2 * extended automatic tape playing modes:
3 - "autotest" to automatically test tapes (this was "autoplay" before)
4 - "autoplay" to automatically play tapes (visibly)
5 - "autoffwd" to automatically play tapes (visibly, with maximum speed)
8 * fixed and enhanced screen fading and background/border handling
11 * added setup option to enable/disable (now optional) snapshot buttons
14 * added lag prevention to door/request/envelope animations
17 * added option "program_icon_file" to run-time "special edition" support
20 * added run-time "special edition" support;
21 this change is especially targeted to the "R'n'D jue" special edition
22 of R'n'D, which changed some defaults at compile-time in previous
24 - using a different default artwork set (with fallback artwork for
25 classic artwork not existing in the special edition),
26 - using a different default level set,
27 - using a different program name and user data directory,
28 - starting with different default setup values and
29 - using custom artwork even at a very early stage of startup
30 (like initial fonts and initial loading/busy animation);
31 these changes can now all be accomplished at run-time by using a new
32 program-specific configuration file in the same location and with the
33 same name as the game binary (minus a potential binary file extension
34 ".exe", plus a configuration file extension ".conf", so a binary file
35 "rnd_jue.exe" would be complemented by a new file "rnd_jue.conf" in
37 this config file can contain all options found in "setup.conf" plus
38 the following new, internal "special edition" default settings:
39 - program_title (like "R'n'D jue")
40 - program_author (like "Juergen Bonhagen")
41 - program_email (like "jue@artsoft.org")
42 - program_website (like "http://jue.artsoft.org/")
43 - program_copyright (like "(c) 2015 by jue")
44 - program_company (like "A game by jue")
45 - default_graphics_set (like "jue0")
46 - default_sounds_set (like "jue0")
47 - default_music_set (like "jue0")
48 - fallback_graphics_file (like "fallback.png")
49 - fallback_sounds_file (like "fallback.wav")
50 - fallback_music_file (like "fallback.wav")
51 - default_level_series (like "jue_start")
52 - choose_from_top_leveldir ("true" or "false")
53 where the "default" artwork set definitions are used to specify new
54 default artwork that replaces the "classic" artwork sets, while the
55 "fallback" settings specify artwork files used for all artwork files
56 that would exist in the classic artwork sets, but are not defined or
57 cannot be found in the new default artwork set; the program title is
58 used for things like window title, title screens and user data folder
59 name, and the entry point for choosing a level set can be changed
60 from the current level set location to the topmost level tree node
63 * added sound definitions for pressing and releasing main menu buttons
66 * fixed slow tape quick-loading due to unneeded tape area update
69 * replaced stop/play buttons in game panel with save/load buttons
72 * added step-based engine snapshots to undo/redo single steps in game
75 * fixed (swapped) editor zoom directions for '-' and '+' (keypad) keys
78 * added dynamically configurable graphics and layout of editor gadgets
81 * fixed (swapped) editor zoom directions for left and right mouse button
84 * added main menu backlink to level set selection screen
87 * added support for gadget-like pressable menu buttons on main screen
90 * added classic graphics, sounds and music to git repository
91 * added classic level sets to git repository
92 * added element description files to git repository
93 * changed mouse cursor on title screens not being always invisible
94 * added manually edited non-preset audio volume values to select list
95 (if sound, loops or music volume was manually edited in "setup.conf")
98 * fixed using "background.TOOLBOX", which was simply ignored before
101 * added key pad '-', '+' and '0' keys to zoom function in level editor
102 * changed editor key shortcut for undo/redo to 'u' and 'Shift-u'
103 * fixed using 'PageUp' and 'PageDown' keys for element list in editor
106 * added 1%, 2% and 5% to volume controls for sound and music settings
109 * fixed bug with editor border element not adjusted after resizing level
110 * changed unused playfield from "default" to "empty" after loading level
111 * increased number of undo/redo steps in level editor from 10 to 64
114 * added zoom functionality for playfield drawing area to level editor
115 (use left, right and middle mouse buttons on new "zoom" toolbox button
116 or use keys '-', '+' and '0' to zoom out, in or reset to default size)
119 * fixed bug not updating game panel values in visible warp forward mode
122 * changed position of CE/GE use/save template gadgets to be visually
123 separated from other CE/GE gadgets (to prevent accidental use)
124 * fixed bug in editor when using undo after rotating level repeatedly
125 * added 'redo' functionality to editor (by pressing 'undo' with right
126 mouse button or by using key shortcut "Shift-R")
129 * added configurability of editor control buttons (toolbox buttons)
132 * finished configurability of tape date and time display positions
133 * fixed bug with game buttons in tape area not properly redrawn
134 * fixed small graphical bug with default tape time display position
135 * added optionally configurable game frame counter to tape display
138 * fixed configurability of editor element palette (for columns != 4)
141 * improved configurability of tape date and time display positions
142 * added configurability of element properties button in editor
143 * added build dependency for auto-conf files
146 * added looking for editor element descriptions in level set directory
147 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
150 * moved "element properties" button in editor from toolbox to palette
151 * added "zoom level tile size" button in editor to toolbox (currently
152 no function behind it; will be used to zoom level editor playfield)
153 * added key shortcuts '1' to '3' to view properties of drawing elements
154 * fixed gadget display bug in editor (door 1 area) after test playing
155 * fixed bugs when changing drawing area gadgets (like group elements)
158 * re-enabled editor palette element options in setup configuration file
161 * fixed loading custom PCX image files with default artwork file names
162 (like "RocksDoor.pcx") which are not redefined in artwork config file
163 (this is a special fix for Zelda 2 and probably some other existing
164 level sets which use new graphics which are not defined in the file
165 "graphicsinfo.conf", but use a file name of one of default graphics
166 (like "RocksScreen.pcx"); this did not work anymore for PCX files
167 since the default graphics files have been changed to PNG files, so
168 different file names are checked now (like "RocksScreen.png"), so if
169 the PNG files cannot be found, the old PCX files are also checked)
172 * added some more graphics customization options for the level editor:
173 - editor.button.prev_level (position)
174 - editor.button.next_level (position)
175 - editor.input.level_number (position)
176 - editor.palette.tile_size (tile size for palette elements)
177 - editor.palette.element_left.tile_size (draw element tile size)
178 - editor.palette.element_middle.tile_size (draw element tile size)
179 - editor.palette.element_right.tile_size (draw element tile size)
180 - editor.input.gfx.level_number (current level number input field)
183 * fixed menu display bugs caused by drawing outside menu area (again)
186 * fixed broken door animations when switching between custom graphics
189 * fixed layout for "level set info" to support custom playfield size
190 * fixed changing from title to info screen with custom playfield size
193 * fixed bug with not updating default bitmap pointer for scaled images
194 * fixed redraw/fade bugs when redefining the playfield size or position
197 * fixed some smaller issues with loading custom artwork
200 * added warnings when using undefined element and graphic names in
201 custom artwork definitions (like ".crumbled_like" or ".clone_from")
202 * added setting default filenames for all cloned graphics in static
203 graphics configuration on startup (to be able to fall back later)
206 * fixed using buttons on main screen with size other than 32x32 pixels
207 * fixed some initialization bugs for scrollbars and main screen buttons
208 * fixed bug when drawing non-element graphics (without separate in-game
209 graphic/bitmap defined) while non-standard game tile size is defined
212 * removed some remaining unused X11 stuff
213 * fixed bug with potentially suppressed exit error message on startup
216 * fixed bug not loading tape when selecting level from level selection
217 screen (thanks to filbo for finding this bug and supplying a patch)
220 * fixed menu display bugs (drawing outside menu area with draw offset)
221 * fixed menu key navigation bugs (when using smaller menu list size)
224 * added support for animated door parts during opening/closing movement
227 * added automatic detection of normal/steel character elements in level
228 editor when drawing text (depending on currently selected element)
231 * eliminated historical ISO-8859-1 characters from source code files
232 (but still using them internally for special character encodings)
233 * changed output of special character for level sketch brushes to UTF-8
236 * added handling of unselectable selectbox options and option headlines
239 * fixed bug when changing between graphic sets with different tile size
240 * cleanup of handling the various graphic sizes for different purposes
241 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
244 * added virtual keyboard on Android port when entering player name
247 * fixed "quick menu doors" and sounds for door and envelope requests
250 * fixed display bugs with certain custom menu definitions regarding the
251 hall of fame (high scores) and setup screens that require scrolling
252 (these display bugs showed up with custom menu graphics of R'n'D jue)
255 * fixed bug with animation frames per line with non-standard tile size
256 (relevant for example for 64x64 sized frames continued on next row)
259 * removed checking of file identifier tokens for configuration files
262 * fixed bug where player actions were only mapped in team mode
263 (this broke four tapes in automatic game engine unit test where
264 old levels contained a non-yellow player, like rnd_abby_king, 011)
267 * removed large parts of the preprocessor hell of old and unused code
270 * updated source file headers (mainly author contact information)
273 * added key shortcuts for window scaling and toggling fullscreen mode:
274 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
275 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
278 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
279 * added some performance improvements when handling SDL surface scaling
282 * added custom graphics property "game.tile_size" to define in-game tile
283 size (this defines the tile size actually displayed on the playfield);
284 tile graphics will either be scaled to the defined game tile size or
285 have to be specified with the same image size (using ".tile_size")
288 * added custom graphics property ".tile_size" to define tile image size
289 for game element graphics (like "custom_1.tile_size"); non-standard
290 sized images will then be scaled accordingly to standard tile size
293 * fixed music still being played in Android version when in background
296 * added Android "menu" button to be treated as "yes" requester button
297 (while the Android "back" button was already treated as "no" button)
300 * added command line options "--version" / "-V" to show program version
301 (also shows SDL library versions when prefixed with "--debug" option)
304 * error file set to unbuffered to prevent truncation in case of crashes
307 * fixed bug causing wrong screen updates while playing (whole screen
308 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
309 * fixed nasty (typo) bug in native EM engine causing broken player
310 graphics when using different (redefined) playfield size
313 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
314 to be displayed incorrectly (with broken scaling) when switching
315 between small and normal game graphics (thanks a lot to filbo for
316 analyzing and describing how to exactly reproduce this bug)
319 * removed MS-DOS support
320 * removed native X11 support (X11 now only supported via SDL/SDL2)
323 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
326 * fixed level redraw after quick-loading tape with small tile graphics
329 * added compatibility code for existing request door animation settings
332 * added ultra-generic, ultra-flexible request door animation handling
335 * fixed major bugs in handling single-player and multi-player tapes
336 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
339 * fixed various problems with playfield and requester/tape/editor doors
340 defined to be at non-standard screen positions in artwork config file
343 * added envelope style requester dialog (alternative to door requester)
346 * fixed problems with window scaling and updating related setup value
347 * added setup option to select anti-aliasing quality of scaled windows
350 * improved speed of displaying progress when loading levels and artwork
351 * changed fullscreen and window scaling changes in setup menu to have
352 immediate effect (instead of being effective after leaving setup menu)
355 * fixed toons stopping on continuous touch events on Mac OS X
358 * fixed bug when displaying game envelope with even sized playfield
359 * added graphic configuration options for request (dialog) buttons
362 * fixed some redraw bugs with window scaling under Mac OS X
365 * fixed problems with window scaling and updating related setup value
368 * fixed problems related to fullscreen switching and window scaling
371 * fixed inconsistent custom artwork constants numbering in src/main.h,
372 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
373 (this bug caused custom artwork definition to set wrong variable)
376 * fixed using fullscreen mode on Android instead of pseudo-window mode
377 * fixed keeping desktop fullscreen mode when changing viewport size
380 * fixed remaining text input problems for non-ASCII keys with modifier
381 * added window scaling options to graphics setup menu
384 * fixed key code problems with certain keys for SDL2
385 (keypad keys not being in numerical order; number of function keys)
386 * fixed text input problems for text characters using modifier keys
389 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
392 * fixed graphical bugs when using renderer/texture based graphics
395 * fixed playing certain sounds (menu navigation sound and counting
396 score sound after solving a level) when "normal sounds" are disabled
399 * continued porting Rocks'n'Diamonds to Android (levels now playable)
402 * added SDL2 renderer/texture based graphics frame handling to allow for
403 "desktop" style fullscreen mode and scaling of game screen/window
406 * removed limitation of artwork files to selected file types (this means
407 that every file type supported by SDL_image and SDL_mixer can be used)
408 * changed default graphics from PCX to PNG (needed for Android version
409 to prevent painfully slow image loading, although not compressing PCX
410 files in the assets directory of the APK package might also work fine)
411 * fixed bug with SDL_BlitSurface creating garbage when source and target
412 surface are the same (this bug also existed in versions of SDL 1.2.x)
415 * started porting Rocks'n'Diamonds to Android (already shows main menu)
418 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
421 * version number set to 3.3.1.3
424 * version 3.3.1.2 released
427 * improved error handling: display error message on screen (not only in
428 the error file or on the console), and display path of the error file
431 * fixed problem with R'n'D restarting with same level set that may have
432 caused a problem (and therefore failing again and again); after an
433 error, the last level set is now deactivated in file "levelsetup.conf"
434 to restart with default level set (which should work without error)
437 * fixed determining main game data directory on Mac OS X "Mavericks"
440 * version number set to 3.3.1.2
443 * version 3.3.1.1 released
446 * added scripts directory to distribution package to enable building
447 element definitions after editing artwork config source code files
450 * added volume controls for sounds, loops and music to sound setup
453 * version number set to 3.3.1.1
456 * version 3.3.1.0 released
459 * version number set to 3.3.1.0
462 * fixed display of level time switching from ascending to descending
463 when making use of the "time orb bug" (see element setting in editor)
464 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
465 * fixed graphics performance problems (especially on Mac OS X) by using
466 whole-playfield redraw on SDL target, while still using the previous
467 single-tile redraw method on X11 target (using redraw tiles threshold)
470 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
471 (by replacing all "long" types by "int" types)
474 * fixed nasty bug (affecting crumbled graphics) after adding new special
475 graphics suffix ".TAPE" (and messing some things up in src/main.c)
478 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
479 (this caused fonts in envelope config in level editor being invisible)
482 * fixed some problems with half tile size and even tile sized playfields
485 * added level selection screen (when clicking on main menu level number)
486 * added level tracing (played, solved) for use in level selection screen
487 (to display already played or solved levels in different font color)
490 * added alternative game mode for playing with half size playfield tiles
491 * fixed another memory violation bug in the native Supaplex game engine
492 (this potential memory bug was also in the original Megaplex code, but
493 apparently only occured under rare conditions triggered by using the
494 additional added preceding playfield memory area to make a few strange
495 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
496 solvable (this all worked fine in the classic DOS version, of course))
499 * added graphics performance optimization to native Supaplex game engine
500 * fixed bug with accidentally removing preceding buffer in SP engine
501 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
502 (to prevent compatibility mapping of these newer graphics to older
503 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
506 * added separately configurable game panel background to graphics config
507 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
510 * added tape panel graphics and screen positions to graphics config
513 * added compatibility stuff for redefined "global.door" (which affects
514 all parts of that image that have their own graphics definition now)
517 * added sound button graphics to graphics config
520 * added tape button graphics and screen positions to graphics config
523 * improved single step mode in R'n'D, EM and SP engines
526 * version number set to 3.3.0.2
529 * version 3.3.0.1 released
532 * added configurable key shortcuts for snap+direction player actions
533 (probably most useful for recording tool-assisted speedrun (TAS)
534 tapes using the single-step mode of the tape recorder)
537 * version number set to 3.3.0.1
540 * version 3.3.0.0 released
543 * fixed missing memory allocation in SP engine when saving engine data
544 for non-SP game engine snapshots (which also stores SP engine part)
547 * fixed problem with scrolling in native EM engine in multi-user mode
548 (this bug was just introduced with the experimental viewport stuff)
549 * fixed animation of splashing acid in EM engine with classic artwork
550 * fixed animation of cracking nut in EM engine with classic artwork
551 * fixed (implemented) single step mode in native EM and SP engines
552 * fixed "latest_engine" flag in classic levels (moved to single sets)
553 * updated SDL library DLLs for Windows to the latest release versions
554 (this fixed some mysterious crashes of the game on Windows systems)
555 * replaced EM and SP set in classic level set with native level files
556 * finally added a newly written "CREDITS" file to the game package
557 * removed sampled music loops from classic music set
560 * changed native Emerald Mine engine to support different viewport sizes
563 * changed native Supaplex engine to support different viewport sizes
566 * added initial, experimental support for different viewport properties
567 (with "viewports" being menu/playfield area and doors; currently the
568 size of the menu/playfield area and door positions can be redefined)
571 * added initial, experimental support for different window sizes
574 * added support for native Sokoban solution files in pure 'udlrUDLR'
575 format with extension ".sln" instead of ".tape" for solution tapes
578 * added image config suffix ".class" to be able to define classes of
579 crumbled elements which are then separated against each others when
580 drawing crumbled borders (class names can freely be defined)
581 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
582 emc_grass" results in sand and emc_grass being crumbled separately,
583 even if directly adjacent on the playfield.)
584 * added image config suffix ".style" to use two new features for
586 - "accurate_borders": try to draw correctly crumbled corners (which
587 means that a row of crumbled elements does not have two crumbled
588 corners for each element in the row, but only at the "real" corners
589 at the start and the end of the row of elements)
590 - "inner_corners": also draw inner corners in concave constructions
591 of several crumbled elements -- this is currently a big kludge: the
592 number of frames for crumbled graphic must be "2", with the first
593 frame as usual (crumbled graphic), while the second frame contains
594 the graphic with inner (crumbled) corners for the crumbled graphic
595 (These two features are mainly intended for bevelled walls, not for
596 diggable elements like sand; "inner_corners" only works reliably for
597 static walls, not for in-game dynamically changing walls using CEs.)
600 * finished code cleanup of native Supaplex game engine
603 * started code cleanup of native Supaplex game engine
606 * integrated playing sound effects into native Supaplex game engine
609 * added configurable key shortcuts for the tape recorder buttons
612 * added (hidden) function to save native Supaplex levels with tape as
613 native *.sp file containing level with demo (saved with a file name
614 similar to native R'n'D levels, but with ".sp" extension instead of
615 ".level"); to use this functionality, enter ":save-native-level" or
616 ":snl" from the main menu with the native Supaplex level loaded and
617 the appropriate tape loaded to the tape recorder
618 * fixed potential crash bug caused by illegal array access in engine
619 snapshot loading and saving code
620 * changed setting permissions of score files to be world-writable if
621 the program is not installed and running setgid to allow the program
622 to modify existing score files when run as a different user (which
623 allows cheating, of course, as the score files are not protected
624 against modification in this case)
625 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
626 the top level Makefile for Debian / Ubuntu installations
627 * added saving read-only levels from editor into personal level set
628 (thanks to Bela Lubkin for the above four patches)
631 * added updating of game values on the panel to Supaplex game engine
634 * finished integrating R'n'D graphics engine into Supaplex game engine
635 (although some animations do not support full customizability yet)
638 * done integrating R'n'D graphics engine into file "Infotron.c"
639 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
642 * integrated engine snapshot functionality into Supaplex game engine
645 * fixed bug in native Supaplex engine that broke several demo solutions
646 * fixed bug with re-initializing already existing elements in function
647 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
648 counted a second time, making the currently playing level unsolvable)
649 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
650 * done integrating R'n'D graphics engine into file "Electrons.c"
651 * done integrating R'n'D graphics engine into file "Zonk.c"
654 * done integrating R'n'D graphics engine into file "Murphy.c"
655 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
658 * started integrating R'n'D graphics engine into Supaplex game engine
661 * added small kludge that allows transparent pushing animation over
662 non-black background (by using "game.use_masked_pushing: true")
663 * added editor flag to Sokoban field/object elements to automatically
664 finish solved Sokoban style levels (even if they contain non-Sokoban
665 elements, which prevents auto-enabling this feature for such levels)
668 * added new element "from_level_template" which is replaced by element
669 from level template at same playfield position when loaded (currently
670 not accessible from level editor, but only used for special Sokoban
671 level conversion when using "special_flags: load_xsb_to_ces")
672 * added special behaviour for "special_flags: load_xsb_to_ces": global
673 settings of individual level files are overwritten by template level
674 (except playfield size, level name, level author and template flag)
677 * added handling of gravity ports when converting Supaplex style R'n'D
678 levels to native Supaplex levels for playing with Supaplex engine
681 * fixed bug in Supaplex engine regarding initial screen scroll position
684 * fixed EMC style pushing animations in the R'n'D graphics engine (when
685 using ".2nd_movement_tile" for animations having start and end tile)
686 * for this to work (look) properly for two-tile pushing animations with
687 non-black (i.e. opaque) background, the pushing graphics drawing order
688 was changed to first draw the pushed element, then the player (maybe
689 this should be controlled by an ".anim_mode" flag yet to be added)
690 * two-tile animations for moving or pushing should have 7 frames for
691 normal speed, 15 frames for half speed etc. to display correct frames
692 * two-tile animations are also displayed correctly with different speed
693 settings for the player (for pushing animations) or moving elements
696 * added searching for template level (file "template.level") not only
697 inside the level set directory, but also in above level directories;
698 this makes is possible to use the same single template level file
699 (placed in a level group directory) for many level sub-directories
702 * fixed bug with steel exit being destructible during opening phase
703 * added token "special_flags" to "levelinfo.conf" (currently with the
704 only recognized value "load_xsb_to_ces", doing the same as the flag
705 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
706 converting all elements in native (XSB) Sokoban level files to CEs)
709 * fixed some problems with Supaplex engine when compiling for Windows
712 * added special mode to convert elements of Sokoban XSB levels to CEs
713 by adding "-Dload_xsb_to_ces" to the command line starting the game
714 (also adding a dependency to a template level file "template.level")
717 * added reading native Sokoban levels and level packages (XSB files)
720 * fixed bugs in (auto)scrolling behaviour when passing ports or when
721 wrapping around the playfield through "holes" in the playfield border
724 * changed internal playfield bitmap handling from playfield sized bitmap
725 to screen sized bitmap (visible scrolling area), therefore speeding up
726 graphics operations (by eliminating bitmap updates in invisible areas)
727 and removing playfield size limitations due to increasing bitmap size
728 for larger playfield sizes (while the new implementation always uses
729 a fixed playfield bitmap size for arbitrary internal playfield sizes)
732 * fixed bug with single step mode (there were some cases where the game
733 did not automatically return to pause mode, e.g. when trying to push
734 things that cannot be pushed or when trying to run against a wall)
737 * added support for loading Supaplex levels in MPX level file format
740 * fixed SP engine to set "game over" not before lead out counter done
743 * fixed (potential) compile error when using GCC option "-std=gnu99"
744 (thanks to Tom "spot" Callaway)
747 * fixed array allocation in native Supaplex engine to correctly handle
748 preceding scratch buffers (needed because of missing border checking)
749 * fixed playfield initialization to correctly add raw header bytes as
750 subsequent scratch buffer (needed because of missing border checking)
753 * most important parts of native Supaplex engine integration working:
754 - native Supaplex levels can be played in native Supaplex engine
755 - native Supaplex level/demo files ("*.sp" files) can be re-played
756 - all 111 classic original Supaplex levels automatically solvable
757 - native Supaplex engine can be selected and used from level editor
758 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
761 * fixed another translation problem from VisualBasic to C (where "int"
762 should be "short") causing unsolvable demos with bugs and terminals
763 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
766 * fixed bug when reading Supaplex single level files (preventing loader
767 from seeking to level position like in Supaplex level package files)
770 * first classic Supaplex level running and solved by solution/demo tape
773 * started with integration of native Supaplex engine, using source code
774 of Megaplex from Frank Schindler, based on original Supaplex engine
777 * version number set to 3.2.6.2
780 * version 3.2.6.1 released
783 * fixed bug with element_info[e].gfx_element not being initialized in
784 early game stage, causing native graphics in EMC level sets to be
785 mapped completely to EL_EMPTY (causing a blank screen when playing)
786 (this only happened when starting the program with an EMC set with
787 native graphics, but not when switching to such a set at runtime)
790 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
791 and using self-compiled, patched SDL.dll that solves this problem
792 (interim solution until release of SDL 1.2.14 that should fix this)
795 * extended backwards compatibility mode to allow already fixed bug with
796 change actions (see "2008-02-05") for existing levels (especially the
797 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
800 * reactivated workaround to prevent program crashes due to blitting to
801 the same SDL surface that apparently only occurs on Windows systems
802 (this is no final solution; this problem needs further investigation)
805 * version number set to 3.2.6.1
808 * version 3.2.6.0 released
811 * fixed behaviour of player option "no centering when relocating" which
812 was incorrect when disabled and relocation target inside visible area
813 and "no scrolling when relocating" enabled at the same time
816 * fixed problems with re-mapping players on playfield to input devices:
817 previously, players found on the level playfield were changed to the
818 players connected to input devices (for example, player 3 in the level
819 was changed to player 1 (using artwork of player 3, to be able to use
820 a player with a different color)); this had the disadvantage that CE
821 conditions using player elements did not work (because the players in
822 the level definition are different to those effectively used in-game);
823 the new system uses the same player elements as defined in the level
824 playfield and re-maps the input devices of connected players to the
825 corresponding player elements when playing the level (in the above
826 example, player 3 now really exists in the game and is moved using the
827 events from input device 1); level tapes still store the events from
828 input devices 1 to 4, which are then re-mapped to players accordingly
829 when re-playing the tape (just as it is done when playing the level)
832 * fixed bug with player relocation while the player switches an element
835 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
836 not walkable (and did not let the player enter) when in process of
837 opening, but not fully open yet (which can cause the player not being
838 able to enter the exit in EM/DC style levels in time)
841 * fixed some bugs regarding the new level/CE random seed reset options
844 * moved "level settings" and "editor settings" to two tabbed screens in
845 level editor to gain space for additional level property settings
846 * added level setting to start a level with always the same random seed
847 * added CE action "set random seed" to re-initialize random seed in game
848 (this is the only CE action that gets executed before the CE changes,
849 which is needed to use the newly set random seed during the CE change)
852 * fixed redraw problem of special editor door when playing from editor
855 * fixed initialization of gfx_element for level sketch image creation
858 * added switch for EM style dynamite "[ ] explodes with chain reaction"
859 (with default set to "on" for existing levels, but "off" for all new
860 levels), as EM style dynamite does not chain-explode in original EM
863 * added optional initial inventory for players (pre-collected elements)
864 * added change page actions "set player inventory" and "set CE artwork"
865 * added recognition of "player" parameter on change pages when player
866 actions are defined, but no trigger player in corresponding condition
867 (this resulted in actions that only affected the first player before)
868 * fixed bug with change actions being executed for newly created custom
869 elements resulting from custom element changes, when the intention was
870 only to check for change actions for the previous custom element
873 * changed design and size of element drawing area in level editor
874 * added "element used as action parameter" to element change actions
877 * added possibility to reanimate player immediately after his death
878 (for example, by "change to <player> when explosion of <player>")
881 * fixed bug with "gray" white door not being uncovered by magnifier
882 * added score for collecting (any) key to the white key config page
885 * added condition "deadly when <getting hit by>" for custom elements
886 that behaves a bit like the existing "deadly when <colliding with>",
887 but with the following differences:
888 - it only kills players or friends when it was moving before it hits
889 - it does not kill players or friends that try to run into it
892 * fixed the following change conditions where a player element is used
893 as the "element that is triggering the custom element change":
896 - explosion of <element>
898 (the last two conditions already worked partially, but only for the
899 first player, and not for the "Murphy" player when using "move of")
902 * fixed crash bug caused by accessing invalid element (with value -1)
903 in UpdateGameControlValues()
904 * fixed graphical bug when using two-tile movement animations with EMC
905 game engine without explicitly using native EMC graphics engine
908 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
909 try to push something (due to push delay) does not cause a dig action
912 * fixed bug with reference elements used as trigger elements on custom
913 element change pages not being recognized
914 * fixed bug with reference elements not being removed from the playfield
915 * added engine functionality that allows custom elements that "can dig"
916 other elements not only to do so when moving by themselves, but also
917 when being pushed by the player (therefore adding the functionality to
918 push one element over another element, replacing it with the new one)
921 * added command line function to write level sketch images to directory
924 * merged override and auto-override options into new override options
925 with a new data type than can take the values "no", "yes" and "auto"
928 * fixed growing steel wall to also leave behind steel wall instead of
929 normal, destructible wall
930 * fixed handling of rocks falling through stacks of quicksand with
931 different speed (before, the rocks just got stuck in the quicksand)
934 * fixed nasty bug with auto-override and normal override not working on
935 program startup (especially when current level set has custom artwork)
938 * version 3.2.5 released as special edition "R'n'D jue"
941 * fixed X11 crash bug when blitting masked title screens over background
944 * changed build system to support special editions (like "R'n'D jue")
945 * added (hardcoded) loading graphics for "R'n'D jue" special edition
946 * fixed X11 crash bug when scaling images with width/height less than 32
949 * added "background.PLAYING" (only visible as two-pixel border in game)
950 * added default level set for first start of special R'n'D version
951 * changed door animations for editor always behaving like "quick doors"
954 * added new custom artwork setup option "auto-override non-CE sets" for
955 automatic artwork override that is only used for level sets without
956 custom element artwork (as it does not make much sense to override
957 any artwork that redefines custom element artwork for sets using CEs)
958 * fixed default artwork for "special" R'n'D versions always using the
959 "classic" artwork as the base if base artwork is not explicitly
960 defined in "levelinfo.conf", regardless of different default artwork
961 used by the special R'n'D version -- this is needed because any such
962 custom artwork is designed using the "classic" artwork definitions as
963 the base (including menu definitions and screen positions etc., which
964 would otherwise be taken from the different special default artwork)
967 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
968 for both EMC and R'n'D graphics engine (heavy workarounds needed due
969 to massively broken handling of quicksand in R'n'D game engine)
970 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
971 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
974 * fixed small bug in toon drawing (introduced when fixing the crash bug)
977 * added graphics definition "game.panel.highscore" to display the
978 current levels current high score in the game panel
981 * version number set to 3.2.5
984 * version 3.2.4 released
987 * fixed crash bug in toon drawing functions for large step offset values
990 * fixed some problems with displaying game panel when quick-loading tape
993 * fixed (experimental only) redrawing of every tile per frame (even if
994 unneeded) for the extended (R'n'D based) EMC graphics engine
995 * added optimization to only calculate element count for panel display
996 if really needed (that is, if element count values defined on panel)
997 * fixed problem with special editor door redraw when entering main menu
1000 * fixed bug with displaying background for title messages on info screen
1001 * some code cleanup for the extended (R'n'D based) EMC graphics engine
1004 * fixed bug with CE action "move player" always resulting in player 4
1005 if there was a CE action with no trigger player (because the player
1006 element was calculated by using log_2() from trigger player bits with
1007 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
1008 triggering player bit mask and handling all players in "move player"
1009 * fixed bug when defined artwork cannot be found for artwork that has
1010 default artwork cloned from other artwork (without default filename)
1011 * added several fixes to the extended (R'n'D based) EMC graphics engine
1014 * fixed broken editor copy and paste for custom elements between levels
1017 * title messages are now also searched in graphics artwork directory;
1018 those found in graphics directory have precendence over those found
1019 in level directory -- this handles title messages stored in graphics
1020 directories as part of the artwork set, just like title images; this
1021 makes sense, as corresponding special font definitions for messages
1022 are usually defined in the same graphics artwork directory, and also
1023 because title images and title messages that are combined in a level
1024 set introduction should usually not be separated when the level set
1025 is used with a different artwork set (e.g. using "override graphics")
1026 * fixed problem with door borders on main screen by first drawing doors
1027 and then the corresponding border masks, but not vice versa
1028 * fixed problem with artwork config entries using the value "[DEFAULT]";
1029 this does not what one might expect, but sets the value to an invalid
1030 value -- solution: simply ignore such entries, which results in this
1031 value keeping its previous (real) default value (in general, entries
1032 that should use their default value should just not be defined here)
1033 * fixed problem with wrong fading area size from main menu to setup menu
1036 * fixed problem with broken crumbled graphics after level set changes
1037 when using R'n'D custom artwork with level sets using the EMC engine
1040 * fixed invisible "joysticks deactivated ..." text on setup input screen
1043 * added use of hashes created from static lists (element tokens, image
1044 config, font tokens) to speed up lookup of configuration parameters
1045 * fixed bug where element and graphic config token lookup was mixed up
1048 * added "busy" animation when initializing program and loading artwork
1049 * added initialization profiling for program startup (debugging only)
1052 * fixed(?) very strange bug apparently triggered by memset() when code
1053 was cross-compiled with MinGW cross-compiler for Windows XP platform
1054 (this only happened when using SDL.dll also self-compiled with MinGW)
1057 * added graphics engine directive "border.draw_masked_when_fading" that
1058 enables/disables drawing of border mask over screen that is just faded
1061 * fixed small problem with separate fading definition for game screen
1064 * added additional configuration directives for setup screen draw offset
1065 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
1066 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
1067 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
1068 used to define draw offset on custom artwork selection screens and
1069 "CHOOSE_OTHER" is used on all other list style selection screens, like
1070 choosing game speed or screen mode for fullscreen mode)
1071 * added additional configuration directives to define main menu buttons:
1072 - menu.button_name and menu.button_name.active
1073 - menu.button_levels and menu.button_levels.active
1074 - menu.button_scores and menu.button_scores.active
1075 - menu.button_editor and menu.button_editor.active
1076 - menu.button_info and menu.button_info.active
1077 - menu.button_game and menu.button_game.active
1078 - menu.button_setup and menu.button_setup.active
1079 - menu.button_quit and menu.button_quit.active
1080 * added eight pure decoration graphic definitions for the game panel
1083 * added support for accessing native Diamond Caves II level packages
1084 * fixed displaying of game panel values for Emerald Mine game engine
1085 * fixed displaying end-of-level time and score values on new game panel
1088 * added game panel control to display arbitrary elements on game panel
1089 * added game panel control to display custom element score (globally
1090 unique for identical custom elements) either as value or as element
1091 * added ".draw_masked" and ".draw_order" to game panel control drawing
1094 * fixed some general bugs with handling of ".active" elements and fonts
1097 * cleanup of game panel elements (some elements were not really needed)
1098 * added displaying of gravity state (on/off) as new game panel control
1099 * added animation for game panel elements (similar to game elements)
1102 * added new pseudo game mode "PANEL" to define panel fonts and graphics
1103 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
1104 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
1105 (else graphics would have to use ".PLAYING", which would be confusing)
1106 * fixed bug when fading out to game screen with border mask defined
1109 * added attribute ".tile_size" for element style game panel controls
1112 * added <space> key as additional valid key to use for confirm requester
1115 * improved menu fading, adding separate fading definitions for entering
1116 and leaving a "content" screen (in general), and optional definitions
1117 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
1120 * added (currently invisible) setup option to define scroll delay value
1121 * fixed small bug in priority handling when auto-detecting level start
1122 position in levels without player element (but player from CE etc.)
1123 * added option "game.forced_scroll_delay_value" to override user choice
1124 of scroll delay value for certain level sets with "graphicsinfo.conf"
1125 * replaced setup option "scroll delay: on/off" by new setup option that
1126 directly allows selecting the desired scroll delay value from 0 to 8
1129 * added displaying of most game panel control elements (not animated)
1132 * added new configuration directives to display additional game engine
1133 values on the game control panel, like the following examples:
1134 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1135 - game.panel.penguins - number of penguins to rescue
1136 - game.panel.level_name - level name of current level
1139 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1142 * added new player option "no centering when relocating" for "invisible"
1143 teleportations to level areas that look exactly the same, giving the
1144 illusion that the player did not relocate at all (this was the default
1145 since 3.2.3, but caused visual problems with room creation in "Zelda")
1146 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1149 * improved menu fading, adding separate fading definitions for entering
1150 and leaving a menu and for fading between menu and "content" screens
1151 * fixed small bug with recognizing also ".font_xyz" style definitions
1154 * improved menu fading, adding separate fading definitions for fading
1155 between menu screens and fading between menu and "destination" screens
1158 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1159 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1160 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1161 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1163 * improved title fading, allowing fading animation types "none", "fade"
1164 and "crossfade" (including cross-fading of last title to main menu)
1167 * added configurability of graphics, sounds and music for title screens,
1168 which are separated into initial title screens (only shown once at
1169 program startup) and title screens shown for a given level set; these
1170 title screens can be composed of up to five title images and up to
1171 five title text messages (each drawn using an optional background
1172 image), also using background music and/or sounds; aspects like
1173 background images, sounds and music of title screens can either be
1174 defined generally (valid for all title screens) or specifically (and
1175 therefore differently for each title screen) using these directives:
1177 to define a background image, sound or music file for all screens:
1178 - background.TITLE_INITIAL (for all title screens for game startup)
1179 - background.TITLE (for all title screens for level sets)
1181 to define a background image, sound or music file for a single screen:
1182 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1183 - background.titlescreen_x (with x in 1,2,3,4,5)
1184 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1185 - background.titlemessage_x (with x in 1,2,3,4,5)
1187 to define the title screen images:
1188 - titlescreen_initial_x (with x in 1,2,3,4,5)
1189 - titlescreen_x (with x in 1,2,3,4,5)
1191 to define the title text messages, place text files into the level set
1192 directory that have the following file names:
1193 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1194 - titlemessage_x.txt (with x in 1,2,3,4,5)
1196 to define the properties of the text messages, either use directives
1197 that affect all text messages:
1198 - [titlemessage_initial].<suffix>
1199 - [titlemessage].<suffix>
1200 or use directives that affect single text messages:
1201 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1202 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1204 valid values for <suffix> are the same as for readme.<suffix> below;
1205 use ".sort_priority" (default: 0) to define an arbitrary order for
1206 title images and title messages (which can therefore be mixed)
1209 * added full configurability of "readme.txt" screen appearance:
1210 - readme.x: <left position used with alignment>
1211 - readme.y: <top position>
1212 - readme.width: <maximim text width in pixels>
1213 - readme.height: <maximum text height in pixels>
1214 - readme.chars: <maximum number of chars per line>
1215 - readme.lines: <maximum number of lines displayed>
1216 - readme.align: left,center,right (default: center)
1217 - readme.top: top,middle,bottom (default: top)
1218 - readme.font: font name
1219 - readme.autowrap: true,false (default: true)
1220 - readme.centered: true,false (default: false)
1221 - readme.parse_comments: true,false (default: true)
1222 - readme.sort_priority: (not used here, but only for title screens)
1223 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1224 default), they are automatically determined from "readme.width" and
1225 "readme.height" accordingly; when they are not "-1", they have
1226 precedence over "readme.width" and "readme.height"
1227 * added internal ad-hoc config settings for displaying text files like
1228 title messages or "readme.txt" style level set info files:
1229 - .font: font name (default: readme.font)
1230 - .autowrap: true,false (default: readme.autowrap)
1231 - .centered: true,false (default: readme.centered)
1232 - .parse_comments: true,false (default: readme.parse_comments)
1233 (the leading '.' and the separating ':' are mandatory here); to use
1234 these ad-hoc settings, they have to be written inside a comment, like
1235 "# .autowrap: false" or "# .centered: true"; these settings then
1236 override the above global settings (they can even be used more than
1237 once, like "# .centered: true", then some text that should be drawn
1238 centered, then "# .centered: false" to go back to non-centered text;
1239 important note: after using "# .parse_comments: false", or when using
1240 "readme.parse_comments: false", detecting and parsing comments inside
1241 the file is disabled and comments are just printed like normal text;
1242 also be aware that all automatic text size calculations are done with
1243 the font defined in "readme.font", while using different fonts using
1244 "# .font: <font>" inside the text file may cause unexpected results
1247 * changed some numerical limits in the level editor from 255 to 999
1250 * added option "system.sdl_videodriver" to select SDL video driver
1251 * added output of SDL video and audio driver to "version info" page
1254 * added group element drawing to IntelliDraw drawing functions
1255 * fixed animation resetting problem again (last try broke Snake Bite)
1256 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1259 * added new (special) "include: <filename>" directive that works in all
1260 configuration files (like "graphicsinfo.conf") and that has the same
1261 effect as if that directive would be replaced with the content of the
1262 specified file (this can be useful to split large configuration files
1263 into several smaller ones and include them from one main file, or to
1264 store configuration settings that always stay the same into a separate
1265 file, while including it and only add those parts that really change)
1268 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1271 * fixed bug in "InitMovingField()" where treating an integer array as
1272 boolean caused wrong resetting of animations while elements are moving
1273 * fixed problem with resetting animations when starting element change
1276 * added sort priority for order of title screens and title messages
1279 * changed end of game again: do not wait for the user to press a key
1280 anymore, but directly ask/confirm tape saving and go to hall of fame
1281 * re-enabled quitting of lost game by pressing space or return again
1282 * added blanking of mouse pointer when displaying title screens
1283 * added remaining menu draw offset definitions for info sub-screens
1286 * added setup option to select game speed (from very slow to very fast)
1287 * improved handling of title text messages (initial and for level set)
1290 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1293 * fixed displaying and typing of player name when it is centered
1294 * added special characters to be allowed for player name (not only A-Z)
1297 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1298 (newer versions of the SDL library seem to not like this anymore)
1301 * added code for configuration directives for control of game panel
1304 * fixed small cosmetical bug with underlining property tabs in editor
1307 * fixed small drawing bug in X11FadeRectangle
1308 * added new elements for newly supported Diamond Caves II levels:
1309 - EM/DC style exits that disappear after passing
1310 - white key and gate (one white key needed for each white gate)
1311 - fake gate (there is no key to open/pass this kind of gate!)
1312 - extended magic wall which also handles pearls and crystals
1316 * changed maximum value for endless loop detection to a higher value
1317 (some levels really used very deep recursion without being endless)
1320 * added new elements for newly supported Diamond Caves II levels:
1321 - growing steel walls
1322 - snappable land mine
1325 * added new elements for newly supported Diamond Caves II levels:
1326 - steel text elements
1329 * added level file loader for native Diamond Caves II levels
1332 * version number set to 3.2.4
1335 * version 3.2.3 released
1338 * fixed malloc/free bug when updating EMC artwork entries in level list
1339 * added workaround (warning and request to quit the current game) when
1340 changing elements cause endless recursion loop (which would otherwise
1341 freeze the game, causing a crash-like program exit on some systems)
1344 * fixed nasty string overflow bug when entering too long envelope text
1347 * added feedback sounds for menu navigation "menu.item.activating" and
1348 "menu.item.selecting" (for highlighting and executing menu entries)
1351 * improved "no scrolling when relocating" to also consider scroll delay
1352 (meaning that the player is not automatically centered in this case;
1353 this makes it possible to "invisibly" relocate the player to a region
1354 of the level playfield which looks the same as the old level region)
1355 * fixed bug with not recognizing "main.input.name.align" when active
1358 * fixed bug with displaying masked borders over title screens when
1359 screen fading is disabled
1362 * fixed infinite loop / crash bug when killing the player while having
1363 a CE with the setting "kill player X when explosion of <player X>"
1364 * added special editor graphic for "char_space" to distinguish it from
1365 "empty_space" when editing a level (in-game graphics still the same)
1368 * fixed nasty bug with initialization only done for the first player
1371 * small change to handle loading empty element/content list micro chunks
1374 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1377 * some optimizations on startup speed by reducing initial text output
1380 * added caching of custom artwork information for faster startup times
1383 * fixed graphical bug when using fewer menu entries on level selection
1384 screen than usual (with "menu.list_size.LEVELS" directive)
1385 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1386 the backbuffer to the backbuffer by error (with identical rectangle)
1389 * fixed bug when displaying titlescreen with size less than element tile
1390 * fixed bug that caused elements with "change when digging <e>" event
1391 to change for _every_ digged element, not only those specified in <e>
1392 * fixed bug that caused impact style collision when dropping element one
1393 tile over the player that can both fall down and smash players
1394 * fixed bug that caused impact style collision when element changed to
1395 falling/smashing element over the player immediately after movement
1398 * fixed bug that allowed making engine snapshots from the level editor
1401 * fixed bugs with player name and current level positions on main screen
1404 * added configuration directives for control of title screens:
1405 - "title.fade_delay" for fading time
1406 - "title.post_delay" for pause between screens (when not crossfading)
1407 - "title.auto_delay" to automatically continue after some time
1408 these settings can each be overridden by specifying them with titles:
1409 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1410 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1411 fading mode can also be specified:
1412 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1413 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1414 default is using normal fading for menues and initial title screens,
1415 while using cross-fading for level set title screens
1416 * fixed bug with background not drawn in Hall of Fame after game was won
1419 * added configuration directives for the remaining main menu items
1422 * added additional configuration directives for info screen draw offset:
1423 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1424 * added additional configuration directives for preview info text
1425 * limited mouse wheel sensitive screen area to scrollable screen area
1428 * added highlighted menu text entries to menu navigation when selected
1431 * fixed bug that prevented player from correctly being created in the
1432 top left corner by a custom element change in a level without player
1433 * fixed bug that prevented player from being killed when indestructible,
1434 non-walkable element is placed on player position by extended change
1435 * added configurable menu button, text and input positions to main menu
1438 * added page fading effects for remaining info sub-screens
1439 * fixed small bug that caused some delays when answering door request
1442 * added directives "border.draw_masked.*" for menu/playfield area and
1443 door areas to display overlapping/masked borders from "global.border"
1446 * fixed bug with CE with move speed "not moving" not being animated
1447 * when changing player artwork by CE action, reset animation frame
1450 * fixed bug with not unmapping main menu screen gadgets on other screens
1451 * fixed bug with un-pausing a paused game by releasing still pressed key
1452 * fixed bug with not redrawing screen when toggling to/from fullscreen
1453 mode while fast reloading tape (without redrawing playfield contents)
1454 * fixed bug with quick-saving tape snapshot despite answering with "no"
1457 * version number set to 3.2.3
1460 * version 3.2.2 released
1463 * fixed bug with redrawing screen in fullscreen mode after quick tape
1464 reloading when using the EMC game engine
1465 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1468 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1471 * added engine snapshot functionality for instant tape reloading (this
1472 only works for the last tape saved using "quick save", and does not
1473 work across program restarts, because it completely works in memory)
1476 * version number set to 3.2.2
1479 * version 3.2.1 released
1482 * fixed nasty bugs with handling error message file on Mac OS X systems
1485 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1488 * fixed bug that caused broken tapes when manually appending to tapes
1489 using the "pause before death" functionality, followed by recording
1490 * added setup option to disable fading of screens for faster testing
1493 * code cleanup of new fading functions
1496 * changed behaviour after solved game -- do not immediately stop engine
1497 * added some more smooth screen fadings (game start, hall of fame etc.)
1500 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1503 * added configurable level preview position, tile size and dimensions
1504 * added configurable game panel value positions (gems, time, score etc.)
1507 * fixed small bug with time displayed incorrectly when collecting CEs
1510 * fixed bug with bumpy scrolling with EM engine in double player mode
1513 * added compatibility code to fix "Snake Bite" style levels that were
1514 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1517 * fixed bug with scrollbars inside editor when using the Windows mouse
1518 enhancement tool "True X-Mouse" (which injects key events to the event
1519 queue to insert selected stuff into the Windows clipboard, which gets
1520 confused with the "Insert" key for jumping to the last editor cascade
1521 block in the element list)
1522 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1523 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1526 * added selection of preferred fullscreen mode to setup / graphics menu
1527 (useful if default mode 800 x 600 does not match screen aspect ratio)
1530 * improved down-scaling of images for better editor and preview graphics
1531 * changed user data directory for Mac OS X from Unix style to new place
1534 * improved level number selection in main menu and player selection in
1535 setup menu (input devices section) by using standard button gadgets
1536 * added support for mouse scroll wheel (caused buggy behaviour before)
1537 * added support for scrolling horizontal scrollbars with mouse wheel by
1538 holding "Shift" key pressed while scrolling the wheel
1539 * added support for single step mouse wheel scrolling by holding "Alt"
1540 key pressed while scrolling the wheel (can be combined with "Shift")
1541 * changed output file "stderr.txt" on Windows platform now always to be
1542 created in the R'n'D sub-directory of the personal documents directory
1543 * added Windows message box to direct to "stderr.txt" after error aborts
1546 * improved general scrollbar handling (when jump-scrolling scrollbars)
1549 * changed scrollbars to always show last line as first after scrolling
1550 (that means jumping n - 1 screen lines instead of n screen lines)
1553 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1554 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1555 * fixed special handling of vertically stacked acid becoming fake acid
1558 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1559 affect multiple instances of the same CE, although this kind of
1560 change condition usually only affects one single custom element
1563 * version number set to 3.2.1
1566 * version 3.2.0 released
1569 * reorganized level editor element list a bit to match engines better
1572 * fixed newly introduced bug with wrongly initializing clipboard element
1575 * fixed bug with displaying visible/invisible level border in editor
1578 * reorganized some elements in the level editor element list
1581 * fixed bug with displaying any player as "yellow" when moving into acid
1582 * fixed bug with displaying running player when player stopped at border
1585 * fixed bug with player exploding when moving into acid
1586 * fixed bug with level settings being reset in editor and when playing
1587 (some compatibility settings being set not only after level loading)
1588 * fixed crash bug when number of custom graphic frames was set to zero
1589 * fixed bug with teleporting player on walkable tile not working anymore
1590 * added partial compatibility support for pre-release-only "CONF" chunk
1591 (to make Alan Bond's "color cycle" demo work again :-) )
1594 * fixed some bugs when displaying title screens from info screen menu
1595 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1598 * changed file major version to 3 to reflect level file format changes
1599 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1602 * added new chunk "NAME" to level file format for level name settings
1603 * added new chunk "NOTE" to level file format for envelope settings
1604 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1605 * updated magic(5) file to recognize changed and new level file chunks
1606 * removed change events "change when CE value/score changes" as unneeded
1609 * changed gravity (which only affects the player) from level property
1610 to player property (only makes a difference in multi-player levels)
1611 * added change events "change when CE value/score changes"
1612 * added change events "change when CE value/score changes of <element>"
1615 * added new chunk "INFO" to level file format for global level settings
1616 * added all element settings from "HEAD" chunk to "CONF" chunk
1617 * added all global level settings from "HEAD" chunk to "INFO" chunk
1620 * changed level file format by adding two new chunks "CUSX" (for custom
1621 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1622 elements, replacing the previous "GRP1" chunk); these new IFF style
1623 chunks use the new and flexible "micro chunks inside chunks" technique
1624 already used with the new "CONF" chunk (for normal element properties)
1625 which makes it possible to easily extend the existing level format
1626 (instead of using fixed-length chunks like before, which are either
1627 too big due to reserved bytes for future use, or too small when those
1628 reserved bytes have all been used and even more data should be stored,
1629 requiring the replacement by new and larger chunks just like it went
1630 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1633 * added credits pages to the "credits" section that were really missing
1634 * added some missing element descriptions to the level editor
1635 * added down position of switchgate switch to the level editor
1636 and allowed the use of both switch positions at the same time
1637 * changed use of "Insert" and "Delete" keys to navigate element list in
1638 level editor to start of previous or next cascading block of elements
1641 * added the possibility to view the title screen to the info screen menu
1642 * fixed some minor bugs with viewing title screens
1645 * fixed bug with title (cross)fading in/out when using fullscreen mode
1648 * fixed bug that forced re-defining of menu settings in local graphics
1649 config file which are already defined in existing base config file
1650 * fixed small bug that caused door sounds playing when music is enabled
1653 * added the possibility to define up to five title screens for each
1654 level set that are displayed after loading using (cross)fading in/out
1655 (this was added to display the various start images of the EMC sets)
1658 * added "CE score gets zero [of]" to custom element trigger conditions
1659 * added setup option to display element token name in level editor
1662 * added compatibility code for Juergen Bonhagen's menu artwork settings
1665 * fixed bug with displaying wrong animation frame 0 after CE changes
1666 * fixed bug with creating invisible elements when light switch is on
1669 * added selection between ECS and AGA graphics for EMC levels to setup
1672 * adjusted font handling for various narrow EMC style fonts
1675 * changed EM engine behaviour back to re-allow initial rolling springs
1678 * fixed handling of over-large selectboxes (less error-prone now)
1679 * fixed bug when creating GE with walkable element under the player
1682 * added use of "Insert" and "Delete" keys to navigate element list in
1683 level editor to start of custom elements or start of group elements
1684 * added virtual elements to access CE value and CE score of elements:
1685 - "CE value of triggering element"
1686 - "CE score of triggering element"
1687 - "CE value of current element"
1688 - "CE score of current element"
1691 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1694 * changed behaviour of network games with internal errors (because of
1695 different client frame counters) from immediately terminating R'n'D
1696 to displaying an error message requester and stopping only the game
1697 (also to prevent impression of crashes under non command-line runs)
1698 * fixed playing network games with the EMC engine (did not work before)
1699 * fixed bug with not scrolling the screen in multi-player mode with the
1700 focus on player 1 when all players are moving in different directions
1701 * fixed bug with keeping pointer to gadget even after its deallocation
1702 * fixed bug with allowing "focus on all players" in network games
1703 * fixed bug with player focus when playing tapes from network games
1706 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1709 * code cleanup for game action control for R'n'D and EMC game engine
1712 * fixed bug in multi-player movement with focus on both players
1713 * added option to control only the focussed player with all input
1716 * added player focus switching to level tape recording and re-playing
1719 * fixed some bugs in player focus switching in EMC and RND game engine
1722 * added special Supaplex animations for Murphy digging and snapping
1723 * added special Supaplex animations for Murphy being bored and sleeping
1726 * added four new yam yams with explicit start direction for EMC engine
1727 * fixed bug in src/libgame/text.c with printing text outside the window
1730 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1733 * added delayed ignition of EM style dynamite when used in R'n'D engine
1734 * added limited movement range to EMC engine when focus on all players
1737 * fixed bug with missing (zero) score values for native Supaplex levels
1740 * added "continuous snapping" (snapping many elements while holding the
1741 snap key pressed, without releasing the snap key after each element)
1742 as a new player setting for more compatibility with the classic games
1745 * finished scrolling for "focus on all players" in EMC graphics engine
1748 * level sets with "levels: 0" are ignored for levels, but not artwork
1749 * fixed bug when scanning empty level group directories (endless loop)
1752 * fixed bug with explosion graphic for player using "Murphy" graphic
1753 * fixed bug with explosion graphic if player leaves explosion in time
1754 * changed some descriptive text in setup menu to use medium-width font
1755 * added key shortcut settings for switching player focus to setup menu
1758 * fixed bug with random value initialization when recording tapes
1759 * fixed bug with playing single player tapes when team mode activated
1762 * fixed little bug when trying to switch to player that does not exist
1765 * added player switching (visual and quick) to R'n'D and EM game engine
1766 * added setup option to select visual or quick in-game player switching
1769 * added use of "Home" and "End" keys to handle element list in editor
1772 * fixed bug with adding score when playing tape with EMC game engine
1773 * added steel wall border for levels using EMC engine without border
1774 * finally fixed delayed scrolling in EMC engine also for small levels
1777 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1780 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1781 * fixed bug when displaying info element without action, but direction
1784 * fixed minor graphical problems with springs smashing and slurping
1785 (when using R'n'D style graphics instead of EMC style graphics)
1788 * added scroll delay (as configured in setup) to EMC graphics engine
1791 * improved screen redraw for EMC graphics engine (faster and smoother)
1792 * when not scrolling, do not redraw the whole playfield if not needed
1795 * added multi-player mode for EMC game engine (with up to four players)
1798 * added android (can clone elements) from EMC engine to R'n'D engine
1801 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1804 * added selectbox for initial player speed to player settings in editor
1807 * version 3.1.2 created that is basically version 3.1.1, but with a
1808 major bug fixed that prevented editing your own private levels
1809 * version 3.1.2 released
1812 * added magic ball (creates elements) from EMC engine to R'n'D engine
1815 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1818 * fixed bug when using "CE can leave behind <trigger element>"
1819 * added new change condition "(after/when) creation of <element>"
1820 * added new change condition "(after/when) digging <element>"
1821 * fixed bug accessing invalid gadget that caused crashes under Windows
1822 * deactivated new possibility for multiple CE changes per frame
1825 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1828 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1829 * fixed bug with not keeping CE value for moving CEs with only action
1830 * changed CE action selectboxes in editor to be only reset when needed
1833 * added option "use artwork from element" for custom player artwork
1834 * added option "use explosion from element" for player explosions
1837 * added cascaded element lists in the level editor
1838 * added persistence for cascaded element lists by "editorcascade.conf"
1839 * added dynamic element list with all elements used in current level
1840 * added possibility for multiple CE changes per frame (experimental)
1843 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1846 * changed "score for each 10 seconds/steps left" to "1 second/step"
1847 * added own score for collecting "extra time" instead of sharing it
1848 * added change events "switched by player" and "player switches <e>"
1849 * added change events "snapped by player" and "player snaps <e>"
1850 * added "set player artwork: <element choice>" to CE action options
1851 * added change event "move of <element>"
1854 * added "set player shield: off / normal / deadly" to CE action options
1855 * added new player option "use level start element" in level editor
1856 to set the correct focus at level start to elements from which the
1857 player is created later (this did not work before for cascaded CE
1858 changes resulting in creation of the player; it is now also possible
1859 to create the player from a yam yam which is smashed at level start)
1862 * added "set player speed: frozen (not moving)" to CE action options
1863 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1866 * added new player option "block snap field" (enabled by default) to
1867 make it possible to show a snapping animation like in Emerald Mine
1870 * added dynamic selectboxes to custom element action settings in editor
1871 * added "CE value" counter for custom elements (instead of "CE count")
1872 * added option to use the last "CE value" after custom element change
1873 * added option to use the "CE value" of other elements in CE actions
1874 * fixed odd behaviour when pressing time orb in levels w/o time limit
1875 * added checkbox "use time orb bug" for older levels that use this bug
1878 * added missing configuration settings for the following elements:
1879 - EL_TIMEGATE_SWITCH (time of open time gate)
1880 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1881 - EL_SHIELD_NORMAL (time of shield duration)
1882 - EL_SHIELD_DEADLY (time of shield duration)
1883 - EL_EXTRA_TIME (time added to level time)
1884 - EL_TIME_ORB_FULL (time added to level time)
1887 * added "wind direction" as a movement pattern for custom elements
1888 * added initial wind direction for balloon / custom elements to editor
1889 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1892 * added parameters for "game of life" and "biomaze" elements to editor
1895 * added level file chunk "CONF" for generic level and element settings
1898 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1901 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1902 * added sound action ".page[1]" to ".page[32]" for each CE change page
1905 * added image config suffix ".clone_from" to copy whole image settings
1906 * fixed bug with invalid ("undefined") CE settings in old level files
1909 * fixed graphical bug with smashing elements falling faster than player
1912 * fixed major bug which prevented private levels from being edited
1913 * fixed bug with precedence of general and special font definitions
1916 * fixed graphical bug with player animation when player moves slowly
1919 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1922 * fixed bug which prevented "global.num_toons: 0" from working
1925 * major code cleanup (removed all these annoying "#if 0" blocks)
1928 * added custom element actions for CE change page in level editor
1931 * fixed music initialization bug in init.c (thanks to David Binderman)
1932 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1933 (this bug must probably be fixed at other places, too)
1936 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1937 (should be '#include <SDL.h>' instead)
1940 * fixed bug which prevented "walkable from no direction" from working
1941 (due to compatibility code overwriting this setting after loading)
1944 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1947 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1948 * version 3.1.1 released
1951 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1952 on 64-bit architecture systems with LP64 data model
1955 * fixed bug with bombs not exploding when hitting the last level line
1956 (introduced after the release of 3.1.0)
1959 * added support for dumping small-sized level sketches from editor
1962 * added recognition of "trigger element" for "change digged element to"
1963 (this is not really what the "trigger element" was made for, but its
1964 use may seem obvious for leaving back digged elements unchanged)
1967 * fixed multiple warnings about failed joystick device initialization
1970 * fixed bug with dynamite dropped on top of just dropped custom element
1971 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1972 dynamite can still be dropped, but drop key must be released before
1975 * fixed bug with wrong start directory when started from file browser
1976 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1979 * fixed bug causing "change when impact" on player not working
1980 * fixed wrong priority of "hitting something" over "hitting <element>"
1981 * fixed wrong priority of "hit by something" over "hit by <element>"
1984 * fixed graphical bug which caused the player (being Murphy) to show
1985 collecting animations although the element was collected by penguin
1988 * fixed two bugs causing wrong door background graphics in system.c
1989 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1992 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1993 * added "no direction" to "walkable/passable from" selectbox options
1996 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1997 * in tape autoplay, not only report broken, but also missing tapes
2000 * uploaded pre-release (test) version 3.2.0-2 binary and source code
2003 * fixed small bug with "linear" animation not working for active lamp
2006 * fixed bug with moving up despite gravity due to "block last field"
2007 * fixed small bug with wrong draw offset when typing name in main menu
2008 * when reading user names from "passwd", ignore data after first comma
2009 * when creating new "levelinfo.conf", only write some selected entries
2012 * fixed displaying "imported from/by" on preview with empty string
2013 * fixed ignoring draw offset for fonts used for level preview texts
2016 * fixed a delay problem with SDL and too many mouse motion events
2017 * added setup option "skip levels" and level skipping functionality
2020 * added move speed "not moving" for non-moving CEs, but with direction
2023 * fixed mapping of obsolete element token names in "editorsetup.conf"
2024 * fixed bug with sound "acid.splashing" treated as a loop sound
2025 * fixed some little sound bugs in native EM engine
2028 * fixed small bug when dragging scrollbars to end positions
2031 * added editor element descriptions written by Aaron Davidson
2034 * improved fallback handling when configured artwork is not available
2035 (now using default artwork instead of exiting when files not found)
2038 * fixed bug on level selection screen when dragging scrollbar
2041 * fixed bug which caused broken tapes when appending to EM engine tapes
2044 * uploaded pre-release (test) version 3.2.0-1 binary and source code
2047 * added code to replace changed artwork config tokens with other tokens
2048 (needed for backwards compatibility, so that older tokens still work)
2051 * added native R'n'D graphics for some new EMC elements in EM engine
2054 * fixed some bugs in the EM engine integration code
2055 * changed EM engine code to allow diagonal movement
2056 * changed EM engine code to allow use of separate snap and drop keys
2059 * fixed some redraw bugs when using EM engine
2062 * fixed bug with not converting RND levels which are set to use native
2063 engine to native level structure when loading
2066 * uploaded pre-release (test) version 3.2.0-0 binary and source code
2069 * version number set to 3.2.0
2072 * level data now reset to defaults after attempt to load invalid file
2075 * added use of "editorsetup.conf" for different level sets
2078 * added auto-detection for various types of Emerald Mine level files
2081 * fixed bug with scrollbars getting too small when list is very large
2084 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
2087 * added most level editor configuration gadgets for new EMC elements
2090 * added more element and graphic definitions for new EMC elements
2093 * modified native EM engine to use integrated R'n'D sound system
2096 * added SDL support to graphics functions in native EM engine
2097 (by always using generic libgame interface functions)
2100 * fixed bug in frame synchronization in native EM engine
2103 * added code to convert levels between R'n'D and native EM engine
2106 * new Emerald Mine engine can now play levels selected in main menu
2109 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
2110 (which creates scaled down graphics for level editor and preview);
2111 there's still a memory leak somewhere in the artwork handling code
2112 * added "scale image up" functionality to X11 version of zoom function
2115 * first attempts to integrate new, native Emerald Mine Club engine
2118 * fixed bug in gadget code which caused reset of CEs in level editor
2119 (example: pressing 'b' [grab brush] on CE config page erased values)
2120 (solution: check if gadgets in ClickOnGadget() are really mapped)
2121 * improved level change detection in editor (settings now also checked)
2122 * fixed bug with "can move into acid" and "don't collide with" state
2125 * fixed maze runner style CEs to use the configured move delay value
2128 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2131 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2132 * fixed the above fix because it broke level set "machine" (*sigh*)
2133 * fixed random element placement in level editor to work as expected
2134 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2137 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2140 * fixed bug (missing array boundary check) which caused broken tapes
2141 * fixed bug (when loading level template) which caused broken levels
2142 * fixed bug with new block last field code when using non-yellow player
2145 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2146 * internal change of how the player blocks the last field when moving
2147 * fixed blocking delay of last field for EM and SP style block delay
2148 * fixed bug where the player had to wait for the usual move delay after
2149 unsuccessfully trying to move, when he directly could move after that
2150 * the last two changes should make original Supaplex level 93 solvable
2151 * improved use of random number generator to make it less predictable
2152 * fixed behaviour of slippery SP elements to let slip left, then right
2155 * fixed bug with wrong door state after trying to quickload empty tape
2156 * fixed waste of static memory usage of the binary, making it smaller
2157 * fixed very little graphical bug in Supaplex explosion
2160 * version number set to 3.1.1
2163 * version 3.1.0 released
2166 * fixed bug with crash when writing user levelinfo.conf the first time
2169 * added option "convert LEVELDIR [NR]" to command line batch commands
2170 * re-converted Supaplex levels to apply latest engine fixes
2171 * changed "use graphic/sound of element" to "use graphic of element"
2172 due to compatibility problems with some levels ("bug machine" etc.)
2175 * fixed bug with CE change replacing player with same or other player
2178 * fixed bug with opaque font in envelope with background graphic when
2179 background graphic is not transparent itself
2182 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2183 * corrected original Supaplex level loading code to use these new ports
2184 * also corrected Supaplex loader to auto-count infotrons if set to zero
2187 * fixed bug with missing initialization of "modified" flag for GEs
2190 * fixed bug that caused endless recursion loop when relocating player
2191 * fixed tape recorder bug in "step mode" when using "pause before end"
2192 * fixed tape recorder bug when changing from "warp forward" mode
2195 * fixed bug with "when touching" for pushed elements at last position
2198 * fixed bug that caused two activated toolbox buttons in level editor
2199 * fixed bug with exploding dynabomb under player due to other explosion
2202 * fixed bug with creating walkable custom element under player (again)
2203 * fixed bug with not copying explosion type when copying CEs in editor
2204 * fixed graphical bug when drawing player in setup menu (input devices)
2205 * fixed graphical bug when the player is pushing an accessible element
2206 * fixed bug with classic switchable elements triggering CE changes
2207 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2208 * fixed crash bug when CE leaves behind the trigger player element
2211 * fixed bug with broken tubes after placing/exploding dynamite in them
2212 * fixed bug with exploding dynamite under player due to other explosion
2213 * fixed bug with not resetting push delay under certain circumstances
2216 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2217 * added network multiplayer code for Windows (thanks to Niko Böhm)
2220 * added option "reachable despite gravity" for gravity movement
2221 * changed gravity movement of most classic walkable and passable
2222 elements back to "not reachable" (for compatibility reasons)
2225 * fixed (removed) "indestructible" / "can explode" dependency in editor
2226 * fixed (removed) "accessible inside" / "protected" dependency
2227 * fixed (removed) "step mode" / "shield time" dependency
2230 * fixed dynabombs exploding now into anything diggable
2231 * fixed Supaplex style gravity movement into buggy base now impossible
2232 * added pressing key "space" as valid action to select menu options
2235 * added "replace when walkable" to relocate player to walkable element
2236 * added "enter"/"leave" event for elements affected by relocation
2237 * fixed "direct"/"indirect" change order also for "when change" event
2238 * fixed graphical bug when pushing things from elements walkable inside
2241 * fixed graphic bug when player is snapping while moving in old levels
2242 * fixed bug when a moving custom element leaves a player element behind
2243 * fixed bug with mole not disappearing when moving into acid pool
2244 * fixed bug with incomplete path setting when using "--basepath" option
2245 * moving CE can now leave walkable elements behind under the player
2246 * when relocating, player can be set on walkable element now
2247 * fixed another gravity movement bug
2250 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2253 * added "collectible" and "removable" to extended replacement types
2254 (where "removable" replaces "diggable" and "collectible" elements)
2255 * added "collectible & throwable" (to throw element to the next field)
2256 * fixed bug with CEs digging elements that are just about to explode
2257 * changed mouse cursor now always being visible when game is paused
2260 * added possibility to push/press accessible elements from a side that
2262 * fixed bug with not setting actual date when appending to tape
2265 * fixed bug with incorrectly initialized custom element editor graphics
2268 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2269 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2272 * fixed bug with destroyed robot wheel still attracting robots forever
2273 * fixed bug with time gate switch deactivating after robot wheel time
2274 (while the time gate itself is not affected by this misbehaviour)
2275 * changed behaviour of BD style amoeba to always get blocked by player
2276 (before it was different when there were non-BD elements in level)
2277 * fixed bug with player destroying indestructable elements with shield
2280 * added option to make growing elements grow into anything diggable
2281 (for the various amoeba types, biomaze and "game of life")
2284 * fixed bug with movable elements not moving after left behind by CEs
2285 * changed gravity movement to anything diggable, not only sand/base
2286 * optionally allowing passing to walkable element, not only empty space
2287 * added option "can pass to walkable element" for players
2288 * finally fixed gravity movement (hopefully)
2291 * fixed bug with movable elements not moving anymore after falling down
2294 * fixed another bug with custom elements digging and leaving elements
2295 * fixed bug with "along left/right side" and automatic start direction
2296 * trigger elements now also displayed when "more custom" deactivated
2297 * fixed bug with clipboard element initialized when loading new level
2298 * added option "drop delay" to set delay before dropping next element
2301 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2304 * added copy and paste functions for custom change pages
2305 * enhanced graphical display and functionality of tape recorder
2306 * fixed bug with custom elements digging and leaving elements
2309 * added move speed faster than "very fast" for custom elements
2310 * fixed bug with 3+3 style explosions and missing border content
2311 * fixed little bug when copying custom elements in the editor
2312 * enhanced custom element changes by more side trigger actions
2315 * added option "no scrolling when relocating" for instant teleporting
2316 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2319 * added trigger element and trigger player to use as target elements
2320 * added copy and paste functions for custom and group elements
2323 * fixed graphical bug when displaying explosion animations
2324 * fixed bug when appending to tapes, resulting in broken tapes
2325 * re-recorded a few tapes broken by fixing gravity checking bug
2328 * "can move into acid" property now for all elements independently
2329 * "can fall into acid" property for player stored in same bitfield now
2330 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2331 * version number set to 3.1.0 (finally!)
2334 * changed tape recording to only record input, not programmed actions
2337 * fixed totally broken (every 8th frame skipped) step-by-step recording
2338 * fixed bug with requester not displayed when quick-loading interrupted
2339 * added option "can fall into acid (with gravity)" for players
2340 * fixed bug with player not falling when snapping down with gravity
2343 * fixed bug which messed up key config when using keypad number keys
2346 * fixed bug which allowed moving upwards even when gravity was active
2347 * fixed bug with missing error handling when dumping levels or tapes
2350 * added different colored editor graphics for Supaplex gravity tubes
2353 * fixed bug that allowed solvable tapes for unsolvable levels
2356 * use unlimited number of droppable elements when "count" set to zero
2357 * added option to use step limit instead of time limit for level
2360 * added player and change page as trigger for custom element change
2363 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2366 * fixed bug with dark yamyam changing to acid when moving over acid
2367 * fixed handling of levels with more than 999 seconds level time
2368 (example: level 76 of "Denmine")
2371 * "spring push bug" reintroduced as configurable element property
2372 * fixed bug with missing properties for "mole"
2373 * fixed bug that showed up when fixing the above "mole" properties bug
2374 * added option "can move into acid" for all movable elements
2375 * fixed graphical bug for elements moving into acid
2376 * changed event handling to handle all pending events before going on
2379 * fixed bug which caused all CE change pages to be ignored which had
2380 the same change event, but used a different element side
2381 (reported by Simon Forsberg)
2383 * fixed bug which caused elements that can move and fall and that are
2384 transported by a conveyor belt to continue moving into that direction
2385 after leaving the conveyor belt, regardless of their own movement
2386 type; only elements which can not move are transported now
2387 (reported by Simon Forsberg)
2389 * fixed bug which could cause an array overflow in RelocatePlayer()
2390 (reported by Niko Böhm)
2392 * changed Emerald Mine style "passable / over" elements to "protected"
2393 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2395 * added new option to select from which side a "walkable/passable"
2396 element can be entered
2399 * added explosion and ignition delay for elements that can explode
2402 * fixed bug which caused player not being protected against enemies
2403 when a CE was "walkable / inside" and was not "indestructible"
2404 * added "walkable/passable" fields to be "protected/unprotected"
2405 against enemies, even if not accessible "inside" but "over/under"
2408 * corrected move pattern to 32 bit and initial move direction to 8 bit
2411 * added second custom element base configuration page
2414 * added some special EMC mappings to Emerald Mine level loader
2415 (also covering previously unknown element in level 0 of "Bondmine 8")
2418 * added option to block last field when player is moving (for Supaplex)
2419 * adjusted push delay of Supaplex elements
2420 * removed delays for envelopes etc. when replaying with maximum speed
2421 * fixed bug when dropping element on a field that just changed to empty
2424 * fixed bug: infotrons can now smash yellow disks
2425 * fixed bug: when gravity active, port above player can now be entered
2426 * removed "one white dot" mouse pointer which irritated some people
2429 * added "choice type" for group element selection
2432 * fixed bug with initial invulnerability of non-yellow player
2435 * added level loader for loading native Supaplex packed levels
2436 (including multi-part levels like the "splvls99" levels)
2439 * fixed bug which allowed creating emeralds by escaping explosions
2442 * custom elements can change (limited) or leave (unlimited) elements
2443 * finally added multiple matches using group elements
2444 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2447 * added new start movement type "previous" for continued CE movement
2448 * added new start movement type "random" for random CE movement start
2451 * added new element "sokoban_field_player" needed for Sokoban levels
2452 (thanks to Ed Booker for pointing this out!)
2455 * added elements that can be digged or left behind by custom elements
2458 * added group elements for multiple matches and random element creation
2461 * fixed some graphical errors displayed in old levels
2464 * fixed wrong double speed movement after passing closing gates
2467 * added level loader for loading native Emerald Mine levels
2470 * changes for "shooting" style CE movement
2473 * Happy New Year! ;-)
2476 * changed default snap/drop keys from left/right Shift to Control keys
2479 * fixed bug with dead player getting reanimated from custom element
2482 * fixed bug with wrong penguin graphics (when entering exit)
2485 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2488 * version number set to 3.0.9
2491 * version 3.0.8 released
2494 * added function checked_free()
2497 * fixed bug with double nut cracking sound
2498 (by eliminating "default element action sound" assignment in init.c)
2501 * fixed crash when no music info files are available
2504 * fixed boring and sleeping sounds
2507 * added "maze runner" and "maze hunter" movement types
2508 * added extended collision conditions for custom elements
2511 * added warnings for undefined token values in artwork config files
2514 * added menu entry for level set information to the info screen
2517 * fixed bug with wrong default impact sound for colored emeralds
2520 * added several sub-screens for the info screen
2521 * menu text now also clickable (not only blue/red sphere left of it)
2524 * added configurable "bored" and "sleeping" animations for the player
2525 * added "awakening" sound for player when waking up after sleeping
2528 * added "copy" and "exchange" functions for custom elements to editor
2531 * added configurable element animations for info screen
2534 * added configurable music credits for info screen
2537 * finally fixed tape recording when player is created from CE change
2540 * added "editorsetup.conf" for editor element list configuration
2543 * added "musicinfo.conf" for menu and level music configuration
2546 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2547 (that only showed up on Linux, but not on Windows systems)
2550 * fixed turning movement of butterflies and fireflies (no frame reset)
2551 * enhanced sniksnak turning movement (two steps instead of only one)
2554 * version number set to 3.0.8
2557 * version 3.0.7 released
2560 * fixed reset of player animation frame when, for example,
2561 walking, digging or collecting share the same animation
2562 * fixed CE with "deadly when touching" exploding when touching amoeba
2565 * fixed tape recording when player is created from CE element change
2568 * introduced "turning..." action graphic for elements with move delay
2569 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2570 * added turning animations for bug, spaceship and sniksnak
2573 * prevent "extended" changed elements from delay change in same frame
2576 * fixed bug when pushing element that can move away to the side
2577 (like pushing falling elements, but now with moving elements)
2580 * finally fixed serious bug in code for delayed element pushing (again)
2583 * unavailable setup options now marked as "n/a" instead of "off"
2584 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2585 to "true", levels are always played with the latest game engine,
2586 which is desired for levels that are imported from other games; all
2587 other levels are played with the engine version stored in level file
2588 (which is normally the engine version the level was created with)
2591 * fixed serious bug in code for delayed element pushing
2592 * fixed little bug in animation frame selection for pushed elements
2593 * speed-up of reading config file for verbose output
2596 * added configuration option for opening and closing Supaplex exit
2597 * added configuration option for moving up/down animation for Murphy
2598 * fixed incorrectly displayed animation for attacking dragon
2599 * fixed bug with not setting initial gravity for each new game
2600 * fixed bug with teleportation of player by custom element change
2601 * fixed bug with player not getting smashed by rock sometimes
2604 * version number set to 3.0.7
2607 * version 3.0.6 released
2610 * added support for MP3 music for SDL version through SMPEG library
2613 * fixed bug when initializing font graphic structure
2614 * fixed bug with animation mode "pingpong" when using only 1 frame
2615 * fixed bug with extended change target introduced in 3.0.5
2616 * fixed bug where passing over moving element doubles player speed
2617 * fixed bug with elements continuing to move into push direction
2618 * fixed bug with duplicated player when dropping bomb with shield on
2619 * added "switching" event for custom elements ("pressing" only once)
2620 * fixed switching bug (resetting flag when not switching but not idle)
2623 * fixed element tokens for certain file elements with ".active" etc.
2626 * version number set to 3.0.6
2629 * version 3.0.5 released
2632 * now four envelope elements available
2633 * font, background, animation and sound for envelope now configurable
2634 * main menu doors opening/closing animation type now configurable
2637 * active/inactive sides configurable for custom element changes
2638 * new movement type "move when pushed" available for custom elements
2641 * fixed bug in multiple config pages loader code that caused crashes
2644 * enhanced (remaining low-resolution) Supaplex graphics
2647 * version number set to 3.0.5
2650 * version 3.0.4 released
2652 2003-09-12 src/tools.c
2653 * fixed bug in custom definition of crumbled element graphics
2655 2003-09-11 src/files.c
2656 * fixed bug in multiple config pages code that caused crashes
2659 * version number set to 3.0.4
2662 * version 3.0.3 released
2665 * added music to Supaplex classic level set
2667 2003-09-07 src/libgame/misc.c
2668 * added support for loading various music formats through SDL_mixer
2670 2003-09-06 (various source files)
2671 * fixed several nasty bugs that may have caused crashes on some systems
2672 * added envelope content which gets displayed when collecting envelope
2673 * added multiple change event pages for custom elements
2675 2003-08-24 src/game.c
2676 * fixed problem with player animation when snapping and moving
2678 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2679 * fixed problem with flickering when drawing toon animations
2681 2003-08-23 src/libgame/sdl.c
2682 * fixed problem with setting mouse cursor in SDL version in fullscreen
2684 2003-08-23 src/game.c
2685 * fixed bug (missing array boundary check) which could crash the game
2688 * version number set to 3.0.3
2691 * version 3.0.2 released
2693 2003-08-21 src/game.c
2694 * fixed bug with creating inaccessible elements at player position
2696 2003-08-20 src/init.c
2697 * fixed bug with not finding current level artwork directory
2699 2003-08-20 src/files.c
2700 * fixed bug with choosing wrong engine version when playing tapes
2701 * fixed bug with messing up custom element properties in 3.0.0 levels
2704 * version number set to 3.0.2
2707 * version 3.0.1 released
2709 2003-08-17 (no source files affected)
2710 * changed all "classic" PCX image files with 16 colors or less to
2711 256 color (8 bit) storage format, because the Allegro game library
2712 cannot handle PCX files with less than 256 colors (contributed
2713 graphics are not affected and might look wrong in the DOS version)
2715 2003-08-16 src/init.c
2716 * fixed bug which (for example) crashed the level editor when defining
2717 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2718 (only set to default) -- invalid graphics now set to default graphic
2720 2003-08-16 src/init.c
2721 * fixed graphical bug of player digging/collecting/snapping element
2722 when no corresponding graphic/animation is defined for this action,
2723 resulting in player being drawn as EL_EMPTY (which should only be
2724 done to elements being collected, but not to the player)
2726 2003-08-16 src/game.c
2727 * fixed small graphical bug of player not totally moving into exit
2729 2003-08-16 src/libgame/setup.c
2730 * fixed bug with wrong MS-DOS 8.3 filename conversion
2732 2003-08-16 src/tools.c
2733 * fixed bug with invisible mouse cursor when pressing ESC while playing
2735 2003-08-16 (various source files)
2736 * added another 128 custom elements (disabled in editor by default)
2738 2003-08-16 src/editor.c
2739 * fixed NULL string bug causing Solaris to crash in sprintf()
2741 2003-08-16 src/screen.c
2742 * fixed drawing over scrollbar on level selection with custom fonts
2744 2003-08-15 src/game.c
2745 * cleanup of simple sounds / loop sounds / music settings
2747 2003-08-08 (various source files)
2748 * added custom element property for dropping collected elements
2750 2003-08-08 src/conf_gfx.c
2751 * fixed bug with missing graphic for active red disk bomb
2753 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2754 * extended variable "level.gravity" to "level.initial_gravity" and
2755 "game.current_gravity" to prevent level setting from being changed
2756 by playing the level (keeping the runtime value after playing)
2758 * fixed graphics bug when digging element that has 'crumbled' graphic
2759 definition, but not 'diggable' graphic definition
2762 * version number set to 3.0.1
2765 * version 3.0.0 released
2768 * various bug fixes; among others:
2769 - fixed bug with pushing spring over empty space
2770 - fixed bug with leaving tube while placing dynamite
2771 - fixed bug with explosion of smashed penguins
2772 - allow Murphy player graphic in levels with non-Supaplex elements
2776 * I have forgotten to document changes for some time
2779 * pre-release version 2.2.0rc1 released
2781 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2782 * Level series artwork now configurable via level series config file.
2783 "levelinfo.conf" may now contain directives "graphics_set",
2784 "sounds_set" and "music_set" to select artwork sets which are
2785 globally defined or which are included into other level series.
2788 * version number set to 2.1.2
2791 * version 2.1.1 released
2793 2002-08-10 src/libgame/system.h
2794 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2795 and keypad enter key -- Macs seem not to distinguish between left
2796 and right modifier keys (both generate scan code for left key). :-(
2798 2002-08-10 src/libgame/sound.c
2799 * Fixed small NetBSD compilation bug.
2800 Thanks to Adam Ciarcinski for the bug report.
2802 2002-08-10 src/libgame/sound.c
2803 * Added support for audio device "/dev/sound/dsp" (devfs).
2804 Thanks to Christoph Bauer for the corresponding report.
2806 2002-08-10 src/libgame/sound.c
2807 * Bug fixed that caused regular crashes under SDL/Windows version.
2808 Mixer_InsertSound(): Always stop music before playing new music,
2809 else "mixer_active_channels" can get fucked up.
2810 Thanks to Keith Peterston for the bug report.
2813 * version number set to 2.1.1
2816 * version 2.1.0 released
2818 2002-05-31 src/libgame/image.c
2819 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2820 and "image" after converting loaded PCX image file to X11 Pixmap.
2821 This really showed up when reloading custom artwork several times.
2823 2002-05-20 src/libgame/sound.c
2824 * added support for 16 bit WAV sound files
2827 * version number set to 2.1.0
2829 2002-04-03 to 2002-05-19 (various source files)
2830 * graphics, sounds and music now fully configurable
2831 * bug fixed that prevented walking through tubes when gravity on
2832 * added support for TrueColor PCX graphics files
2833 * enhanced sound system (especially regarding stereo and loop sounds)
2835 2002-04-02 src/events.c, src/editor.c
2836 * Make Escape key less aggressive when playing or when editing level.
2837 This can be configured as an option in the setup menu. (Default is
2838 "less aggressive" which means "ask user if something can be lost"
2839 when pressing the Escape key.)
2841 2002-04-02 src/screen.c
2842 * Added "graphics setup" screen.
2844 2002-04-01 src/screen.c
2845 * Changed "choose level" setup screen stuff to be more generic (to
2846 make it easier to add more "choose from generic tree" setup screens).
2848 2002-04-01 src/config.c, src/timestamp.h
2849 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2850 automatically gets created by "src/Makefile" and contains an actual
2851 compile-time timestamp to identify development versions of the game).
2853 2002-04-01 src/libgame/misc.c
2854 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2855 for orthogonality. When really needed, this function must be
2856 extended accordingly (analog to "getKeyFromX11KeyName()").
2858 2002-04-01 src/libgame/setup.c
2859 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2860 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2861 (This was needed for custom key setup handling in "src/screens.c".)
2863 2002-03-31 src/tape.c, src/events.c
2864 * Added quick game/tape save/load functions to tape stuff which can be
2865 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2866 loads previously recorded tape and directly goes into recording mode
2867 from the end of the tape (therefore appending to the tape).
2869 2002-03-31 src/tape.c
2870 * Added "index mark" function to tape recorder. When playing or
2871 recording, "eject" button changes to "index" button. Setting index
2872 mark is not yet implemented, but pressing index button when playing
2873 allows very quick advancing to end of tape (when normal playing),
2874 very fast forward mode (when playing with normal fast forward) or
2875 very fast reaching of "pause before end of tape" (when playing with
2876 "pause before end" playing mode).
2878 2002-03-30 src/cartoons.c
2879 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2881 2002-03-30 src/libgame/toons.c
2882 * New libgame source file "toons.c" for the program independant part
2885 2002-03-29 src/screen.c
2886 * Changed setup screen stuff to be more generic (to make it easier
2887 to add more setup screens).
2889 2002-03-29 src/libgame/setup.c
2890 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2891 with level sub-directories are recognized, but also directories
2892 that directly contain level files.
2894 2002-03-29 src/libgame/sound.c
2895 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2896 (This was a bug that showed up only when in mono audio mode.)
2898 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2899 * Changed image loading code to not exit on error, but set error by
2900 using "SetError()" accordingly. Image loading errors must now be
2901 catched by above layers (src/init.c for example).
2903 2002-03-24 src/libgame/misc.c
2904 * New functions "SetError()" and "GetError()" to provide more
2905 flexible error handling.
2907 2002-03-23 src/main.c, src/main.h
2908 * Various changes due to the introduction of the new libgame files
2909 "setup.c" and "joystick.c".
2911 2002-03-23 src/files.c
2912 * Generic parts of "src/files.c" (mainly setup and level directory
2913 stuff) moved to new libgame file "src/libgame/setup.c".
2915 2002-03-23 src/joystick.c
2916 * File "src/joystick.c" moved to libgame source tree, with
2917 correspondig changes.
2919 2002-03-23 src/libgame/system.c, src/libgame/system.h
2920 * Various changes due to the introduction of the new files "setup.c"
2923 2002-03-23 src/libgame/setup.c
2924 * New libgame source file "setup.c" that contains now most setup and
2925 level directory stuff previously handled in "src/files.c".
2927 2002-03-23 src/libgame/joystick.c
2928 * New libgame source file "joystick.c" that contains now all joystick
2929 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2931 2002-03-22 src/screens.c
2932 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2933 (Wrong level series information displayed when entering main group.)
2935 2002-03-22 src/editor.c
2936 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2938 2002-03-22 src/editor.c
2939 * Changed behaviour of "Escape" key in level editor to be more
2940 intuitive: When in "Element Properties" or "Level Info" mode,
2941 return to "Drawing Mode" instead of leaving the level editor.
2943 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2944 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2945 to specify alternative sound and music directories. (The former
2946 shortcut "-s" for "--serveronly" has changed accordingly.)
2948 2002-03-22 src/libgame/gadgets.c
2949 * Added new gadget events for displaying gadget info texts:
2950 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2951 the info text callback function was only called when entering
2952 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2953 was never erased. This can now be done by checking the event type
2954 in the info callback function.
2956 2002-03-21 src/game.c, src/editor.c, src/files.c
2957 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2958 gems (emeralds, diamonds, ...) slipping down from normal wall,
2959 steel wall and growing wall (as in E.M.C. style levels). Although
2960 the behaviour of contributed and private levels wasn't changed (due
2961 to the use of "level.game_version"; see previous entry), editing
2962 those levels will (of course) change the behaviour accordingly.
2964 This change seems a bit too hard after thinking about it, because
2965 the EM style behaviour is not the "expected" behaviour (gems would
2966 normally only slip down from "rounded" walls). Therefore this was
2967 now changed to an element property for gem style elements, with the
2968 default setting "off" (which means: no special EM style behaviour).
2969 To fix older converted levels, this flag is set to "on" for pre-2.0
2970 levels that are neither contributed nor private levels.
2972 2002-03-20 src/files.h
2973 * Corrected settings for "level.game_version" depending of level type.
2974 (Contributed and private levels always get played with game engine
2975 version they were created with, while converted levels always get
2976 played with the most recent version of the game engine, to let new
2977 corrections of the emulation behaviour take effect.)
2979 2002-03-20 src/main.h
2980 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2981 compiling the SDL version on some systems.
2982 Thanks to the several people who pointed this out.
2984 2002-03-20 src/libgame/gadgets.c
2985 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2986 this caused problems especially on PowerPC architecture (although
2987 it is wrong on i386 and other architectures, too)
2989 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2990 * Added support for loading and displaying true-color PCX files.
2992 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2993 * Added command line option "-g" / "--graphics" to specify an
2994 alternative graphics directory.
2997 * Version number set to 2.0.2.
3000 * Version 2.0.1 released.
3002 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
3003 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
3004 to libgame source files; needed for SDL fullscreen bug workaround
3007 2002-03-18 src/screens.c
3008 * "HandleChooseLevel()": Small bug in level series navigation fixed.
3010 2002-03-18 src/files.c [src/libgame/misc.c]
3011 * Moved some common functions from src/files.c to src/libgame/misc.c.
3013 2002-03-18 src/files.c [src/libgame/misc.c]
3014 * Changed permissions for new directories and saved files (especially
3015 score files) according to suggestions of Debian users and mantainers.
3016 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
3018 2002-03-18 src/libgame/misc.c [src/files.c]
3019 * Moved some common functions from src/files.c to src/libgame/misc.c.
3021 2002-03-18 src/libgame/misc.c [src/files.c]
3022 * Changed permissions for new directories and saved files (especially
3023 score files) according to suggestions of Debian users and mantainers.
3024 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
3026 2002-03-17 src/files.c
3027 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
3028 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
3029 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
3030 for levels and "TAPE" for tapes). Old "cookie" style format is
3031 still supported for reading. New level and tape files are written
3034 * New IFF chunk "VERS" contains version numbers for file and game
3035 (where "game version" is the version of the program that wrote the
3036 file, and "file version" is a version number to distinguish files
3037 with different format, for example after adding new features).
3039 2002-03-17 src/libgame/sound.c
3040 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
3041 even when sound not available.
3042 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
3044 2002-03-15 src/screen.c
3045 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
3046 (Before, you heard a mixture of the in-game music and the
3047 hall-of-fame music.)
3049 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
3050 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
3051 /dev/audio (ulaw) based Unix audio interface).
3052 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
3054 2002-03-15 src/libgame/sdl.c
3055 * Workaround for fullscreen bug in WIN32 version of SDL (at least
3056 in the currently actual version 1.2.3) by using "standard" screen
3057 resolutions like 800x600 and mapping all input (mouse events) and
3058 output (screen drawing) accordingly.
3060 2002-03-14 src/events.c
3061 * Function "DumpTape()" (files.c) now available by pressing 't' from
3062 main menu (when in DEBUG mode).
3064 2002-03-14 src/game.c
3065 * "GameWon()": When game was won playing a tape, now there is no delay
3066 raising the score and no corresponding sound is played.
3068 2002-03-14 src/files.c
3069 * Changed "LoadTape()" for real chunk support and also adjusted
3070 "SaveTape()" accordingly.
3072 2002-03-14 src/game.c, src/tape.c, src/files.c
3073 * Important changes to tape format: The old tape format stored all
3074 actions with a real effect with a corresponding delay between the
3075 stored actions. This had some major disadvantages (for example,
3076 push delays had to be ignored, pressing a button for some seconds
3077 mutated to several single button presses because of the non-action
3078 delays between two action frames etc.). The new tape format just
3079 stupidly records all device actions and replays them later. I really
3080 don't know why I haven't solved it that way before?! Old-style tapes
3081 (with tape file version less than 2.0) get converted to the new
3082 format on-the-fly when loading and can therefore still be played;
3083 only some minor parts of the old-style tape handling code was needed.
3084 (A perfect conversion is not possible, because there is information
3085 missing about the device actions between two action frames.)
3087 2002-03-14 src/files.c
3088 * New function "DumpTape()" to dump the contents of the current tape
3089 in a human readable format.
3091 2002-03-14 src/game.c
3092 * Small tape bug fixed: When automatically advancing to next level
3093 after a game was won, the tape from the previous level still was
3094 loaded as a tape for the new level.
3096 2002-03-14 src/tape.c
3097 * Small graphical bug fixed: When pressing ""Record" or "Play" on
3098 tape, cartoons did not get completely removed because
3099 StopAnimation() was not called.
3101 2002-03-13 src/files.c
3102 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
3103 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
3104 size even when using 16-bit elements). Added new chunk "CNT2" for
3105 16-bit amoeba content (previously written in 8-bit field in "HEAD"
3106 chunk even when content was 16-bit element). "CNT2" should now be
3107 able to store content for arbitrary elements (up to eight blocks of
3108 3 x 3 element arrays). All "CNT2" elements will always be stored as
3109 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
3111 2002-03-13 src/files.c
3112 * Changed "LoadLevel()" for real chunk support.
3114 2002-03-12 src/game.c
3115 * Fixed problem (introduced after 2.0.0 release) with penguins
3116 not getting killed by enemies
3118 2002-02-28 src/libgame/sound.c
3119 * Fixed small problem with new SDL_Mixer 1.2.1:
3120 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
3121 or it has no effect.
3123 2002-02-24 src/game.c, src/main.h
3124 * Added "player->is_moving"; now "player->last_move_dir" does
3125 not contain any information if the player is just moving at
3127 Before, "player->last_move_dir" was misused for this purpose
3128 for the robot stuff (robots don't kill players when they are
3129 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3130 broke tapes when walking through pipes!
3131 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3132 in a continuous movement. This fact is ignored for friends and