2 * finished configurability of tape date and time display positions
3 * fixed bug with game buttons in tape area not properly redrawn
4 * fixed small graphical bug with default tape time display position
5 * added optionally configurable game frame counter to tape display
8 * fixed configurability of editor element palette (for columns != 4)
11 * improved configurability of tape date and time display positions
12 * added configurability of element properties button in editor
13 * added build dependency for auto-conf files
16 * added looking for editor element descriptions in level set directory
17 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
20 * moved "element properties" button in editor from toolbox to palette
21 * added "zoom level tile size" button in editor to toolbox (currently
22 no function behind it; will be used to zoom level editor playfield)
23 * added key shortcuts '1' to '3' to view properties of drawing elements
24 * fixed gadget display bug in editor (door 1 area) after test playing
25 * fixed bugs when changing drawing area gadgets (like group elements)
28 * re-enabled editor palette element options in setup configuration file
31 * fixed loading custom PCX image files with default artwork file names
32 (like "RocksDoor.pcx") which are not redefined in artwork config file
33 (this is a special fix for Zelda 2 and probably some other existing
34 level sets which use new graphics which are not defined in the file
35 "graphicsinfo.conf", but use a file name of one of default graphics
36 (like "RocksScreen.pcx"); this did not work anymore for PCX files
37 since the default graphics files have been changed to PNG files, so
38 different file names are checked now (like "RocksScreen.png"), so if
39 the PNG files cannot be found, the old PCX files are also checked)
42 * added some more graphics customization options for the level editor:
43 - editor.button.prev_level (position)
44 - editor.button.next_level (position)
45 - editor.input.level_number (position)
46 - editor.palette.tile_size (tile size for palette elements)
47 - editor.palette.element_left.tile_size (draw element tile size)
48 - editor.palette.element_middle.tile_size (draw element tile size)
49 - editor.palette.element_right.tile_size (draw element tile size)
50 - editor.input.gfx.level_number (current level number input field)
53 * fixed menu display bugs caused by drawing outside menu area (again)
56 * fixed broken door animations when switching between custom graphics
59 * fixed layout for "level set info" to support custom playfield size
60 * fixed changing from title to info screen with custom playfield size
63 * fixed bug with not updating default bitmap pointer for scaled images
64 * fixed redraw/fade bugs when redefining the playfield size or position
67 * fixed some smaller issues with loading custom artwork
70 * added warnings when using undefined element and graphic names in
71 custom artwork definitions (like ".crumbled_like" or ".clone_from")
72 * added setting default filenames for all cloned graphics in static
73 graphics configuration on startup (to be able to fall back later)
76 * fixed using buttons on main screen with size other than 32x32 pixels
77 * fixed some initialization bugs for scrollbars and main screen buttons
78 * fixed bug when drawing non-element graphics (without separate in-game
79 graphic/bitmap defined) while non-standard game tile size is defined
82 * removed some remaining unused X11 stuff
83 * fixed bug with potentially suppressed exit error message on startup
86 * fixed bug not loading tape when selecting level from level selection
87 screen (thanks to filbo for finding this bug and supplying a patch)
90 * fixed menu display bugs (drawing outside menu area with draw offset)
91 * fixed menu key navigation bugs (when using smaller menu list size)
94 * added support for animated door parts during opening/closing movement
97 * added automatic detection of normal/steel character elements in level
98 editor when drawing text (depending on currently selected element)
101 * eliminated historical ISO-8859-1 characters from source code files
102 (but still using them internally for special character encodings)
103 * changed output of special character for level sketch brushes to UTF-8
106 * added handling of unselectable selectbox options and option headlines
109 * fixed bug when changing between graphic sets with different tile size
110 * cleanup of handling the various graphic sizes for different purposes
111 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
114 * added virtual keyboard on Android port when entering player name
117 * fixed "quick menu doors" and sounds for door and envelope requests
120 * fixed display bugs with certain custom menu definitions regarding the
121 hall of fame (high scores) and setup screens that require scrolling
122 (these display bugs showed up with custom menu graphics of R'n'D jue)
125 * fixed bug with animation frames per line with non-standard tile size
126 (relevant for example for 64x64 sized frames continued on next row)
129 * removed checking of file identifier tokens for configuration files
132 * fixed bug where player actions were only mapped in team mode
133 (this broke four tapes in automatic game engine unit test where
134 old levels contained a non-yellow player, like rnd_abby_king, 011)
137 * removed large parts of the preprocessor hell of old and unused code
140 * updated source file headers (mainly author contact information)
143 * added key shortcuts for window scaling and toggling fullscreen mode:
144 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
145 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
148 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
149 * added some performance improvements when handling SDL surface scaling
152 * added custom graphics property "game.tile_size" to define in-game tile
153 size (this defines the tile size actually displayed on the playfield);
154 tile graphics will either be scaled to the defined game tile size or
155 have to be specified with the same image size (using ".tile_size")
158 * added custom graphics property ".tile_size" to define tile image size
159 for game element graphics (like "custom_1.tile_size"); non-standard
160 sized images will then be scaled accordingly to standard tile size
163 * fixed music still being played in Android version when in background
166 * added Android "menu" button to be treated as "yes" requester button
167 (while the Android "back" button was already treated as "no" button)
170 * added command line options "--version" / "-V" to show program version
171 (also shows SDL library versions when prefixed with "--debug" option)
174 * error file set to unbuffered to prevent truncation in case of crashes
177 * fixed bug causing wrong screen updates while playing (whole screen
178 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
179 * fixed nasty (typo) bug in native EM engine causing broken player
180 graphics when using different (redefined) playfield size
183 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
184 to be displayed incorrectly (with broken scaling) when switching
185 between small and normal game graphics (thanks a lot to filbo for
186 analyzing and describing how to exactly reproduce this bug)
189 * removed MS-DOS support
190 * removed native X11 support (X11 now only supported via SDL/SDL2)
193 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
196 * fixed level redraw after quick-loading tape with small tile graphics
199 * added compatibility code for existing request door animation settings
202 * added ultra-generic, ultra-flexible request door animation handling
205 * fixed major bugs in handling single-player and multi-player tapes
206 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
209 * fixed various problems with playfield and requester/tape/editor doors
210 defined to be at non-standard screen positions in artwork config file
213 * added envelope style requester dialog (alternative to door requester)
216 * fixed problems with window scaling and updating related setup value
217 * added setup option to select anti-aliasing quality of scaled windows
220 * improved speed of displaying progress when loading levels and artwork
221 * changed fullscreen and window scaling changes in setup menu to have
222 immediate effect (instead of being effective after leaving setup menu)
225 * fixed toons stopping on continuous touch events on Mac OS X
228 * fixed bug when displaying game envelope with even sized playfield
229 * added graphic configuration options for request (dialog) buttons
232 * fixed some redraw bugs with window scaling under Mac OS X
235 * fixed problems with window scaling and updating related setup value
238 * fixed problems related to fullscreen switching and window scaling
241 * fixed inconsistent custom artwork constants numbering in src/main.h,
242 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
243 (this bug caused custom artwork definition to set wrong variable)
246 * fixed using fullscreen mode on Android instead of pseudo-window mode
247 * fixed keeping desktop fullscreen mode when changing viewport size
250 * fixed remaining text input problems for non-ASCII keys with modifier
251 * added window scaling options to graphics setup menu
254 * fixed key code problems with certain keys for SDL2
255 (keypad keys not being in numerical order; number of function keys)
256 * fixed text input problems for text characters using modifier keys
259 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
262 * fixed graphical bugs when using renderer/texture based graphics
265 * fixed playing certain sounds (menu navigation sound and counting
266 score sound after solving a level) when "normal sounds" are disabled
269 * continued porting Rocks'n'Diamonds to Android (levels now playable)
272 * added SDL2 renderer/texture based graphics frame handling to allow for
273 "desktop" style fullscreen mode and scaling of game screen/window
276 * removed limitation of artwork files to selected file types (this means
277 that every file type supported by SDL_image and SDL_mixer can be used)
278 * changed default graphics from PCX to PNG (needed for Android version
279 to prevent painfully slow image loading, although not compressing PCX
280 files in the assets directory of the APK package might also work fine)
281 * fixed bug with SDL_BlitSurface creating garbage when source and target
282 surface are the same (this bug also existed in versions of SDL 1.2.x)
285 * started porting Rocks'n'Diamonds to Android (already shows main menu)
288 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
291 * version number set to 3.3.1.3
294 * version 3.3.1.2 released
297 * improved error handling: display error message on screen (not only in
298 the error file or on the console), and display path of the error file
301 * fixed problem with R'n'D restarting with same level set that may have
302 caused a problem (and therefore failing again and again); after an
303 error, the last level set is now deactivated in file "levelsetup.conf"
304 to restart with default level set (which should work without error)
307 * fixed determining main game data directory on Mac OS X "Mavericks"
310 * version number set to 3.3.1.2
313 * version 3.3.1.1 released
316 * added scripts directory to distribution package to enable building
317 element definitions after editing artwork config source code files
320 * added volume controls for sounds, loops and music to sound setup
323 * version number set to 3.3.1.1
326 * version 3.3.1.0 released
329 * version number set to 3.3.1.0
332 * fixed display of level time switching from ascending to descending
333 when making use of the "time orb bug" (see element setting in editor)
334 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
335 * fixed graphics performance problems (especially on Mac OS X) by using
336 whole-playfield redraw on SDL target, while still using the previous
337 single-tile redraw method on X11 target (using redraw tiles threshold)
340 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
341 (by replacing all "long" types by "int" types)
344 * fixed nasty bug (affecting crumbled graphics) after adding new special
345 graphics suffix ".TAPE" (and messing some things up in src/main.c)
348 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
349 (this caused fonts in envelope config in level editor being invisible)
352 * fixed some problems with half tile size and even tile sized playfields
355 * added level selection screen (when clicking on main menu level number)
356 * added level tracing (played, solved) for use in level selection screen
357 (to display already played or solved levels in different font color)
360 * added alternative game mode for playing with half size playfield tiles
361 * fixed another memory violation bug in the native Supaplex game engine
362 (this potential memory bug was also in the original Megaplex code, but
363 apparently only occured under rare conditions triggered by using the
364 additional added preceding playfield memory area to make a few strange
365 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
366 solvable (this all worked fine in the classic DOS version, of course))
369 * added graphics performance optimization to native Supaplex game engine
370 * fixed bug with accidentally removing preceding buffer in SP engine
371 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
372 (to prevent compatibility mapping of these newer graphics to older
373 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
376 * added separately configurable game panel background to graphics config
377 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
380 * added tape panel graphics and screen positions to graphics config
383 * added compatibility stuff for redefined "global.door" (which affects
384 all parts of that image that have their own graphics definition now)
387 * added sound button graphics to graphics config
390 * added tape button graphics and screen positions to graphics config
393 * improved single step mode in R'n'D, EM and SP engines
396 * version number set to 3.3.0.2
399 * version 3.3.0.1 released
402 * added configurable key shortcuts for snap+direction player actions
403 (probably most useful for recording tool-assisted speedrun (TAS)
404 tapes using the single-step mode of the tape recorder)
407 * version number set to 3.3.0.1
410 * version 3.3.0.0 released
413 * fixed missing memory allocation in SP engine when saving engine data
414 for non-SP game engine snapshots (which also stores SP engine part)
417 * fixed problem with scrolling in native EM engine in multi-user mode
418 (this bug was just introduced with the experimental viewport stuff)
419 * fixed animation of splashing acid in EM engine with classic artwork
420 * fixed animation of cracking nut in EM engine with classic artwork
421 * fixed (implemented) single step mode in native EM and SP engines
422 * fixed "latest_engine" flag in classic levels (moved to single sets)
423 * updated SDL library DLLs for Windows to the latest release versions
424 (this fixed some mysterious crashes of the game on Windows systems)
425 * replaced EM and SP set in classic level set with native level files
426 * finally added a newly written "CREDITS" file to the game package
427 * removed sampled music loops from classic music set
430 * changed native Emerald Mine engine to support different viewport sizes
433 * changed native Supaplex engine to support different viewport sizes
436 * added initial, experimental support for different viewport properties
437 (with "viewports" being menu/playfield area and doors; currently the
438 size of the menu/playfield area and door positions can be redefined)
441 * added initial, experimental support for different window sizes
444 * added support for native Sokoban solution files in pure 'udlrUDLR'
445 format with extension ".sln" instead of ".tape" for solution tapes
448 * added image config suffix ".class" to be able to define classes of
449 crumbled elements which are then separated against each others when
450 drawing crumbled borders (class names can freely be defined)
451 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
452 emc_grass" results in sand and emc_grass being crumbled separately,
453 even if directly adjacent on the playfield.)
454 * added image config suffix ".style" to use two new features for
456 - "accurate_borders": try to draw correctly crumbled corners (which
457 means that a row of crumbled elements does not have two crumbled
458 corners for each element in the row, but only at the "real" corners
459 at the start and the end of the row of elements)
460 - "inner_corners": also draw inner corners in concave constructions
461 of several crumbled elements -- this is currently a big kludge: the
462 number of frames for crumbled graphic must be "2", with the first
463 frame as usual (crumbled graphic), while the second frame contains
464 the graphic with inner (crumbled) corners for the crumbled graphic
465 (These two features are mainly intended for bevelled walls, not for
466 diggable elements like sand; "inner_corners" only works reliably for
467 static walls, not for in-game dynamically changing walls using CEs.)
470 * finished code cleanup of native Supaplex game engine
473 * started code cleanup of native Supaplex game engine
476 * integrated playing sound effects into native Supaplex game engine
479 * added configurable key shortcuts for the tape recorder buttons
482 * added (hidden) function to save native Supaplex levels with tape as
483 native *.sp file containing level with demo (saved with a file name
484 similar to native R'n'D levels, but with ".sp" extension instead of
485 ".level"); to use this functionality, enter ":save-native-level" or
486 ":snl" from the main menu with the native Supaplex level loaded and
487 the appropriate tape loaded to the tape recorder
488 * fixed potential crash bug caused by illegal array access in engine
489 snapshot loading and saving code
490 * changed setting permissions of score files to be world-writable if
491 the program is not installed and running setgid to allow the program
492 to modify existing score files when run as a different user (which
493 allows cheating, of course, as the score files are not protected
494 against modification in this case)
495 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
496 the top level Makefile for Debian / Ubuntu installations
497 * added saving read-only levels from editor into personal level set
498 (thanks to Bela Lubkin for the above four patches)
501 * added updating of game values on the panel to Supaplex game engine
504 * finished integrating R'n'D graphics engine into Supaplex game engine
505 (although some animations do not support full customizability yet)
508 * done integrating R'n'D graphics engine into file "Infotron.c"
509 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
512 * integrated engine snapshot functionality into Supaplex game engine
515 * fixed bug in native Supaplex engine that broke several demo solutions
516 * fixed bug with re-initializing already existing elements in function
517 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
518 counted a second time, making the currently playing level unsolvable)
519 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
520 * done integrating R'n'D graphics engine into file "Electrons.c"
521 * done integrating R'n'D graphics engine into file "Zonk.c"
524 * done integrating R'n'D graphics engine into file "Murphy.c"
525 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
528 * started integrating R'n'D graphics engine into Supaplex game engine
531 * added small kludge that allows transparent pushing animation over
532 non-black background (by using "game.use_masked_pushing: true")
533 * added editor flag to Sokoban field/object elements to automatically
534 finish solved Sokoban style levels (even if they contain non-Sokoban
535 elements, which prevents auto-enabling this feature for such levels)
538 * added new element "from_level_template" which is replaced by element
539 from level template at same playfield position when loaded (currently
540 not accessible from level editor, but only used for special Sokoban
541 level conversion when using "special_flags: load_xsb_to_ces")
542 * added special behaviour for "special_flags: load_xsb_to_ces": global
543 settings of individual level files are overwritten by template level
544 (except playfield size, level name, level author and template flag)
547 * added handling of gravity ports when converting Supaplex style R'n'D
548 levels to native Supaplex levels for playing with Supaplex engine
551 * fixed bug in Supaplex engine regarding initial screen scroll position
554 * fixed EMC style pushing animations in the R'n'D graphics engine (when
555 using ".2nd_movement_tile" for animations having start and end tile)
556 * for this to work (look) properly for two-tile pushing animations with
557 non-black (i.e. opaque) background, the pushing graphics drawing order
558 was changed to first draw the pushed element, then the player (maybe
559 this should be controlled by an ".anim_mode" flag yet to be added)
560 * two-tile animations for moving or pushing should have 7 frames for
561 normal speed, 15 frames for half speed etc. to display correct frames
562 * two-tile animations are also displayed correctly with different speed
563 settings for the player (for pushing animations) or moving elements
566 * added searching for template level (file "template.level") not only
567 inside the level set directory, but also in above level directories;
568 this makes is possible to use the same single template level file
569 (placed in a level group directory) for many level sub-directories
572 * fixed bug with steel exit being destructible during opening phase
573 * added token "special_flags" to "levelinfo.conf" (currently with the
574 only recognized value "load_xsb_to_ces", doing the same as the flag
575 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
576 converting all elements in native (XSB) Sokoban level files to CEs)
579 * fixed some problems with Supaplex engine when compiling for Windows
582 * added special mode to convert elements of Sokoban XSB levels to CEs
583 by adding "-Dload_xsb_to_ces" to the command line starting the game
584 (also adding a dependency to a template level file "template.level")
587 * added reading native Sokoban levels and level packages (XSB files)
590 * fixed bugs in (auto)scrolling behaviour when passing ports or when
591 wrapping around the playfield through "holes" in the playfield border
594 * changed internal playfield bitmap handling from playfield sized bitmap
595 to screen sized bitmap (visible scrolling area), therefore speeding up
596 graphics operations (by eliminating bitmap updates in invisible areas)
597 and removing playfield size limitations due to increasing bitmap size
598 for larger playfield sizes (while the new implementation always uses
599 a fixed playfield bitmap size for arbitrary internal playfield sizes)
602 * fixed bug with single step mode (there were some cases where the game
603 did not automatically return to pause mode, e.g. when trying to push
604 things that cannot be pushed or when trying to run against a wall)
607 * added support for loading Supaplex levels in MPX level file format
610 * fixed SP engine to set "game over" not before lead out counter done
613 * fixed (potential) compile error when using GCC option "-std=gnu99"
614 (thanks to Tom "spot" Callaway)
617 * fixed array allocation in native Supaplex engine to correctly handle
618 preceding scratch buffers (needed because of missing border checking)
619 * fixed playfield initialization to correctly add raw header bytes as
620 subsequent scratch buffer (needed because of missing border checking)
623 * most important parts of native Supaplex engine integration working:
624 - native Supaplex levels can be played in native Supaplex engine
625 - native Supaplex level/demo files ("*.sp" files) can be re-played
626 - all 111 classic original Supaplex levels automatically solvable
627 - native Supaplex engine can be selected and used from level editor
628 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
631 * fixed another translation problem from VisualBasic to C (where "int"
632 should be "short") causing unsolvable demos with bugs and terminals
633 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
636 * fixed bug when reading Supaplex single level files (preventing loader
637 from seeking to level position like in Supaplex level package files)
640 * first classic Supaplex level running and solved by solution/demo tape
643 * started with integration of native Supaplex engine, using source code
644 of Megaplex from Frank Schindler, based on original Supaplex engine
647 * version number set to 3.2.6.2
650 * version 3.2.6.1 released
653 * fixed bug with element_info[e].gfx_element not being initialized in
654 early game stage, causing native graphics in EMC level sets to be
655 mapped completely to EL_EMPTY (causing a blank screen when playing)
656 (this only happened when starting the program with an EMC set with
657 native graphics, but not when switching to such a set at runtime)
660 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
661 and using self-compiled, patched SDL.dll that solves this problem
662 (interim solution until release of SDL 1.2.14 that should fix this)
665 * extended backwards compatibility mode to allow already fixed bug with
666 change actions (see "2008-02-05") for existing levels (especially the
667 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
670 * reactivated workaround to prevent program crashes due to blitting to
671 the same SDL surface that apparently only occurs on Windows systems
672 (this is no final solution; this problem needs further investigation)
675 * version number set to 3.2.6.1
678 * version 3.2.6.0 released
681 * fixed behaviour of player option "no centering when relocating" which
682 was incorrect when disabled and relocation target inside visible area
683 and "no scrolling when relocating" enabled at the same time
686 * fixed problems with re-mapping players on playfield to input devices:
687 previously, players found on the level playfield were changed to the
688 players connected to input devices (for example, player 3 in the level
689 was changed to player 1 (using artwork of player 3, to be able to use
690 a player with a different color)); this had the disadvantage that CE
691 conditions using player elements did not work (because the players in
692 the level definition are different to those effectively used in-game);
693 the new system uses the same player elements as defined in the level
694 playfield and re-maps the input devices of connected players to the
695 corresponding player elements when playing the level (in the above
696 example, player 3 now really exists in the game and is moved using the
697 events from input device 1); level tapes still store the events from
698 input devices 1 to 4, which are then re-mapped to players accordingly
699 when re-playing the tape (just as it is done when playing the level)
702 * fixed bug with player relocation while the player switches an element
705 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
706 not walkable (and did not let the player enter) when in process of
707 opening, but not fully open yet (which can cause the player not being
708 able to enter the exit in EM/DC style levels in time)
711 * fixed some bugs regarding the new level/CE random seed reset options
714 * moved "level settings" and "editor settings" to two tabbed screens in
715 level editor to gain space for additional level property settings
716 * added level setting to start a level with always the same random seed
717 * added CE action "set random seed" to re-initialize random seed in game
718 (this is the only CE action that gets executed before the CE changes,
719 which is needed to use the newly set random seed during the CE change)
722 * fixed redraw problem of special editor door when playing from editor
725 * fixed initialization of gfx_element for level sketch image creation
728 * added switch for EM style dynamite "[ ] explodes with chain reaction"
729 (with default set to "on" for existing levels, but "off" for all new
730 levels), as EM style dynamite does not chain-explode in original EM
733 * added optional initial inventory for players (pre-collected elements)
734 * added change page actions "set player inventory" and "set CE artwork"
735 * added recognition of "player" parameter on change pages when player
736 actions are defined, but no trigger player in corresponding condition
737 (this resulted in actions that only affected the first player before)
738 * fixed bug with change actions being executed for newly created custom
739 elements resulting from custom element changes, when the intention was
740 only to check for change actions for the previous custom element
743 * changed design and size of element drawing area in level editor
744 * added "element used as action parameter" to element change actions
747 * added possibility to reanimate player immediately after his death
748 (for example, by "change to <player> when explosion of <player>")
751 * fixed bug with "gray" white door not being uncovered by magnifier
752 * added score for collecting (any) key to the white key config page
755 * added condition "deadly when <getting hit by>" for custom elements
756 that behaves a bit like the existing "deadly when <colliding with>",
757 but with the following differences:
758 - it only kills players or friends when it was moving before it hits
759 - it does not kill players or friends that try to run into it
762 * fixed the following change conditions where a player element is used
763 as the "element that is triggering the custom element change":
766 - explosion of <element>
768 (the last two conditions already worked partially, but only for the
769 first player, and not for the "Murphy" player when using "move of")
772 * fixed crash bug caused by accessing invalid element (with value -1)
773 in UpdateGameControlValues()
774 * fixed graphical bug when using two-tile movement animations with EMC
775 game engine without explicitly using native EMC graphics engine
778 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
779 try to push something (due to push delay) does not cause a dig action
782 * fixed bug with reference elements used as trigger elements on custom
783 element change pages not being recognized
784 * fixed bug with reference elements not being removed from the playfield
785 * added engine functionality that allows custom elements that "can dig"
786 other elements not only to do so when moving by themselves, but also
787 when being pushed by the player (therefore adding the functionality to
788 push one element over another element, replacing it with the new one)
791 * added command line function to write level sketch images to directory
794 * merged override and auto-override options into new override options
795 with a new data type than can take the values "no", "yes" and "auto"
798 * fixed growing steel wall to also leave behind steel wall instead of
799 normal, destructible wall
800 * fixed handling of rocks falling through stacks of quicksand with
801 different speed (before, the rocks just got stuck in the quicksand)
804 * fixed nasty bug with auto-override and normal override not working on
805 program startup (especially when current level set has custom artwork)
808 * version 3.2.5 released as special edition "R'n'D jue"
811 * fixed X11 crash bug when blitting masked title screens over background
814 * changed build system to support special editions (like "R'n'D jue")
815 * added (hardcoded) loading graphics for "R'n'D jue" special edition
816 * fixed X11 crash bug when scaling images with width/height less than 32
819 * added "background.PLAYING" (only visible as two-pixel border in game)
820 * added default level set for first start of special R'n'D version
821 * changed door animations for editor always behaving like "quick doors"
824 * added new custom artwork setup option "auto-override non-CE sets" for
825 automatic artwork override that is only used for level sets without
826 custom element artwork (as it does not make much sense to override
827 any artwork that redefines custom element artwork for sets using CEs)
828 * fixed default artwork for "special" R'n'D versions always using the
829 "classic" artwork as the base if base artwork is not explicitly
830 defined in "levelinfo.conf", regardless of different default artwork
831 used by the special R'n'D version -- this is needed because any such
832 custom artwork is designed using the "classic" artwork definitions as
833 the base (including menu definitions and screen positions etc., which
834 would otherwise be taken from the different special default artwork)
837 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
838 for both EMC and R'n'D graphics engine (heavy workarounds needed due
839 to massively broken handling of quicksand in R'n'D game engine)
840 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
841 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
844 * fixed small bug in toon drawing (introduced when fixing the crash bug)
847 * added graphics definition "game.panel.highscore" to display the
848 current levels current high score in the game panel
851 * version number set to 3.2.5
854 * version 3.2.4 released
857 * fixed crash bug in toon drawing functions for large step offset values
860 * fixed some problems with displaying game panel when quick-loading tape
863 * fixed (experimental only) redrawing of every tile per frame (even if
864 unneeded) for the extended (R'n'D based) EMC graphics engine
865 * added optimization to only calculate element count for panel display
866 if really needed (that is, if element count values defined on panel)
867 * fixed problem with special editor door redraw when entering main menu
870 * fixed bug with displaying background for title messages on info screen
871 * some code cleanup for the extended (R'n'D based) EMC graphics engine
874 * fixed bug with CE action "move player" always resulting in player 4
875 if there was a CE action with no trigger player (because the player
876 element was calculated by using log_2() from trigger player bits with
877 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
878 triggering player bit mask and handling all players in "move player"
879 * fixed bug when defined artwork cannot be found for artwork that has
880 default artwork cloned from other artwork (without default filename)
881 * added several fixes to the extended (R'n'D based) EMC graphics engine
884 * fixed broken editor copy and paste for custom elements between levels
887 * title messages are now also searched in graphics artwork directory;
888 those found in graphics directory have precendence over those found
889 in level directory -- this handles title messages stored in graphics
890 directories as part of the artwork set, just like title images; this
891 makes sense, as corresponding special font definitions for messages
892 are usually defined in the same graphics artwork directory, and also
893 because title images and title messages that are combined in a level
894 set introduction should usually not be separated when the level set
895 is used with a different artwork set (e.g. using "override graphics")
896 * fixed problem with door borders on main screen by first drawing doors
897 and then the corresponding border masks, but not vice versa
898 * fixed problem with artwork config entries using the value "[DEFAULT]";
899 this does not what one might expect, but sets the value to an invalid
900 value -- solution: simply ignore such entries, which results in this
901 value keeping its previous (real) default value (in general, entries
902 that should use their default value should just not be defined here)
903 * fixed problem with wrong fading area size from main menu to setup menu
906 * fixed problem with broken crumbled graphics after level set changes
907 when using R'n'D custom artwork with level sets using the EMC engine
910 * fixed invisible "joysticks deactivated ..." text on setup input screen
913 * added use of hashes created from static lists (element tokens, image
914 config, font tokens) to speed up lookup of configuration parameters
915 * fixed bug where element and graphic config token lookup was mixed up
918 * added "busy" animation when initializing program and loading artwork
919 * added initialization profiling for program startup (debugging only)
922 * fixed(?) very strange bug apparently triggered by memset() when code
923 was cross-compiled with MinGW cross-compiler for Windows XP platform
924 (this only happened when using SDL.dll also self-compiled with MinGW)
927 * added graphics engine directive "border.draw_masked_when_fading" that
928 enables/disables drawing of border mask over screen that is just faded
931 * fixed small problem with separate fading definition for game screen
934 * added additional configuration directives for setup screen draw offset
935 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
936 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
937 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
938 used to define draw offset on custom artwork selection screens and
939 "CHOOSE_OTHER" is used on all other list style selection screens, like
940 choosing game speed or screen mode for fullscreen mode)
941 * added additional configuration directives to define main menu buttons:
942 - menu.button_name and menu.button_name.active
943 - menu.button_levels and menu.button_levels.active
944 - menu.button_scores and menu.button_scores.active
945 - menu.button_editor and menu.button_editor.active
946 - menu.button_info and menu.button_info.active
947 - menu.button_game and menu.button_game.active
948 - menu.button_setup and menu.button_setup.active
949 - menu.button_quit and menu.button_quit.active
950 * added eight pure decoration graphic definitions for the game panel
953 * added support for accessing native Diamond Caves II level packages
954 * fixed displaying of game panel values for Emerald Mine game engine
955 * fixed displaying end-of-level time and score values on new game panel
958 * added game panel control to display arbitrary elements on game panel
959 * added game panel control to display custom element score (globally
960 unique for identical custom elements) either as value or as element
961 * added ".draw_masked" and ".draw_order" to game panel control drawing
964 * fixed some general bugs with handling of ".active" elements and fonts
967 * cleanup of game panel elements (some elements were not really needed)
968 * added displaying of gravity state (on/off) as new game panel control
969 * added animation for game panel elements (similar to game elements)
972 * added new pseudo game mode "PANEL" to define panel fonts and graphics
973 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
974 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
975 (else graphics would have to use ".PLAYING", which would be confusing)
976 * fixed bug when fading out to game screen with border mask defined
979 * added attribute ".tile_size" for element style game panel controls
982 * added <space> key as additional valid key to use for confirm requester
985 * improved menu fading, adding separate fading definitions for entering
986 and leaving a "content" screen (in general), and optional definitions
987 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
990 * added (currently invisible) setup option to define scroll delay value
991 * fixed small bug in priority handling when auto-detecting level start
992 position in levels without player element (but player from CE etc.)
993 * added option "game.forced_scroll_delay_value" to override user choice
994 of scroll delay value for certain level sets with "graphicsinfo.conf"
995 * replaced setup option "scroll delay: on/off" by new setup option that
996 directly allows selecting the desired scroll delay value from 0 to 8
999 * added displaying of most game panel control elements (not animated)
1002 * added new configuration directives to display additional game engine
1003 values on the game control panel, like the following examples:
1004 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1005 - game.panel.penguins - number of penguins to rescue
1006 - game.panel.level_name - level name of current level
1009 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1012 * added new player option "no centering when relocating" for "invisible"
1013 teleportations to level areas that look exactly the same, giving the
1014 illusion that the player did not relocate at all (this was the default
1015 since 3.2.3, but caused visual problems with room creation in "Zelda")
1016 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1019 * improved menu fading, adding separate fading definitions for entering
1020 and leaving a menu and for fading between menu and "content" screens
1021 * fixed small bug with recognizing also ".font_xyz" style definitions
1024 * improved menu fading, adding separate fading definitions for fading
1025 between menu screens and fading between menu and "destination" screens
1028 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1029 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1030 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1031 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1033 * improved title fading, allowing fading animation types "none", "fade"
1034 and "crossfade" (including cross-fading of last title to main menu)
1037 * added configurability of graphics, sounds and music for title screens,
1038 which are separated into initial title screens (only shown once at
1039 program startup) and title screens shown for a given level set; these
1040 title screens can be composed of up to five title images and up to
1041 five title text messages (each drawn using an optional background
1042 image), also using background music and/or sounds; aspects like
1043 background images, sounds and music of title screens can either be
1044 defined generally (valid for all title screens) or specifically (and
1045 therefore differently for each title screen) using these directives:
1047 to define a background image, sound or music file for all screens:
1048 - background.TITLE_INITIAL (for all title screens for game startup)
1049 - background.TITLE (for all title screens for level sets)
1051 to define a background image, sound or music file for a single screen:
1052 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1053 - background.titlescreen_x (with x in 1,2,3,4,5)
1054 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1055 - background.titlemessage_x (with x in 1,2,3,4,5)
1057 to define the title screen images:
1058 - titlescreen_initial_x (with x in 1,2,3,4,5)
1059 - titlescreen_x (with x in 1,2,3,4,5)
1061 to define the title text messages, place text files into the level set
1062 directory that have the following file names:
1063 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1064 - titlemessage_x.txt (with x in 1,2,3,4,5)
1066 to define the properties of the text messages, either use directives
1067 that affect all text messages:
1068 - [titlemessage_initial].<suffix>
1069 - [titlemessage].<suffix>
1070 or use directives that affect single text messages:
1071 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1072 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1074 valid values for <suffix> are the same as for readme.<suffix> below;
1075 use ".sort_priority" (default: 0) to define an arbitrary order for
1076 title images and title messages (which can therefore be mixed)
1079 * added full configurability of "readme.txt" screen appearance:
1080 - readme.x: <left position used with alignment>
1081 - readme.y: <top position>
1082 - readme.width: <maximim text width in pixels>
1083 - readme.height: <maximum text height in pixels>
1084 - readme.chars: <maximum number of chars per line>
1085 - readme.lines: <maximum number of lines displayed>
1086 - readme.align: left,center,right (default: center)
1087 - readme.top: top,middle,bottom (default: top)
1088 - readme.font: font name
1089 - readme.autowrap: true,false (default: true)
1090 - readme.centered: true,false (default: false)
1091 - readme.parse_comments: true,false (default: true)
1092 - readme.sort_priority: (not used here, but only for title screens)
1093 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1094 default), they are automatically determined from "readme.width" and
1095 "readme.height" accordingly; when they are not "-1", they have
1096 precedence over "readme.width" and "readme.height"
1097 * added internal ad-hoc config settings for displaying text files like
1098 title messages or "readme.txt" style level set info files:
1099 - .font: font name (default: readme.font)
1100 - .autowrap: true,false (default: readme.autowrap)
1101 - .centered: true,false (default: readme.centered)
1102 - .parse_comments: true,false (default: readme.parse_comments)
1103 (the leading '.' and the separating ':' are mandatory here); to use
1104 these ad-hoc settings, they have to be written inside a comment, like
1105 "# .autowrap: false" or "# .centered: true"; these settings then
1106 override the above global settings (they can even be used more than
1107 once, like "# .centered: true", then some text that should be drawn
1108 centered, then "# .centered: false" to go back to non-centered text;
1109 important note: after using "# .parse_comments: false", or when using
1110 "readme.parse_comments: false", detecting and parsing comments inside
1111 the file is disabled and comments are just printed like normal text;
1112 also be aware that all automatic text size calculations are done with
1113 the font defined in "readme.font", while using different fonts using
1114 "# .font: <font>" inside the text file may cause unexpected results
1117 * changed some numerical limits in the level editor from 255 to 999
1120 * added option "system.sdl_videodriver" to select SDL video driver
1121 * added output of SDL video and audio driver to "version info" page
1124 * added group element drawing to IntelliDraw drawing functions
1125 * fixed animation resetting problem again (last try broke Snake Bite)
1126 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1129 * added new (special) "include: <filename>" directive that works in all
1130 configuration files (like "graphicsinfo.conf") and that has the same
1131 effect as if that directive would be replaced with the content of the
1132 specified file (this can be useful to split large configuration files
1133 into several smaller ones and include them from one main file, or to
1134 store configuration settings that always stay the same into a separate
1135 file, while including it and only add those parts that really change)
1138 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1141 * fixed bug in "InitMovingField()" where treating an integer array as
1142 boolean caused wrong resetting of animations while elements are moving
1143 * fixed problem with resetting animations when starting element change
1146 * added sort priority for order of title screens and title messages
1149 * changed end of game again: do not wait for the user to press a key
1150 anymore, but directly ask/confirm tape saving and go to hall of fame
1151 * re-enabled quitting of lost game by pressing space or return again
1152 * added blanking of mouse pointer when displaying title screens
1153 * added remaining menu draw offset definitions for info sub-screens
1156 * added setup option to select game speed (from very slow to very fast)
1157 * improved handling of title text messages (initial and for level set)
1160 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1163 * fixed displaying and typing of player name when it is centered
1164 * added special characters to be allowed for player name (not only A-Z)
1167 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1168 (newer versions of the SDL library seem to not like this anymore)
1171 * added code for configuration directives for control of game panel
1174 * fixed small cosmetical bug with underlining property tabs in editor
1177 * fixed small drawing bug in X11FadeRectangle
1178 * added new elements for newly supported Diamond Caves II levels:
1179 - EM/DC style exits that disappear after passing
1180 - white key and gate (one white key needed for each white gate)
1181 - fake gate (there is no key to open/pass this kind of gate!)
1182 - extended magic wall which also handles pearls and crystals
1186 * changed maximum value for endless loop detection to a higher value
1187 (some levels really used very deep recursion without being endless)
1190 * added new elements for newly supported Diamond Caves II levels:
1191 - growing steel walls
1192 - snappable land mine
1195 * added new elements for newly supported Diamond Caves II levels:
1196 - steel text elements
1199 * added level file loader for native Diamond Caves II levels
1202 * version number set to 3.2.4
1205 * version 3.2.3 released
1208 * fixed malloc/free bug when updating EMC artwork entries in level list
1209 * added workaround (warning and request to quit the current game) when
1210 changing elements cause endless recursion loop (which would otherwise
1211 freeze the game, causing a crash-like program exit on some systems)
1214 * fixed nasty string overflow bug when entering too long envelope text
1217 * added feedback sounds for menu navigation "menu.item.activating" and
1218 "menu.item.selecting" (for highlighting and executing menu entries)
1221 * improved "no scrolling when relocating" to also consider scroll delay
1222 (meaning that the player is not automatically centered in this case;
1223 this makes it possible to "invisibly" relocate the player to a region
1224 of the level playfield which looks the same as the old level region)
1225 * fixed bug with not recognizing "main.input.name.align" when active
1228 * fixed bug with displaying masked borders over title screens when
1229 screen fading is disabled
1232 * fixed infinite loop / crash bug when killing the player while having
1233 a CE with the setting "kill player X when explosion of <player X>"
1234 * added special editor graphic for "char_space" to distinguish it from
1235 "empty_space" when editing a level (in-game graphics still the same)
1238 * fixed nasty bug with initialization only done for the first player
1241 * small change to handle loading empty element/content list micro chunks
1244 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1247 * some optimizations on startup speed by reducing initial text output
1250 * added caching of custom artwork information for faster startup times
1253 * fixed graphical bug when using fewer menu entries on level selection
1254 screen than usual (with "menu.list_size.LEVELS" directive)
1255 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1256 the backbuffer to the backbuffer by error (with identical rectangle)
1259 * fixed bug when displaying titlescreen with size less than element tile
1260 * fixed bug that caused elements with "change when digging <e>" event
1261 to change for _every_ digged element, not only those specified in <e>
1262 * fixed bug that caused impact style collision when dropping element one
1263 tile over the player that can both fall down and smash players
1264 * fixed bug that caused impact style collision when element changed to
1265 falling/smashing element over the player immediately after movement
1268 * fixed bug that allowed making engine snapshots from the level editor
1271 * fixed bugs with player name and current level positions on main screen
1274 * added configuration directives for control of title screens:
1275 - "title.fade_delay" for fading time
1276 - "title.post_delay" for pause between screens (when not crossfading)
1277 - "title.auto_delay" to automatically continue after some time
1278 these settings can each be overridden by specifying them with titles:
1279 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1280 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1281 fading mode can also be specified:
1282 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1283 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1284 default is using normal fading for menues and initial title screens,
1285 while using cross-fading for level set title screens
1286 * fixed bug with background not drawn in Hall of Fame after game was won
1289 * added configuration directives for the remaining main menu items
1292 * added additional configuration directives for info screen draw offset:
1293 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1294 * added additional configuration directives for preview info text
1295 * limited mouse wheel sensitive screen area to scrollable screen area
1298 * added highlighted menu text entries to menu navigation when selected
1301 * fixed bug that prevented player from correctly being created in the
1302 top left corner by a custom element change in a level without player
1303 * fixed bug that prevented player from being killed when indestructible,
1304 non-walkable element is placed on player position by extended change
1305 * added configurable menu button, text and input positions to main menu
1308 * added page fading effects for remaining info sub-screens
1309 * fixed small bug that caused some delays when answering door request
1312 * added directives "border.draw_masked.*" for menu/playfield area and
1313 door areas to display overlapping/masked borders from "global.border"
1316 * fixed bug with CE with move speed "not moving" not being animated
1317 * when changing player artwork by CE action, reset animation frame
1320 * fixed bug with not unmapping main menu screen gadgets on other screens
1321 * fixed bug with un-pausing a paused game by releasing still pressed key
1322 * fixed bug with not redrawing screen when toggling to/from fullscreen
1323 mode while fast reloading tape (without redrawing playfield contents)
1324 * fixed bug with quick-saving tape snapshot despite answering with "no"
1327 * version number set to 3.2.3
1330 * version 3.2.2 released
1333 * fixed bug with redrawing screen in fullscreen mode after quick tape
1334 reloading when using the EMC game engine
1335 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1338 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1341 * added engine snapshot functionality for instant tape reloading (this
1342 only works for the last tape saved using "quick save", and does not
1343 work across program restarts, because it completely works in memory)
1346 * version number set to 3.2.2
1349 * version 3.2.1 released
1352 * fixed nasty bugs with handling error message file on Mac OS X systems
1355 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1358 * fixed bug that caused broken tapes when manually appending to tapes
1359 using the "pause before death" functionality, followed by recording
1360 * added setup option to disable fading of screens for faster testing
1363 * code cleanup of new fading functions
1366 * changed behaviour after solved game -- do not immediately stop engine
1367 * added some more smooth screen fadings (game start, hall of fame etc.)
1370 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1373 * added configurable level preview position, tile size and dimensions
1374 * added configurable game panel value positions (gems, time, score etc.)
1377 * fixed small bug with time displayed incorrectly when collecting CEs
1380 * fixed bug with bumpy scrolling with EM engine in double player mode
1383 * added compatibility code to fix "Snake Bite" style levels that were
1384 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1387 * fixed bug with scrollbars inside editor when using the Windows mouse
1388 enhancement tool "True X-Mouse" (which injects key events to the event
1389 queue to insert selected stuff into the Windows clipboard, which gets
1390 confused with the "Insert" key for jumping to the last editor cascade
1391 block in the element list)
1392 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1393 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1396 * added selection of preferred fullscreen mode to setup / graphics menu
1397 (useful if default mode 800 x 600 does not match screen aspect ratio)
1400 * improved down-scaling of images for better editor and preview graphics
1401 * changed user data directory for Mac OS X from Unix style to new place
1404 * improved level number selection in main menu and player selection in
1405 setup menu (input devices section) by using standard button gadgets
1406 * added support for mouse scroll wheel (caused buggy behaviour before)
1407 * added support for scrolling horizontal scrollbars with mouse wheel by
1408 holding "Shift" key pressed while scrolling the wheel
1409 * added support for single step mouse wheel scrolling by holding "Alt"
1410 key pressed while scrolling the wheel (can be combined with "Shift")
1411 * changed output file "stderr.txt" on Windows platform now always to be
1412 created in the R'n'D sub-directory of the personal documents directory
1413 * added Windows message box to direct to "stderr.txt" after error aborts
1416 * improved general scrollbar handling (when jump-scrolling scrollbars)
1419 * changed scrollbars to always show last line as first after scrolling
1420 (that means jumping n - 1 screen lines instead of n screen lines)
1423 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1424 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1425 * fixed special handling of vertically stacked acid becoming fake acid
1428 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1429 affect multiple instances of the same CE, although this kind of
1430 change condition usually only affects one single custom element
1433 * version number set to 3.2.1
1436 * version 3.2.0 released
1439 * reorganized level editor element list a bit to match engines better
1442 * fixed newly introduced bug with wrongly initializing clipboard element
1445 * fixed bug with displaying visible/invisible level border in editor
1448 * reorganized some elements in the level editor element list
1451 * fixed bug with displaying any player as "yellow" when moving into acid
1452 * fixed bug with displaying running player when player stopped at border
1455 * fixed bug with player exploding when moving into acid
1456 * fixed bug with level settings being reset in editor and when playing
1457 (some compatibility settings being set not only after level loading)
1458 * fixed crash bug when number of custom graphic frames was set to zero
1459 * fixed bug with teleporting player on walkable tile not working anymore
1460 * added partial compatibility support for pre-release-only "CONF" chunk
1461 (to make Alan Bond's "color cycle" demo work again :-) )
1464 * fixed some bugs when displaying title screens from info screen menu
1465 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1468 * changed file major version to 3 to reflect level file format changes
1469 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1472 * added new chunk "NAME" to level file format for level name settings
1473 * added new chunk "NOTE" to level file format for envelope settings
1474 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1475 * updated magic(5) file to recognize changed and new level file chunks
1476 * removed change events "change when CE value/score changes" as unneeded
1479 * changed gravity (which only affects the player) from level property
1480 to player property (only makes a difference in multi-player levels)
1481 * added change events "change when CE value/score changes"
1482 * added change events "change when CE value/score changes of <element>"
1485 * added new chunk "INFO" to level file format for global level settings
1486 * added all element settings from "HEAD" chunk to "CONF" chunk
1487 * added all global level settings from "HEAD" chunk to "INFO" chunk
1490 * changed level file format by adding two new chunks "CUSX" (for custom
1491 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1492 elements, replacing the previous "GRP1" chunk); these new IFF style
1493 chunks use the new and flexible "micro chunks inside chunks" technique
1494 already used with the new "CONF" chunk (for normal element properties)
1495 which makes it possible to easily extend the existing level format
1496 (instead of using fixed-length chunks like before, which are either
1497 too big due to reserved bytes for future use, or too small when those
1498 reserved bytes have all been used and even more data should be stored,
1499 requiring the replacement by new and larger chunks just like it went
1500 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1503 * added credits pages to the "credits" section that were really missing
1504 * added some missing element descriptions to the level editor
1505 * added down position of switchgate switch to the level editor
1506 and allowed the use of both switch positions at the same time
1507 * changed use of "Insert" and "Delete" keys to navigate element list in
1508 level editor to start of previous or next cascading block of elements
1511 * added the possibility to view the title screen to the info screen menu
1512 * fixed some minor bugs with viewing title screens
1515 * fixed bug with title (cross)fading in/out when using fullscreen mode
1518 * fixed bug that forced re-defining of menu settings in local graphics
1519 config file which are already defined in existing base config file
1520 * fixed small bug that caused door sounds playing when music is enabled
1523 * added the possibility to define up to five title screens for each
1524 level set that are displayed after loading using (cross)fading in/out
1525 (this was added to display the various start images of the EMC sets)
1528 * added "CE score gets zero [of]" to custom element trigger conditions
1529 * added setup option to display element token name in level editor
1532 * added compatibility code for Juergen Bonhagen's menu artwork settings
1535 * fixed bug with displaying wrong animation frame 0 after CE changes
1536 * fixed bug with creating invisible elements when light switch is on
1539 * added selection between ECS and AGA graphics for EMC levels to setup
1542 * adjusted font handling for various narrow EMC style fonts
1545 * changed EM engine behaviour back to re-allow initial rolling springs
1548 * fixed handling of over-large selectboxes (less error-prone now)
1549 * fixed bug when creating GE with walkable element under the player
1552 * added use of "Insert" and "Delete" keys to navigate element list in
1553 level editor to start of custom elements or start of group elements
1554 * added virtual elements to access CE value and CE score of elements:
1555 - "CE value of triggering element"
1556 - "CE score of triggering element"
1557 - "CE value of current element"
1558 - "CE score of current element"
1561 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1564 * changed behaviour of network games with internal errors (because of
1565 different client frame counters) from immediately terminating R'n'D
1566 to displaying an error message requester and stopping only the game
1567 (also to prevent impression of crashes under non command-line runs)
1568 * fixed playing network games with the EMC engine (did not work before)
1569 * fixed bug with not scrolling the screen in multi-player mode with the
1570 focus on player 1 when all players are moving in different directions
1571 * fixed bug with keeping pointer to gadget even after its deallocation
1572 * fixed bug with allowing "focus on all players" in network games
1573 * fixed bug with player focus when playing tapes from network games
1576 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1579 * code cleanup for game action control for R'n'D and EMC game engine
1582 * fixed bug in multi-player movement with focus on both players
1583 * added option to control only the focussed player with all input
1586 * added player focus switching to level tape recording and re-playing
1589 * fixed some bugs in player focus switching in EMC and RND game engine
1592 * added special Supaplex animations for Murphy digging and snapping
1593 * added special Supaplex animations for Murphy being bored and sleeping
1596 * added four new yam yams with explicit start direction for EMC engine
1597 * fixed bug in src/libgame/text.c with printing text outside the window
1600 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1603 * added delayed ignition of EM style dynamite when used in R'n'D engine
1604 * added limited movement range to EMC engine when focus on all players
1607 * fixed bug with missing (zero) score values for native Supaplex levels
1610 * added "continuous snapping" (snapping many elements while holding the
1611 snap key pressed, without releasing the snap key after each element)
1612 as a new player setting for more compatibility with the classic games
1615 * finished scrolling for "focus on all players" in EMC graphics engine
1618 * level sets with "levels: 0" are ignored for levels, but not artwork
1619 * fixed bug when scanning empty level group directories (endless loop)
1622 * fixed bug with explosion graphic for player using "Murphy" graphic
1623 * fixed bug with explosion graphic if player leaves explosion in time
1624 * changed some descriptive text in setup menu to use medium-width font
1625 * added key shortcut settings for switching player focus to setup menu
1628 * fixed bug with random value initialization when recording tapes
1629 * fixed bug with playing single player tapes when team mode activated
1632 * fixed little bug when trying to switch to player that does not exist
1635 * added player switching (visual and quick) to R'n'D and EM game engine
1636 * added setup option to select visual or quick in-game player switching
1639 * added use of "Home" and "End" keys to handle element list in editor
1642 * fixed bug with adding score when playing tape with EMC game engine
1643 * added steel wall border for levels using EMC engine without border
1644 * finally fixed delayed scrolling in EMC engine also for small levels
1647 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1650 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1651 * fixed bug when displaying info element without action, but direction
1654 * fixed minor graphical problems with springs smashing and slurping
1655 (when using R'n'D style graphics instead of EMC style graphics)
1658 * added scroll delay (as configured in setup) to EMC graphics engine
1661 * improved screen redraw for EMC graphics engine (faster and smoother)
1662 * when not scrolling, do not redraw the whole playfield if not needed
1665 * added multi-player mode for EMC game engine (with up to four players)
1668 * added android (can clone elements) from EMC engine to R'n'D engine
1671 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1674 * added selectbox for initial player speed to player settings in editor
1677 * version 3.1.2 created that is basically version 3.1.1, but with a
1678 major bug fixed that prevented editing your own private levels
1679 * version 3.1.2 released
1682 * added magic ball (creates elements) from EMC engine to R'n'D engine
1685 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1688 * fixed bug when using "CE can leave behind <trigger element>"
1689 * added new change condition "(after/when) creation of <element>"
1690 * added new change condition "(after/when) digging <element>"
1691 * fixed bug accessing invalid gadget that caused crashes under Windows
1692 * deactivated new possibility for multiple CE changes per frame
1695 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1698 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1699 * fixed bug with not keeping CE value for moving CEs with only action
1700 * changed CE action selectboxes in editor to be only reset when needed
1703 * added option "use artwork from element" for custom player artwork
1704 * added option "use explosion from element" for player explosions
1707 * added cascaded element lists in the level editor
1708 * added persistence for cascaded element lists by "editorcascade.conf"
1709 * added dynamic element list with all elements used in current level
1710 * added possibility for multiple CE changes per frame (experimental)
1713 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1716 * changed "score for each 10 seconds/steps left" to "1 second/step"
1717 * added own score for collecting "extra time" instead of sharing it
1718 * added change events "switched by player" and "player switches <e>"
1719 * added change events "snapped by player" and "player snaps <e>"
1720 * added "set player artwork: <element choice>" to CE action options
1721 * added change event "move of <element>"
1724 * added "set player shield: off / normal / deadly" to CE action options
1725 * added new player option "use level start element" in level editor
1726 to set the correct focus at level start to elements from which the
1727 player is created later (this did not work before for cascaded CE
1728 changes resulting in creation of the player; it is now also possible
1729 to create the player from a yam yam which is smashed at level start)
1732 * added "set player speed: frozen (not moving)" to CE action options
1733 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1736 * added new player option "block snap field" (enabled by default) to
1737 make it possible to show a snapping animation like in Emerald Mine
1740 * added dynamic selectboxes to custom element action settings in editor
1741 * added "CE value" counter for custom elements (instead of "CE count")
1742 * added option to use the last "CE value" after custom element change
1743 * added option to use the "CE value" of other elements in CE actions
1744 * fixed odd behaviour when pressing time orb in levels w/o time limit
1745 * added checkbox "use time orb bug" for older levels that use this bug
1748 * added missing configuration settings for the following elements:
1749 - EL_TIMEGATE_SWITCH (time of open time gate)
1750 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1751 - EL_SHIELD_NORMAL (time of shield duration)
1752 - EL_SHIELD_DEADLY (time of shield duration)
1753 - EL_EXTRA_TIME (time added to level time)
1754 - EL_TIME_ORB_FULL (time added to level time)
1757 * added "wind direction" as a movement pattern for custom elements
1758 * added initial wind direction for balloon / custom elements to editor
1759 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1762 * added parameters for "game of life" and "biomaze" elements to editor
1765 * added level file chunk "CONF" for generic level and element settings
1768 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1771 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1772 * added sound action ".page[1]" to ".page[32]" for each CE change page
1775 * added image config suffix ".clone_from" to copy whole image settings
1776 * fixed bug with invalid ("undefined") CE settings in old level files
1779 * fixed graphical bug with smashing elements falling faster than player
1782 * fixed major bug which prevented private levels from being edited
1783 * fixed bug with precedence of general and special font definitions
1786 * fixed graphical bug with player animation when player moves slowly
1789 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1792 * fixed bug which prevented "global.num_toons: 0" from working
1795 * major code cleanup (removed all these annoying "#if 0" blocks)
1798 * added custom element actions for CE change page in level editor
1801 * fixed music initialization bug in init.c (thanks to David Binderman)
1802 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1803 (this bug must probably be fixed at other places, too)
1806 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1807 (should be '#include <SDL.h>' instead)
1810 * fixed bug which prevented "walkable from no direction" from working
1811 (due to compatibility code overwriting this setting after loading)
1814 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1817 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1818 * version 3.1.1 released
1821 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1822 on 64-bit architecture systems with LP64 data model
1825 * fixed bug with bombs not exploding when hitting the last level line
1826 (introduced after the release of 3.1.0)
1829 * added support for dumping small-sized level sketches from editor
1832 * added recognition of "trigger element" for "change digged element to"
1833 (this is not really what the "trigger element" was made for, but its
1834 use may seem obvious for leaving back digged elements unchanged)
1837 * fixed multiple warnings about failed joystick device initialization
1840 * fixed bug with dynamite dropped on top of just dropped custom element
1841 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1842 dynamite can still be dropped, but drop key must be released before
1845 * fixed bug with wrong start directory when started from file browser
1846 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1849 * fixed bug causing "change when impact" on player not working
1850 * fixed wrong priority of "hitting something" over "hitting <element>"
1851 * fixed wrong priority of "hit by something" over "hit by <element>"
1854 * fixed graphical bug which caused the player (being Murphy) to show
1855 collecting animations although the element was collected by penguin
1858 * fixed two bugs causing wrong door background graphics in system.c
1859 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1862 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1863 * added "no direction" to "walkable/passable from" selectbox options
1866 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1867 * in tape autoplay, not only report broken, but also missing tapes
1870 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1873 * fixed small bug with "linear" animation not working for active lamp
1876 * fixed bug with moving up despite gravity due to "block last field"
1877 * fixed small bug with wrong draw offset when typing name in main menu
1878 * when reading user names from "passwd", ignore data after first comma
1879 * when creating new "levelinfo.conf", only write some selected entries
1882 * fixed displaying "imported from/by" on preview with empty string
1883 * fixed ignoring draw offset for fonts used for level preview texts
1886 * fixed a delay problem with SDL and too many mouse motion events
1887 * added setup option "skip levels" and level skipping functionality
1890 * added move speed "not moving" for non-moving CEs, but with direction
1893 * fixed mapping of obsolete element token names in "editorsetup.conf"
1894 * fixed bug with sound "acid.splashing" treated as a loop sound
1895 * fixed some little sound bugs in native EM engine
1898 * fixed small bug when dragging scrollbars to end positions
1901 * added editor element descriptions written by Aaron Davidson
1904 * improved fallback handling when configured artwork is not available
1905 (now using default artwork instead of exiting when files not found)
1908 * fixed bug on level selection screen when dragging scrollbar
1911 * fixed bug which caused broken tapes when appending to EM engine tapes
1914 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1917 * added code to replace changed artwork config tokens with other tokens
1918 (needed for backwards compatibility, so that older tokens still work)
1921 * added native R'n'D graphics for some new EMC elements in EM engine
1924 * fixed some bugs in the EM engine integration code
1925 * changed EM engine code to allow diagonal movement
1926 * changed EM engine code to allow use of separate snap and drop keys
1929 * fixed some redraw bugs when using EM engine
1932 * fixed bug with not converting RND levels which are set to use native
1933 engine to native level structure when loading
1936 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1939 * version number set to 3.2.0
1942 * level data now reset to defaults after attempt to load invalid file
1945 * added use of "editorsetup.conf" for different level sets
1948 * added auto-detection for various types of Emerald Mine level files
1951 * fixed bug with scrollbars getting too small when list is very large
1954 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1957 * added most level editor configuration gadgets for new EMC elements
1960 * added more element and graphic definitions for new EMC elements
1963 * modified native EM engine to use integrated R'n'D sound system
1966 * added SDL support to graphics functions in native EM engine
1967 (by always using generic libgame interface functions)
1970 * fixed bug in frame synchronization in native EM engine
1973 * added code to convert levels between R'n'D and native EM engine
1976 * new Emerald Mine engine can now play levels selected in main menu
1979 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1980 (which creates scaled down graphics for level editor and preview);
1981 there's still a memory leak somewhere in the artwork handling code
1982 * added "scale image up" functionality to X11 version of zoom function
1985 * first attempts to integrate new, native Emerald Mine Club engine
1988 * fixed bug in gadget code which caused reset of CEs in level editor
1989 (example: pressing 'b' [grab brush] on CE config page erased values)
1990 (solution: check if gadgets in ClickOnGadget() are really mapped)
1991 * improved level change detection in editor (settings now also checked)
1992 * fixed bug with "can move into acid" and "don't collide with" state
1995 * fixed maze runner style CEs to use the configured move delay value
1998 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2001 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2002 * fixed the above fix because it broke level set "machine" (*sigh*)
2003 * fixed random element placement in level editor to work as expected
2004 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2007 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2010 * fixed bug (missing array boundary check) which caused broken tapes
2011 * fixed bug (when loading level template) which caused broken levels
2012 * fixed bug with new block last field code when using non-yellow player
2015 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2016 * internal change of how the player blocks the last field when moving
2017 * fixed blocking delay of last field for EM and SP style block delay
2018 * fixed bug where the player had to wait for the usual move delay after
2019 unsuccessfully trying to move, when he directly could move after that
2020 * the last two changes should make original Supaplex level 93 solvable
2021 * improved use of random number generator to make it less predictable
2022 * fixed behaviour of slippery SP elements to let slip left, then right
2025 * fixed bug with wrong door state after trying to quickload empty tape
2026 * fixed waste of static memory usage of the binary, making it smaller
2027 * fixed very little graphical bug in Supaplex explosion
2030 * version number set to 3.1.1
2033 * version 3.1.0 released
2036 * fixed bug with crash when writing user levelinfo.conf the first time
2039 * added option "convert LEVELDIR [NR]" to command line batch commands
2040 * re-converted Supaplex levels to apply latest engine fixes
2041 * changed "use graphic/sound of element" to "use graphic of element"
2042 due to compatibility problems with some levels ("bug machine" etc.)
2045 * fixed bug with CE change replacing player with same or other player
2048 * fixed bug with opaque font in envelope with background graphic when
2049 background graphic is not transparent itself
2052 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2053 * corrected original Supaplex level loading code to use these new ports
2054 * also corrected Supaplex loader to auto-count infotrons if set to zero
2057 * fixed bug with missing initialization of "modified" flag for GEs
2060 * fixed bug that caused endless recursion loop when relocating player
2061 * fixed tape recorder bug in "step mode" when using "pause before end"
2062 * fixed tape recorder bug when changing from "warp forward" mode
2065 * fixed bug with "when touching" for pushed elements at last position
2068 * fixed bug that caused two activated toolbox buttons in level editor
2069 * fixed bug with exploding dynabomb under player due to other explosion
2072 * fixed bug with creating walkable custom element under player (again)
2073 * fixed bug with not copying explosion type when copying CEs in editor
2074 * fixed graphical bug when drawing player in setup menu (input devices)
2075 * fixed graphical bug when the player is pushing an accessible element
2076 * fixed bug with classic switchable elements triggering CE changes
2077 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2078 * fixed crash bug when CE leaves behind the trigger player element
2081 * fixed bug with broken tubes after placing/exploding dynamite in them
2082 * fixed bug with exploding dynamite under player due to other explosion
2083 * fixed bug with not resetting push delay under certain circumstances
2086 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2087 * added network multiplayer code for Windows (thanks to Niko Böhm)
2090 * added option "reachable despite gravity" for gravity movement
2091 * changed gravity movement of most classic walkable and passable
2092 elements back to "not reachable" (for compatibility reasons)
2095 * fixed (removed) "indestructible" / "can explode" dependency in editor
2096 * fixed (removed) "accessible inside" / "protected" dependency
2097 * fixed (removed) "step mode" / "shield time" dependency
2100 * fixed dynabombs exploding now into anything diggable
2101 * fixed Supaplex style gravity movement into buggy base now impossible
2102 * added pressing key "space" as valid action to select menu options
2105 * added "replace when walkable" to relocate player to walkable element
2106 * added "enter"/"leave" event for elements affected by relocation
2107 * fixed "direct"/"indirect" change order also for "when change" event
2108 * fixed graphical bug when pushing things from elements walkable inside
2111 * fixed graphic bug when player is snapping while moving in old levels
2112 * fixed bug when a moving custom element leaves a player element behind
2113 * fixed bug with mole not disappearing when moving into acid pool
2114 * fixed bug with incomplete path setting when using "--basepath" option
2115 * moving CE can now leave walkable elements behind under the player
2116 * when relocating, player can be set on walkable element now
2117 * fixed another gravity movement bug
2120 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2123 * added "collectible" and "removable" to extended replacement types
2124 (where "removable" replaces "diggable" and "collectible" elements)
2125 * added "collectible & throwable" (to throw element to the next field)
2126 * fixed bug with CEs digging elements that are just about to explode
2127 * changed mouse cursor now always being visible when game is paused
2130 * added possibility to push/press accessible elements from a side that
2132 * fixed bug with not setting actual date when appending to tape
2135 * fixed bug with incorrectly initialized custom element editor graphics
2138 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2139 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2142 * fixed bug with destroyed robot wheel still attracting robots forever
2143 * fixed bug with time gate switch deactivating after robot wheel time
2144 (while the time gate itself is not affected by this misbehaviour)
2145 * changed behaviour of BD style amoeba to always get blocked by player
2146 (before it was different when there were non-BD elements in level)
2147 * fixed bug with player destroying indestructable elements with shield
2150 * added option to make growing elements grow into anything diggable
2151 (for the various amoeba types, biomaze and "game of life")
2154 * fixed bug with movable elements not moving after left behind by CEs
2155 * changed gravity movement to anything diggable, not only sand/base
2156 * optionally allowing passing to walkable element, not only empty space
2157 * added option "can pass to walkable element" for players
2158 * finally fixed gravity movement (hopefully)
2161 * fixed bug with movable elements not moving anymore after falling down
2164 * fixed another bug with custom elements digging and leaving elements
2165 * fixed bug with "along left/right side" and automatic start direction
2166 * trigger elements now also displayed when "more custom" deactivated
2167 * fixed bug with clipboard element initialized when loading new level
2168 * added option "drop delay" to set delay before dropping next element
2171 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2174 * added copy and paste functions for custom change pages
2175 * enhanced graphical display and functionality of tape recorder
2176 * fixed bug with custom elements digging and leaving elements
2179 * added move speed faster than "very fast" for custom elements
2180 * fixed bug with 3+3 style explosions and missing border content
2181 * fixed little bug when copying custom elements in the editor
2182 * enhanced custom element changes by more side trigger actions
2185 * added option "no scrolling when relocating" for instant teleporting
2186 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2189 * added trigger element and trigger player to use as target elements
2190 * added copy and paste functions for custom and group elements
2193 * fixed graphical bug when displaying explosion animations
2194 * fixed bug when appending to tapes, resulting in broken tapes
2195 * re-recorded a few tapes broken by fixing gravity checking bug
2198 * "can move into acid" property now for all elements independently
2199 * "can fall into acid" property for player stored in same bitfield now
2200 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2201 * version number set to 3.1.0 (finally!)
2204 * changed tape recording to only record input, not programmed actions
2207 * fixed totally broken (every 8th frame skipped) step-by-step recording
2208 * fixed bug with requester not displayed when quick-loading interrupted
2209 * added option "can fall into acid (with gravity)" for players
2210 * fixed bug with player not falling when snapping down with gravity
2213 * fixed bug which messed up key config when using keypad number keys
2216 * fixed bug which allowed moving upwards even when gravity was active
2217 * fixed bug with missing error handling when dumping levels or tapes
2220 * added different colored editor graphics for Supaplex gravity tubes
2223 * fixed bug that allowed solvable tapes for unsolvable levels
2226 * use unlimited number of droppable elements when "count" set to zero
2227 * added option to use step limit instead of time limit for level
2230 * added player and change page as trigger for custom element change
2233 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2236 * fixed bug with dark yamyam changing to acid when moving over acid
2237 * fixed handling of levels with more than 999 seconds level time
2238 (example: level 76 of "Denmine")
2241 * "spring push bug" reintroduced as configurable element property
2242 * fixed bug with missing properties for "mole"
2243 * fixed bug that showed up when fixing the above "mole" properties bug
2244 * added option "can move into acid" for all movable elements
2245 * fixed graphical bug for elements moving into acid
2246 * changed event handling to handle all pending events before going on
2249 * fixed bug which caused all CE change pages to be ignored which had
2250 the same change event, but used a different element side
2251 (reported by Simon Forsberg)
2253 * fixed bug which caused elements that can move and fall and that are
2254 transported by a conveyor belt to continue moving into that direction
2255 after leaving the conveyor belt, regardless of their own movement
2256 type; only elements which can not move are transported now
2257 (reported by Simon Forsberg)
2259 * fixed bug which could cause an array overflow in RelocatePlayer()
2260 (reported by Niko Böhm)
2262 * changed Emerald Mine style "passable / over" elements to "protected"
2263 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2265 * added new option to select from which side a "walkable/passable"
2266 element can be entered
2269 * added explosion and ignition delay for elements that can explode
2272 * fixed bug which caused player not being protected against enemies
2273 when a CE was "walkable / inside" and was not "indestructible"
2274 * added "walkable/passable" fields to be "protected/unprotected"
2275 against enemies, even if not accessible "inside" but "over/under"
2278 * corrected move pattern to 32 bit and initial move direction to 8 bit
2281 * added second custom element base configuration page
2284 * added some special EMC mappings to Emerald Mine level loader
2285 (also covering previously unknown element in level 0 of "Bondmine 8")
2288 * added option to block last field when player is moving (for Supaplex)
2289 * adjusted push delay of Supaplex elements
2290 * removed delays for envelopes etc. when replaying with maximum speed
2291 * fixed bug when dropping element on a field that just changed to empty
2294 * fixed bug: infotrons can now smash yellow disks
2295 * fixed bug: when gravity active, port above player can now be entered
2296 * removed "one white dot" mouse pointer which irritated some people
2299 * added "choice type" for group element selection
2302 * fixed bug with initial invulnerability of non-yellow player
2305 * added level loader for loading native Supaplex packed levels
2306 (including multi-part levels like the "splvls99" levels)
2309 * fixed bug which allowed creating emeralds by escaping explosions
2312 * custom elements can change (limited) or leave (unlimited) elements
2313 * finally added multiple matches using group elements
2314 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2317 * added new start movement type "previous" for continued CE movement
2318 * added new start movement type "random" for random CE movement start
2321 * added new element "sokoban_field_player" needed for Sokoban levels
2322 (thanks to Ed Booker for pointing this out!)
2325 * added elements that can be digged or left behind by custom elements
2328 * added group elements for multiple matches and random element creation
2331 * fixed some graphical errors displayed in old levels
2334 * fixed wrong double speed movement after passing closing gates
2337 * added level loader for loading native Emerald Mine levels
2340 * changes for "shooting" style CE movement
2343 * Happy New Year! ;-)
2346 * changed default snap/drop keys from left/right Shift to Control keys
2349 * fixed bug with dead player getting reanimated from custom element
2352 * fixed bug with wrong penguin graphics (when entering exit)
2355 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2358 * version number set to 3.0.9
2361 * version 3.0.8 released
2364 * added function checked_free()
2367 * fixed bug with double nut cracking sound
2368 (by eliminating "default element action sound" assignment in init.c)
2371 * fixed crash when no music info files are available
2374 * fixed boring and sleeping sounds
2377 * added "maze runner" and "maze hunter" movement types
2378 * added extended collision conditions for custom elements
2381 * added warnings for undefined token values in artwork config files
2384 * added menu entry for level set information to the info screen
2387 * fixed bug with wrong default impact sound for colored emeralds
2390 * added several sub-screens for the info screen
2391 * menu text now also clickable (not only blue/red sphere left of it)
2394 * added configurable "bored" and "sleeping" animations for the player
2395 * added "awakening" sound for player when waking up after sleeping
2398 * added "copy" and "exchange" functions for custom elements to editor
2401 * added configurable element animations for info screen
2404 * added configurable music credits for info screen
2407 * finally fixed tape recording when player is created from CE change
2410 * added "editorsetup.conf" for editor element list configuration
2413 * added "musicinfo.conf" for menu and level music configuration
2416 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2417 (that only showed up on Linux, but not on Windows systems)
2420 * fixed turning movement of butterflies and fireflies (no frame reset)
2421 * enhanced sniksnak turning movement (two steps instead of only one)
2424 * version number set to 3.0.8
2427 * version 3.0.7 released
2430 * fixed reset of player animation frame when, for example,
2431 walking, digging or collecting share the same animation
2432 * fixed CE with "deadly when touching" exploding when touching amoeba
2435 * fixed tape recording when player is created from CE element change
2438 * introduced "turning..." action graphic for elements with move delay
2439 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2440 * added turning animations for bug, spaceship and sniksnak
2443 * prevent "extended" changed elements from delay change in same frame
2446 * fixed bug when pushing element that can move away to the side
2447 (like pushing falling elements, but now with moving elements)
2450 * finally fixed serious bug in code for delayed element pushing (again)
2453 * unavailable setup options now marked as "n/a" instead of "off"
2454 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2455 to "true", levels are always played with the latest game engine,
2456 which is desired for levels that are imported from other games; all
2457 other levels are played with the engine version stored in level file
2458 (which is normally the engine version the level was created with)
2461 * fixed serious bug in code for delayed element pushing
2462 * fixed little bug in animation frame selection for pushed elements
2463 * speed-up of reading config file for verbose output
2466 * added configuration option for opening and closing Supaplex exit
2467 * added configuration option for moving up/down animation for Murphy
2468 * fixed incorrectly displayed animation for attacking dragon
2469 * fixed bug with not setting initial gravity for each new game
2470 * fixed bug with teleportation of player by custom element change
2471 * fixed bug with player not getting smashed by rock sometimes
2474 * version number set to 3.0.7
2477 * version 3.0.6 released
2480 * added support for MP3 music for SDL version through SMPEG library
2483 * fixed bug when initializing font graphic structure
2484 * fixed bug with animation mode "pingpong" when using only 1 frame
2485 * fixed bug with extended change target introduced in 3.0.5
2486 * fixed bug where passing over moving element doubles player speed
2487 * fixed bug with elements continuing to move into push direction
2488 * fixed bug with duplicated player when dropping bomb with shield on
2489 * added "switching" event for custom elements ("pressing" only once)
2490 * fixed switching bug (resetting flag when not switching but not idle)
2493 * fixed element tokens for certain file elements with ".active" etc.
2496 * version number set to 3.0.6
2499 * version 3.0.5 released
2502 * now four envelope elements available
2503 * font, background, animation and sound for envelope now configurable
2504 * main menu doors opening/closing animation type now configurable
2507 * active/inactive sides configurable for custom element changes
2508 * new movement type "move when pushed" available for custom elements
2511 * fixed bug in multiple config pages loader code that caused crashes
2514 * enhanced (remaining low-resolution) Supaplex graphics
2517 * version number set to 3.0.5
2520 * version 3.0.4 released
2522 2003-09-12 src/tools.c
2523 * fixed bug in custom definition of crumbled element graphics
2525 2003-09-11 src/files.c
2526 * fixed bug in multiple config pages code that caused crashes
2529 * version number set to 3.0.4
2532 * version 3.0.3 released
2535 * added music to Supaplex classic level set
2537 2003-09-07 src/libgame/misc.c
2538 * added support for loading various music formats through SDL_mixer
2540 2003-09-06 (various source files)
2541 * fixed several nasty bugs that may have caused crashes on some systems
2542 * added envelope content which gets displayed when collecting envelope
2543 * added multiple change event pages for custom elements
2545 2003-08-24 src/game.c
2546 * fixed problem with player animation when snapping and moving
2548 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2549 * fixed problem with flickering when drawing toon animations
2551 2003-08-23 src/libgame/sdl.c
2552 * fixed problem with setting mouse cursor in SDL version in fullscreen
2554 2003-08-23 src/game.c
2555 * fixed bug (missing array boundary check) which could crash the game
2558 * version number set to 3.0.3
2561 * version 3.0.2 released
2563 2003-08-21 src/game.c
2564 * fixed bug with creating inaccessible elements at player position
2566 2003-08-20 src/init.c
2567 * fixed bug with not finding current level artwork directory
2569 2003-08-20 src/files.c
2570 * fixed bug with choosing wrong engine version when playing tapes
2571 * fixed bug with messing up custom element properties in 3.0.0 levels
2574 * version number set to 3.0.2
2577 * version 3.0.1 released
2579 2003-08-17 (no source files affected)
2580 * changed all "classic" PCX image files with 16 colors or less to
2581 256 color (8 bit) storage format, because the Allegro game library
2582 cannot handle PCX files with less than 256 colors (contributed
2583 graphics are not affected and might look wrong in the DOS version)
2585 2003-08-16 src/init.c
2586 * fixed bug which (for example) crashed the level editor when defining
2587 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2588 (only set to default) -- invalid graphics now set to default graphic
2590 2003-08-16 src/init.c
2591 * fixed graphical bug of player digging/collecting/snapping element
2592 when no corresponding graphic/animation is defined for this action,
2593 resulting in player being drawn as EL_EMPTY (which should only be
2594 done to elements being collected, but not to the player)
2596 2003-08-16 src/game.c
2597 * fixed small graphical bug of player not totally moving into exit
2599 2003-08-16 src/libgame/setup.c
2600 * fixed bug with wrong MS-DOS 8.3 filename conversion
2602 2003-08-16 src/tools.c
2603 * fixed bug with invisible mouse cursor when pressing ESC while playing
2605 2003-08-16 (various source files)
2606 * added another 128 custom elements (disabled in editor by default)
2608 2003-08-16 src/editor.c
2609 * fixed NULL string bug causing Solaris to crash in sprintf()
2611 2003-08-16 src/screen.c
2612 * fixed drawing over scrollbar on level selection with custom fonts
2614 2003-08-15 src/game.c
2615 * cleanup of simple sounds / loop sounds / music settings
2617 2003-08-08 (various source files)
2618 * added custom element property for dropping collected elements
2620 2003-08-08 src/conf_gfx.c
2621 * fixed bug with missing graphic for active red disk bomb
2623 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2624 * extended variable "level.gravity" to "level.initial_gravity" and
2625 "game.current_gravity" to prevent level setting from being changed
2626 by playing the level (keeping the runtime value after playing)
2628 * fixed graphics bug when digging element that has 'crumbled' graphic
2629 definition, but not 'diggable' graphic definition
2632 * version number set to 3.0.1
2635 * version 3.0.0 released
2638 * various bug fixes; among others:
2639 - fixed bug with pushing spring over empty space
2640 - fixed bug with leaving tube while placing dynamite
2641 - fixed bug with explosion of smashed penguins
2642 - allow Murphy player graphic in levels with non-Supaplex elements
2646 * I have forgotten to document changes for some time
2649 * pre-release version 2.2.0rc1 released
2651 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2652 * Level series artwork now configurable via level series config file.
2653 "levelinfo.conf" may now contain directives "graphics_set",
2654 "sounds_set" and "music_set" to select artwork sets which are
2655 globally defined or which are included into other level series.
2658 * version number set to 2.1.2
2661 * version 2.1.1 released
2663 2002-08-10 src/libgame/system.h
2664 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2665 and keypad enter key -- Macs seem not to distinguish between left
2666 and right modifier keys (both generate scan code for left key). :-(
2668 2002-08-10 src/libgame/sound.c
2669 * Fixed small NetBSD compilation bug.
2670 Thanks to Adam Ciarcinski for the bug report.
2672 2002-08-10 src/libgame/sound.c
2673 * Added support for audio device "/dev/sound/dsp" (devfs).
2674 Thanks to Christoph Bauer for the corresponding report.
2676 2002-08-10 src/libgame/sound.c
2677 * Bug fixed that caused regular crashes under SDL/Windows version.
2678 Mixer_InsertSound(): Always stop music before playing new music,
2679 else "mixer_active_channels" can get fucked up.
2680 Thanks to Keith Peterston for the bug report.
2683 * version number set to 2.1.1
2686 * version 2.1.0 released
2688 2002-05-31 src/libgame/image.c
2689 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2690 and "image" after converting loaded PCX image file to X11 Pixmap.
2691 This really showed up when reloading custom artwork several times.
2693 2002-05-20 src/libgame/sound.c
2694 * added support for 16 bit WAV sound files
2697 * version number set to 2.1.0
2699 2002-04-03 to 2002-05-19 (various source files)
2700 * graphics, sounds and music now fully configurable
2701 * bug fixed that prevented walking through tubes when gravity on
2702 * added support for TrueColor PCX graphics files
2703 * enhanced sound system (especially regarding stereo and loop sounds)
2705 2002-04-02 src/events.c, src/editor.c
2706 * Make Escape key less aggressive when playing or when editing level.
2707 This can be configured as an option in the setup menu. (Default is
2708 "less aggressive" which means "ask user if something can be lost"
2709 when pressing the Escape key.)
2711 2002-04-02 src/screen.c
2712 * Added "graphics setup" screen.
2714 2002-04-01 src/screen.c
2715 * Changed "choose level" setup screen stuff to be more generic (to
2716 make it easier to add more "choose from generic tree" setup screens).
2718 2002-04-01 src/config.c, src/timestamp.h
2719 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2720 automatically gets created by "src/Makefile" and contains an actual
2721 compile-time timestamp to identify development versions of the game).
2723 2002-04-01 src/libgame/misc.c
2724 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2725 for orthogonality. When really needed, this function must be
2726 extended accordingly (analog to "getKeyFromX11KeyName()").
2728 2002-04-01 src/libgame/setup.c
2729 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2730 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2731 (This was needed for custom key setup handling in "src/screens.c".)
2733 2002-03-31 src/tape.c, src/events.c
2734 * Added quick game/tape save/load functions to tape stuff which can be
2735 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2736 loads previously recorded tape and directly goes into recording mode
2737 from the end of the tape (therefore appending to the tape).
2739 2002-03-31 src/tape.c
2740 * Added "index mark" function to tape recorder. When playing or
2741 recording, "eject" button changes to "index" button. Setting index
2742 mark is not yet implemented, but pressing index button when playing
2743 allows very quick advancing to end of tape (when normal playing),
2744 very fast forward mode (when playing with normal fast forward) or
2745 very fast reaching of "pause before end of tape" (when playing with
2746 "pause before end" playing mode).
2748 2002-03-30 src/cartoons.c
2749 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2751 2002-03-30 src/libgame/toons.c
2752 * New libgame source file "toons.c" for the program independant part
2755 2002-03-29 src/screen.c
2756 * Changed setup screen stuff to be more generic (to make it easier
2757 to add more setup screens).
2759 2002-03-29 src/libgame/setup.c
2760 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2761 with level sub-directories are recognized, but also directories
2762 that directly contain level files.
2764 2002-03-29 src/libgame/sound.c
2765 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2766 (This was a bug that showed up only when in mono audio mode.)
2768 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2769 * Changed image loading code to not exit on error, but set error by
2770 using "SetError()" accordingly. Image loading errors must now be
2771 catched by above layers (src/init.c for example).
2773 2002-03-24 src/libgame/misc.c
2774 * New functions "SetError()" and "GetError()" to provide more
2775 flexible error handling.
2777 2002-03-23 src/main.c, src/main.h
2778 * Various changes due to the introduction of the new libgame files
2779 "setup.c" and "joystick.c".
2781 2002-03-23 src/files.c
2782 * Generic parts of "src/files.c" (mainly setup and level directory
2783 stuff) moved to new libgame file "src/libgame/setup.c".
2785 2002-03-23 src/joystick.c
2786 * File "src/joystick.c" moved to libgame source tree, with
2787 correspondig changes.
2789 2002-03-23 src/libgame/system.c, src/libgame/system.h
2790 * Various changes due to the introduction of the new files "setup.c"
2793 2002-03-23 src/libgame/setup.c
2794 * New libgame source file "setup.c" that contains now most setup and
2795 level directory stuff previously handled in "src/files.c".
2797 2002-03-23 src/libgame/joystick.c
2798 * New libgame source file "joystick.c" that contains now all joystick
2799 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2801 2002-03-22 src/screens.c
2802 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2803 (Wrong level series information displayed when entering main group.)
2805 2002-03-22 src/editor.c
2806 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2808 2002-03-22 src/editor.c
2809 * Changed behaviour of "Escape" key in level editor to be more
2810 intuitive: When in "Element Properties" or "Level Info" mode,
2811 return to "Drawing Mode" instead of leaving the level editor.
2813 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2814 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2815 to specify alternative sound and music directories. (The former
2816 shortcut "-s" for "--serveronly" has changed accordingly.)
2818 2002-03-22 src/libgame/gadgets.c
2819 * Added new gadget events for displaying gadget info texts:
2820 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2821 the info text callback function was only called when entering
2822 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2823 was never erased. This can now be done by checking the event type
2824 in the info callback function.
2826 2002-03-21 src/game.c, src/editor.c, src/files.c
2827 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2828 gems (emeralds, diamonds, ...) slipping down from normal wall,
2829 steel wall and growing wall (as in E.M.C. style levels). Although
2830 the behaviour of contributed and private levels wasn't changed (due
2831 to the use of "level.game_version"; see previous entry), editing
2832 those levels will (of course) change the behaviour accordingly.
2834 This change seems a bit too hard after thinking about it, because
2835 the EM style behaviour is not the "expected" behaviour (gems would
2836 normally only slip down from "rounded" walls). Therefore this was
2837 now changed to an element property for gem style elements, with the
2838 default setting "off" (which means: no special EM style behaviour).
2839 To fix older converted levels, this flag is set to "on" for pre-2.0
2840 levels that are neither contributed nor private levels.
2842 2002-03-20 src/files.h
2843 * Corrected settings for "level.game_version" depending of level type.
2844 (Contributed and private levels always get played with game engine
2845 version they were created with, while converted levels always get
2846 played with the most recent version of the game engine, to let new
2847 corrections of the emulation behaviour take effect.)
2849 2002-03-20 src/main.h
2850 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2851 compiling the SDL version on some systems.
2852 Thanks to the several people who pointed this out.
2854 2002-03-20 src/libgame/gadgets.c
2855 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2856 this caused problems especially on PowerPC architecture (although
2857 it is wrong on i386 and other architectures, too)
2859 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2860 * Added support for loading and displaying true-color PCX files.
2862 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2863 * Added command line option "-g" / "--graphics" to specify an
2864 alternative graphics directory.
2867 * Version number set to 2.0.2.
2870 * Version 2.0.1 released.
2872 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2873 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2874 to libgame source files; needed for SDL fullscreen bug workaround
2877 2002-03-18 src/screens.c
2878 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2880 2002-03-18 src/files.c [src/libgame/misc.c]
2881 * Moved some common functions from src/files.c to src/libgame/misc.c.
2883 2002-03-18 src/files.c [src/libgame/misc.c]
2884 * Changed permissions for new directories and saved files (especially
2885 score files) according to suggestions of Debian users and mantainers.
2886 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2888 2002-03-18 src/libgame/misc.c [src/files.c]
2889 * Moved some common functions from src/files.c to src/libgame/misc.c.
2891 2002-03-18 src/libgame/misc.c [src/files.c]
2892 * Changed permissions for new directories and saved files (especially
2893 score files) according to suggestions of Debian users and mantainers.
2894 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2896 2002-03-17 src/files.c
2897 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2898 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2899 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2900 for levels and "TAPE" for tapes). Old "cookie" style format is
2901 still supported for reading. New level and tape files are written
2904 * New IFF chunk "VERS" contains version numbers for file and game
2905 (where "game version" is the version of the program that wrote the
2906 file, and "file version" is a version number to distinguish files
2907 with different format, for example after adding new features).
2909 2002-03-17 src/libgame/sound.c
2910 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2911 even when sound not available.
2912 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2914 2002-03-15 src/screen.c
2915 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2916 (Before, you heard a mixture of the in-game music and the
2917 hall-of-fame music.)
2919 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2920 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2921 /dev/audio (ulaw) based Unix audio interface).
2922 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2924 2002-03-15 src/libgame/sdl.c
2925 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2926 in the currently actual version 1.2.3) by using "standard" screen
2927 resolutions like 800x600 and mapping all input (mouse events) and
2928 output (screen drawing) accordingly.
2930 2002-03-14 src/events.c
2931 * Function "DumpTape()" (files.c) now available by pressing 't' from
2932 main menu (when in DEBUG mode).
2934 2002-03-14 src/game.c
2935 * "GameWon()": When game was won playing a tape, now there is no delay
2936 raising the score and no corresponding sound is played.
2938 2002-03-14 src/files.c
2939 * Changed "LoadTape()" for real chunk support and also adjusted
2940 "SaveTape()" accordingly.
2942 2002-03-14 src/game.c, src/tape.c, src/files.c
2943 * Important changes to tape format: The old tape format stored all
2944 actions with a real effect with a corresponding delay between the
2945 stored actions. This had some major disadvantages (for example,
2946 push delays had to be ignored, pressing a button for some seconds
2947 mutated to several single button presses because of the non-action
2948 delays between two action frames etc.). The new tape format just
2949 stupidly records all device actions and replays them later. I really
2950 don't know why I haven't solved it that way before?! Old-style tapes
2951 (with tape file version less than 2.0) get converted to the new
2952 format on-the-fly when loading and can therefore still be played;
2953 only some minor parts of the old-style tape handling code was needed.
2954 (A perfect conversion is not possible, because there is information
2955 missing about the device actions between two action frames.)
2957 2002-03-14 src/files.c
2958 * New function "DumpTape()" to dump the contents of the current tape
2959 in a human readable format.
2961 2002-03-14 src/game.c
2962 * Small tape bug fixed: When automatically advancing to next level
2963 after a game was won, the tape from the previous level still was
2964 loaded as a tape for the new level.
2966 2002-03-14 src/tape.c
2967 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2968 tape, cartoons did not get completely removed because
2969 StopAnimation() was not called.
2971 2002-03-13 src/files.c
2972 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2973 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2974 size even when using 16-bit elements). Added new chunk "CNT2" for
2975 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2976 chunk even when content was 16-bit element). "CNT2" should now be
2977 able to store content for arbitrary elements (up to eight blocks of
2978 3 x 3 element arrays). All "CNT2" elements will always be stored as
2979 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2981 2002-03-13 src/files.c
2982 * Changed "LoadLevel()" for real chunk support.
2984 2002-03-12 src/game.c
2985 * Fixed problem (introduced after 2.0.0 release) with penguins
2986 not getting killed by enemies
2988 2002-02-28 src/libgame/sound.c
2989 * Fixed small problem with new SDL_Mixer 1.2.1:
2990 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2991 or it has no effect.
2993 2002-02-24 src/game.c, src/main.h
2994 * Added "player->is_moving"; now "player->last_move_dir" does
2995 not contain any information if the player is just moving at
2997 Before, "player->last_move_dir" was misused for this purpose
2998 for the robot stuff (robots don't kill players when they are
2999 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3000 broke tapes when walking through pipes!
3001 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3002 in a continuous movement. This fact is ignored for friends and