen stuff to be more generic (to
2474 make it easier to add more "choose from generic tree" setup screens).
2476 2002-04-01 src/config.c, src/timestamp.h
2477 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2478 automatically gets created by "src/Makefile" and contains an actual
2479 compile-time timestamp to identify development versions of the game).
2481 2002-03-31 src/tape.c, src/events.c
2482 * Added quick game/tape save/load functions to tape stuff which can be
2483 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2484 loads previously recorded tape and directly goes into recording mode
2485 from the end of the tape (therefore appending to the tape).
2487 2002-03-31 src/tape.c
2488 * Added "index mark" function to tape recorder. When playing or
2489 recording, "eject" button changes to "index" button. Setting index
2490 mark is not yet implemented, but pressing index button when playing
2491 allows very quick advancing to end of tape (when normal playing),
2492 very fast forward mode (when playing with normal fast forward) or
2493 very fast reaching of "pause before end of tape" (when playing with
2494 "pause before end" playing mode).
2496 2002-03-30 src/cartoons.c
2497 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2499 2002-03-29 src/screen.c
2500 * Changed setup screen stuff to be more generic (to make it easier
2501 to add more setup screens).
2503 2002-03-23 src/main.c, src/main.h
2504 * Various changes due to the introduction of the new libgame files
2505 "setup.c" and "joystick.c".
2507 2002-03-23 src/files.c
2508 * Generic parts of "src/files.c" (mainly setup and level directory
2509 stuff) moved to new libgame file "src/libgame/setup.c".
2511 2002-03-23 src/joystick.c
2512 * File "src/joystick.c" moved to libgame source tree, with
2513 correspondig changes.
2515 2002-03-22 src/screens.c
2516 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2517 (Wrong level series information displayed when entering main group.)
2519 2002-03-22 src/editor.c
2520 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2522 2002-03-22 src/editor.c
2523 * Changed behaviour of "Escape" key in level editor to be more
2524 intuitive: When in "Element Properties" or "Level Info" mode,
2525 return to "Drawing Mode" instead of leaving the level editor.
2527 2002-03-21 src/game.c, src/editor.c, src/files.c
2528 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2529 gems (emeralds, diamonds, ...) slipping down from normal wall,
2530 steel wall and growing wall (as in E.M.C. style levels). Although
2531 the behaviour of contributed and private levels wasn't changed (due
2532 to the use of "level.game_version"; see previous entry), editing
2533 those levels will (of course) change the behaviour accordingly.
2535 This change seems a bit too hard after thinking about it, because
2536 the EM style behaviour is not the "expected" behaviour (gems would
2537 normally only slip down from "rounded" walls). Therefore this was
2538 now changed to an element property for gem style elements, with the
2539 default setting "off" (which means: no special EM style behaviour).
2540 To fix older converted levels, this flag is set to "on" for pre-2.0
2541 levels that are neither contributed nor private levels.
2543 2002-03-20 src/files.h
2544 * Corrected settings for "level.game_version" depending of level type.
2545 (Contributed and private levels always get played with game engine
2546 version they were created with, while converted levels always get
2547 played with the most recent version of the game engine, to let new
2548 corrections of the emulation behaviour take effect.)
2550 2002-03-20 src/main.h
2551 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2552 compiling the SDL version on some systems.
2553 Thanks to the several people who pointed this out.
2556 * Version number set to 2.0.2.
2559 * Version 2.0.1 released.
2561 2002-03-18 src/screens.c
2562 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2564 2002-03-18 src/files.c [src/libgame/misc.c]
2565 * Moved some common functions from src/files.c to src/libgame/misc.c.
2567 2002-03-18 src/files.c [src/libgame/misc.c]
2568 * Changed permissions for new directories and saved files (especially
2569 score files) according to suggestions of Debian users and mantainers.
2570 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2572 2002-03-17 src/files.c
2573 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2574 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2575 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2576 for levels and "TAPE" for tapes). Old "cookie" style format is
2577 still supported for reading. New level and tape files are written
2580 * New IFF chunk "VERS" contains version numbers for file and game
2581 (where "game version" is the version of the program that wrote the
2582 file, and "file version" is a version number to distinguish files
2583 with different format, for example after adding new features).
2585 2002-03-15 src/screen.c
2586 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2587 (Before, you heard a mixture of the in-game music and the
2588 hall-of-fame music.)
2590 2002-03-14 src/events.c
2591 * Function "DumpTape()" (files.c) now available by pressing 't' from
2592 main menu (when in DEBUG mode).
2594 2002-03-14 src/game.c
2595 * "GameWon()": When game was won playing a tape, now there is no delay
2596 raising the score and no corresponding sound is played.
2598 2002-03-14 src/files.c
2599 * Changed "LoadTape()" for real chunk support and also adjusted
2600 "SaveTape()" accordingly.
2602 2002-03-14 src/game.c, src/tape.c, src/files.c
2603 * Important changes to tape format: The old tape format stored all
2604 actions with a real effect with a corresponding delay between the
2605 stored actions. This had some major disadvantages (for example,
2606 push delays had to be ignored, pressing a button for some seconds
2607 mutated to several single button presses because of the non-action
2608 delays between two action frames etc.). The new tape format just
2609 stupidly records all device actions and replays them later. I really
2610 don't know why I haven't solved it that way before?! Old-style tapes
2611 (with tape file version less than 2.0) get converted to the new
2612 format on-the-fly when loading and can therefore still be played;
2613 only some minor parts of the old-style tape handling code was needed.
2614 (A perfect conversion is not possible, because there is information
2615 missing about the device actions between two action frames.)
2617 2002-03-14 src/files.c
2618 * New function "DumpTape()" to dump the contents of the current tape
2619 in a human readable format.
2621 2002-03-14 src/game.c
2622 * Small tape bug fixed: When automatically advancing to next level
2623 after a game was won, the tape from the previous level still was
2624 loaded as a tape for the new level.
2626 2002-03-14 src/tape.c
2627 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2628 tape, cartoons did not get completely removed because
2629 StopAnimation() was not called.
2631 2002-03-13 src/files.c
2632 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2633 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2634 size even when using 16-bit elements). Added new chunk "CNT2" for
2635 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2636 chunk even when content was 16-bit element). "CNT2" should now be
2637 able to store content for arbitrary elements (up to eight blocks of
2638 3 x 3 element arrays). All "CNT2" elements will always be stored as
2639 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2641 2002-03-13 src/files.c
2642 * Changed "LoadLevel()" for real chunk support.
2644 2002-03-12 src/game.c
2645 * Fixed problem (introduced after 2.0.0 release) with penguins
2646 not getting killed by enemies
2648 2002-02-24 src/game.c, src/main.h
2649 * Added "player->is_moving"; now "player->last_move_dir" does
2650 not contain any information if the player is just moving at
2652 Before, "player->last_move_dir" was misused for this purpose
2653 for the robot stuff (robots don't kill players when they are
2654 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2655 broke tapes when walking through pipes!
2656 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2657 in a continuous movement. This fact is ignored for friends and