2 * added warnings when using undefined element and graphic names in
3 custom artwork definitions (like ".crumbled_like" or ".clone_from")
6 * fixed using buttons on main screen with size other than 32x32 pixels
7 * fixed some initialization bugs for scrollbars and main screen buttons
8 * fixed bug when drawing non-element graphics (without separate in-game
9 graphic/bitmap defined) while non-standard game tile size is defined
12 * removed some remaining unused X11 stuff
13 * fixed bug with potentially suppressed exit error message on startup
16 * fixed bug not loading tape when selecting level from level selection
17 screen (thanks to filbo for finding this bug and supplying a patch)
20 * fixed menu display bugs (drawing outside menu area with draw offset)
21 * fixed menu key navigation bugs (when using smaller menu list size)
24 * added support for animated door parts during opening/closing movement
27 * added automatic detection of normal/steel character elements in level
28 editor when drawing text (depending on currently selected element)
31 * eliminated historical ISO-8859-1 characters from source code files
32 (but still using them internally for special character encodings)
33 * changed output of special character for level sketch brushes to UTF-8
36 * added handling of unselectable selectbox options and option headlines
39 * fixed bug when changing between graphic sets with different tile size
40 * cleanup of handling the various graphic sizes for different purposes
41 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
44 * added virtual keyboard on Android port when entering player name
47 * fixed "quick menu doors" and sounds for door and envelope requests
50 * fixed display bugs with certain custom menu definitions regarding the
51 hall of fame (high scores) and setup screens that require scrolling
52 (these display bugs showed up with custom menu graphics of R'n'D jue)
55 * fixed bug with animation frames per line with non-standard tile size
56 (relevant for example for 64x64 sized frames continued on next row)
59 * removed checking of file identifier tokens for configuration files
62 * fixed bug where player actions were only mapped in team mode
63 (this broke four tapes in automatic game engine unit test where
64 old levels contained a non-yellow player, like rnd_abby_king, 011)
67 * removed large parts of the preprocessor hell of old and unused code
70 * updated source file headers (mainly author contact information)
73 * added key shortcuts for window scaling and toggling fullscreen mode:
74 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
75 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
78 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
79 * added some performance improvements when handling SDL surface scaling
82 * added custom graphics property "game.tile_size" to define in-game tile
83 size (this defines the tile size actually displayed on the playfield);
84 tile graphics will either be scaled to the defined game tile size or
85 have to be specified with the same image size (using ".tile_size")
88 * added custom graphics property ".tile_size" to define tile image size
89 for game element graphics (like "custom_1.tile_size"); non-standard
90 sized images will then be scaled accordingly to standard tile size
93 * fixed music still being played in Android version when in background
96 * added Android "menu" button to be treated as "yes" requester button
97 (while the Android "back" button was already treated as "no" button)
100 * added command line options "--version" / "-V" to show program version
101 (also shows SDL library versions when prefixed with "--debug" option)
104 * error file set to unbuffered to prevent truncation in case of crashes
107 * fixed bug causing wrong screen updates while playing (whole screen
108 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
109 * fixed nasty (typo) bug in native EM engine causing broken player
110 graphics when using different (redefined) playfield size
113 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
114 to be displayed incorrectly (with broken scaling) when switching
115 between small and normal game graphics (thanks a lot to filbo for
116 analyzing and describing how to exactly reproduce this bug)
119 * removed MS-DOS support
120 * removed native X11 support (X11 now only supported via SDL/SDL2)
123 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
126 * fixed level redraw after quick-loading tape with small tile graphics
129 * added compatibility code for existing request door animation settings
132 * added ultra-generic, ultra-flexible request door animation handling
135 * fixed major bugs in handling single-player and multi-player tapes
136 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
139 * fixed various problems with playfield and requester/tape/editor doors
140 defined to be at non-standard screen positions in artwork config file
143 * added envelope style requester dialog (alternative to door requester)
146 * fixed problems with window scaling and updating related setup value
147 * added setup option to select anti-aliasing quality of scaled windows
150 * improved speed of displaying progress when loading levels and artwork
151 * changed fullscreen and window scaling changes in setup menu to have
152 immediate effect (instead of being effective after leaving setup menu)
155 * fixed toons stopping on continuous touch events on Mac OS X
158 * fixed bug when displaying game envelope with even sized playfield
159 * added graphic configuration options for request (dialog) buttons
162 * fixed some redraw bugs with window scaling under Mac OS X
165 * fixed problems with window scaling and updating related setup value
168 * fixed problems related to fullscreen switching and window scaling
171 * fixed inconsistent custom artwork constants numbering in src/main.h,
172 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
173 (this bug caused custom artwork definition to set wrong variable)
176 * fixed using fullscreen mode on Android instead of pseudo-window mode
177 * fixed keeping desktop fullscreen mode when changing viewport size
180 * fixed remaining text input problems for non-ASCII keys with modifier
181 * added window scaling options to graphics setup menu
184 * fixed key code problems with certain keys for SDL2
185 (keypad keys not being in numerical order; number of function keys)
186 * fixed text input problems for text characters using modifier keys
189 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
192 * fixed graphical bugs when using renderer/texture based graphics
195 * fixed playing certain sounds (menu navigation sound and counting
196 score sound after solving a level) when "normal sounds" are disabled
199 * continued porting Rocks'n'Diamonds to Android (levels now playable)
202 * added SDL2 renderer/texture based graphics frame handling to allow for
203 "desktop" style fullscreen mode and scaling of game screen/window
206 * removed limitation of artwork files to selected file types (this means
207 that every file type supported by SDL_image and SDL_mixer can be used)
208 * changed default graphics from PCX to PNG (needed for Android version
209 to prevent painfully slow image loading, although not compressing PCX
210 files in the assets directory of the APK package might also work fine)
211 * fixed bug with SDL_BlitSurface creating garbage when source and target
212 surface are the same (this bug also existed in versions of SDL 1.2.x)
215 * started porting Rocks'n'Diamonds to Android (already shows main menu)
218 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
221 * version number set to 3.3.1.3
224 * version 3.3.1.2 released
227 * improved error handling: display error message on screen (not only in
228 the error file or on the console), and display path of the error file
231 * fixed problem with R'n'D restarting with same level set that may have
232 caused a problem (and therefore failing again and again); after an
233 error, the last level set is now deactivated in file "levelsetup.conf"
234 to restart with default level set (which should work without error)
237 * fixed determining main game data directory on Mac OS X "Mavericks"
240 * version number set to 3.3.1.2
243 * version 3.3.1.1 released
246 * added scripts directory to distribution package to enable building
247 element definitions after editing artwork config source code files
250 * added volume controls for sounds, loops and music to sound setup
253 * version number set to 3.3.1.1
256 * version 3.3.1.0 released
259 * version number set to 3.3.1.0
262 * fixed display of level time switching from ascending to descending
263 when making use of the "time orb bug" (see element setting in editor)
264 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
265 * fixed graphics performance problems (especially on Mac OS X) by using
266 whole-playfield redraw on SDL target, while still using the previous
267 single-tile redraw method on X11 target (using redraw tiles threshold)
270 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
271 (by replacing all "long" types by "int" types)
274 * fixed nasty bug (affecting crumbled graphics) after adding new special
275 graphics suffix ".TAPE" (and messing some things up in src/main.c)
278 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
279 (this caused fonts in envelope config in level editor being invisible)
282 * fixed some problems with half tile size and even tile sized playfields
285 * added level selection screen (when clicking on main menu level number)
286 * added level tracing (played, solved) for use in level selection screen
287 (to display already played or solved levels in different font color)
290 * added alternative game mode for playing with half size playfield tiles
291 * fixed another memory violation bug in the native Supaplex game engine
292 (this potential memory bug was also in the original Megaplex code, but
293 apparently only occured under rare conditions triggered by using the
294 additional added preceding playfield memory area to make a few strange
295 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
296 solvable (this all worked fine in the classic DOS version, of course))
299 * added graphics performance optimization to native Supaplex game engine
300 * fixed bug with accidentally removing preceding buffer in SP engine
301 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
302 (to prevent compatibility mapping of these newer graphics to older
303 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
306 * added separately configurable game panel background to graphics config
307 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
310 * added tape panel graphics and screen positions to graphics config
313 * added compatibility stuff for redefined "global.door" (which affects
314 all parts of that image that have their own graphics definition now)
317 * added sound button graphics to graphics config
320 * added tape button graphics and screen positions to graphics config
323 * improved single step mode in R'n'D, EM and SP engines
326 * version number set to 3.3.0.2
329 * version 3.3.0.1 released
332 * added configurable key shortcuts for snap+direction player actions
333 (probably most useful for recording tool-assisted speedrun (TAS)
334 tapes using the single-step mode of the tape recorder)
337 * version number set to 3.3.0.1
340 * version 3.3.0.0 released
343 * fixed missing memory allocation in SP engine when saving engine data
344 for non-SP game engine snapshots (which also stores SP engine part)
347 * fixed problem with scrolling in native EM engine in multi-user mode
348 (this bug was just introduced with the experimental viewport stuff)
349 * fixed animation of splashing acid in EM engine with classic artwork
350 * fixed animation of cracking nut in EM engine with classic artwork
351 * fixed (implemented) single step mode in native EM and SP engines
352 * fixed "latest_engine" flag in classic levels (moved to single sets)
353 * updated SDL library DLLs for Windows to the latest release versions
354 (this fixed some mysterious crashes of the game on Windows systems)
355 * replaced EM and SP set in classic level set with native level files
356 * finally added a newly written "CREDITS" file to the game package
357 * removed sampled music loops from classic music set
360 * changed native Emerald Mine engine to support different viewport sizes
363 * changed native Supaplex engine to support different viewport sizes
366 * added initial, experimental support for different viewport properties
367 (with "viewports" being menu/playfield area and doors; currently the
368 size of the menu/playfield area and door positions can be redefined)
371 * added initial, experimental support for different window sizes
374 * added support for native Sokoban solution files in pure 'udlrUDLR'
375 format with extension ".sln" instead of ".tape" for solution tapes
378 * added image config suffix ".class" to be able to define classes of
379 crumbled elements which are then separated against each others when
380 drawing crumbled borders (class names can freely be defined)
381 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
382 emc_grass" results in sand and emc_grass being crumbled separately,
383 even if directly adjacent on the playfield.)
384 * added image config suffix ".style" to use two new features for
386 - "accurate_borders": try to draw correctly crumbled corners (which
387 means that a row of crumbled elements does not have two crumbled
388 corners for each element in the row, but only at the "real" corners
389 at the start and the end of the row of elements)
390 - "inner_corners": also draw inner corners in concave constructions
391 of several crumbled elements -- this is currently a big kludge: the
392 number of frames for crumbled graphic must be "2", with the first
393 frame as usual (crumbled graphic), while the second frame contains
394 the graphic with inner (crumbled) corners for the crumbled graphic
395 (These two features are mainly intended for bevelled walls, not for
396 diggable elements like sand; "inner_corners" only works reliably for
397 static walls, not for in-game dynamically changing walls using CEs.)
400 * finished code cleanup of native Supaplex game engine
403 * started code cleanup of native Supaplex game engine
406 * integrated playing sound effects into native Supaplex game engine
409 * added configurable key shortcuts for the tape recorder buttons
412 * added (hidden) function to save native Supaplex levels with tape as
413 native *.sp file containing level with demo (saved with a file name
414 similar to native R'n'D levels, but with ".sp" extension instead of
415 ".level"); to use this functionality, enter ":save-native-level" or
416 ":snl" from the main menu with the native Supaplex level loaded and
417 the appropriate tape loaded to the tape recorder
418 * fixed potential crash bug caused by illegal array access in engine
419 snapshot loading and saving code
420 * changed setting permissions of score files to be world-writable if
421 the program is not installed and running setgid to allow the program
422 to modify existing score files when run as a different user (which
423 allows cheating, of course, as the score files are not protected
424 against modification in this case)
425 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
426 the top level Makefile for Debian / Ubuntu installations
427 * added saving read-only levels from editor into personal level set
428 (thanks to Bela Lubkin for the above four patches)
431 * added updating of game values on the panel to Supaplex game engine
434 * finished integrating R'n'D graphics engine into Supaplex game engine
435 (although some animations do not support full customizability yet)
438 * done integrating R'n'D graphics engine into file "Infotron.c"
439 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
442 * integrated engine snapshot functionality into Supaplex game engine
445 * fixed bug in native Supaplex engine that broke several demo solutions
446 * fixed bug with re-initializing already existing elements in function
447 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
448 counted a second time, making the currently playing level unsolvable)
449 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
450 * done integrating R'n'D graphics engine into file "Electrons.c"
451 * done integrating R'n'D graphics engine into file "Zonk.c"
454 * done integrating R'n'D graphics engine into file "Murphy.c"
455 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
458 * started integrating R'n'D graphics engine into Supaplex game engine
461 * added small kludge that allows transparent pushing animation over
462 non-black background (by using "game.use_masked_pushing: true")
463 * added editor flag to Sokoban field/object elements to automatically
464 finish solved Sokoban style levels (even if they contain non-Sokoban
465 elements, which prevents auto-enabling this feature for such levels)
468 * added new element "from_level_template" which is replaced by element
469 from level template at same playfield position when loaded (currently
470 not accessible from level editor, but only used for special Sokoban
471 level conversion when using "special_flags: load_xsb_to_ces")
472 * added special behaviour for "special_flags: load_xsb_to_ces": global
473 settings of individual level files are overwritten by template level
474 (except playfield size, level name, level author and template flag)
477 * added handling of gravity ports when converting Supaplex style R'n'D
478 levels to native Supaplex levels for playing with Supaplex engine
481 * fixed bug in Supaplex engine regarding initial screen scroll position
484 * fixed EMC style pushing animations in the R'n'D graphics engine (when
485 using ".2nd_movement_tile" for animations having start and end tile)
486 * for this to work (look) properly for two-tile pushing animations with
487 non-black (i.e. opaque) background, the pushing graphics drawing order
488 was changed to first draw the pushed element, then the player (maybe
489 this should be controlled by an ".anim_mode" flag yet to be added)
490 * two-tile animations for moving or pushing should have 7 frames for
491 normal speed, 15 frames for half speed etc. to display correct frames
492 * two-tile animations are also displayed correctly with different speed
493 settings for the player (for pushing animations) or moving elements
496 * added searching for template level (file "template.level") not only
497 inside the level set directory, but also in above level directories;
498 this makes is possible to use the same single template level file
499 (placed in a level group directory) for many level sub-directories
502 * fixed bug with steel exit being destructible during opening phase
503 * added token "special_flags" to "levelinfo.conf" (currently with the
504 only recognized value "load_xsb_to_ces", doing the same as the flag
505 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
506 converting all elements in native (XSB) Sokoban level files to CEs)
509 * fixed some problems with Supaplex engine when compiling for Windows
512 * added special mode to convert elements of Sokoban XSB levels to CEs
513 by adding "-Dload_xsb_to_ces" to the command line starting the game
514 (also adding a dependency to a template level file "template.level")
517 * added reading native Sokoban levels and level packages (XSB files)
520 * fixed bugs in (auto)scrolling behaviour when passing ports or when
521 wrapping around the playfield through "holes" in the playfield border
524 * changed internal playfield bitmap handling from playfield sized bitmap
525 to screen sized bitmap (visible scrolling area), therefore speeding up
526 graphics operations (by eliminating bitmap updates in invisible areas)
527 and removing playfield size limitations due to increasing bitmap size
528 for larger playfield sizes (while the new implementation always uses
529 a fixed playfield bitmap size for arbitrary internal playfield sizes)
532 * fixed bug with single step mode (there were some cases where the game
533 did not automatically return to pause mode, e.g. when trying to push
534 things that cannot be pushed or when trying to run against a wall)
537 * added support for loading Supaplex levels in MPX level file format
540 * fixed SP engine to set "game over" not before lead out counter done
543 * fixed (potential) compile error when using GCC option "-std=gnu99"
544 (thanks to Tom "spot" Callaway)
547 * fixed array allocation in native Supaplex engine to correctly handle
548 preceding scratch buffers (needed because of missing border checking)
549 * fixed playfield initialization to correctly add raw header bytes as
550 subsequent scratch buffer (needed because of missing border checking)
553 * most important parts of native Supaplex engine integration working:
554 - native Supaplex levels can be played in native Supaplex engine
555 - native Supaplex level/demo files ("*.sp" files) can be re-played
556 - all 111 classic original Supaplex levels automatically solvable
557 - native Supaplex engine can be selected and used from level editor
558 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
561 * fixed another translation problem from VisualBasic to C (where "int"
562 should be "short") causing unsolvable demos with bugs and terminals
563 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
566 * fixed bug when reading Supaplex single level files (preventing loader
567 from seeking to level position like in Supaplex level package files)
570 * first classic Supaplex level running and solved by solution/demo tape
573 * started with integration of native Supaplex engine, using source code
574 of Megaplex from Frank Schindler, based on original Supaplex engine
577 * version number set to 3.2.6.2
580 * version 3.2.6.1 released
583 * fixed bug with element_info[e].gfx_element not being initialized in
584 early game stage, causing native graphics in EMC level sets to be
585 mapped completely to EL_EMPTY (causing a blank screen when playing)
586 (this only happened when starting the program with an EMC set with
587 native graphics, but not when switching to such a set at runtime)
590 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
591 and using self-compiled, patched SDL.dll that solves this problem
592 (interim solution until release of SDL 1.2.14 that should fix this)
595 * extended backwards compatibility mode to allow already fixed bug with
596 change actions (see "2008-02-05") for existing levels (especially the
597 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
600 * reactivated workaround to prevent program crashes due to blitting to
601 the same SDL surface that apparently only occurs on Windows systems
602 (this is no final solution; this problem needs further investigation)
605 * version number set to 3.2.6.1
608 * version 3.2.6.0 released
611 * fixed behaviour of player option "no centering when relocating" which
612 was incorrect when disabled and relocation target inside visible area
613 and "no scrolling when relocating" enabled at the same time
616 * fixed problems with re-mapping players on playfield to input devices:
617 previously, players found on the level playfield were changed to the
618 players connected to input devices (for example, player 3 in the level
619 was changed to player 1 (using artwork of player 3, to be able to use
620 a player with a different color)); this had the disadvantage that CE
621 conditions using player elements did not work (because the players in
622 the level definition are different to those effectively used in-game);
623 the new system uses the same player elements as defined in the level
624 playfield and re-maps the input devices of connected players to the
625 corresponding player elements when playing the level (in the above
626 example, player 3 now really exists in the game and is moved using the
627 events from input device 1); level tapes still store the events from
628 input devices 1 to 4, which are then re-mapped to players accordingly
629 when re-playing the tape (just as it is done when playing the level)
632 * fixed bug with player relocation while the player switches an element
635 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
636 not walkable (and did not let the player enter) when in process of
637 opening, but not fully open yet (which can cause the player not being
638 able to enter the exit in EM/DC style levels in time)
641 * fixed some bugs regarding the new level/CE random seed reset options
644 * moved "level settings" and "editor settings" to two tabbed screens in
645 level editor to gain space for additional level property settings
646 * added level setting to start a level with always the same random seed
647 * added CE action "set random seed" to re-initialize random seed in game
648 (this is the only CE action that gets executed before the CE changes,
649 which is needed to use the newly set random seed during the CE change)
652 * fixed redraw problem of special editor door when playing from editor
655 * fixed initialization of gfx_element for level sketch image creation
658 * added switch for EM style dynamite "[ ] explodes with chain reaction"
659 (with default set to "on" for existing levels, but "off" for all new
660 levels), as EM style dynamite does not chain-explode in original EM
663 * added optional initial inventory for players (pre-collected elements)
664 * added change page actions "set player inventory" and "set CE artwork"
665 * added recognition of "player" parameter on change pages when player
666 actions are defined, but no trigger player in corresponding condition
667 (this resulted in actions that only affected the first player before)
668 * fixed bug with change actions being executed for newly created custom
669 elements resulting from custom element changes, when the intention was
670 only to check for change actions for the previous custom element
673 * changed design and size of element drawing area in level editor
674 * added "element used as action parameter" to element change actions
677 * added possibility to reanimate player immediately after his death
678 (for example, by "change to <player> when explosion of <player>")
681 * fixed bug with "gray" white door not being uncovered by magnifier
682 * added score for collecting (any) key to the white key config page
685 * added condition "deadly when <getting hit by>" for custom elements
686 that behaves a bit like the existing "deadly when <colliding with>",
687 but with the following differences:
688 - it only kills players or friends when it was moving before it hits
689 - it does not kill players or friends that try to run into it
692 * fixed the following change conditions where a player element is used
693 as the "element that is triggering the custom element change":
696 - explosion of <element>
698 (the last two conditions already worked partially, but only for the
699 first player, and not for the "Murphy" player when using "move of")
702 * fixed crash bug caused by accessing invalid element (with value -1)
703 in UpdateGameControlValues()
704 * fixed graphical bug when using two-tile movement animations with EMC
705 game engine without explicitly using native EMC graphics engine
708 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
709 try to push something (due to push delay) does not cause a dig action
712 * fixed bug with reference elements used as trigger elements on custom
713 element change pages not being recognized
714 * fixed bug with reference elements not being removed from the playfield
715 * added engine functionality that allows custom elements that "can dig"
716 other elements not only to do so when moving by themselves, but also
717 when being pushed by the player (therefore adding the functionality to
718 push one element over another element, replacing it with the new one)
721 * added command line function to write level sketch images to directory
724 * merged override and auto-override options into new override options
725 with a new data type than can take the values "no", "yes" and "auto"
728 * fixed growing steel wall to also leave behind steel wall instead of
729 normal, destructible wall
730 * fixed handling of rocks falling through stacks of quicksand with
731 different speed (before, the rocks just got stuck in the quicksand)
734 * fixed nasty bug with auto-override and normal override not working on
735 program startup (especially when current level set has custom artwork)
738 * version 3.2.5 released as special edition "R'n'D jue"
741 * fixed X11 crash bug when blitting masked title screens over background
744 * changed build system to support special editions (like "R'n'D jue")
745 * added (hardcoded) loading graphics for "R'n'D jue" special edition
746 * fixed X11 crash bug when scaling images with width/height less than 32
749 * added "background.PLAYING" (only visible as two-pixel border in game)
750 * added default level set for first start of special R'n'D version
751 * changed door animations for editor always behaving like "quick doors"
754 * added new custom artwork setup option "auto-override non-CE sets" for
755 automatic artwork override that is only used for level sets without
756 custom element artwork (as it does not make much sense to override
757 any artwork that redefines custom element artwork for sets using CEs)
758 * fixed default artwork for "special" R'n'D versions always using the
759 "classic" artwork as the base if base artwork is not explicitly
760 defined in "levelinfo.conf", regardless of different default artwork
761 used by the special R'n'D version -- this is needed because any such
762 custom artwork is designed using the "classic" artwork definitions as
763 the base (including menu definitions and screen positions etc., which
764 would otherwise be taken from the different special default artwork)
767 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
768 for both EMC and R'n'D graphics engine (heavy workarounds needed due
769 to massively broken handling of quicksand in R'n'D game engine)
770 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
771 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
774 * fixed small bug in toon drawing (introduced when fixing the crash bug)
777 * added graphics definition "game.panel.highscore" to display the
778 current levels current high score in the game panel
781 * version number set to 3.2.5
784 * version 3.2.4 released
787 * fixed crash bug in toon drawing functions for large step offset values
790 * fixed some problems with displaying game panel when quick-loading tape
793 * fixed (experimental only) redrawing of every tile per frame (even if
794 unneeded) for the extended (R'n'D based) EMC graphics engine
795 * added optimization to only calculate element count for panel display
796 if really needed (that is, if element count values defined on panel)
797 * fixed problem with special editor door redraw when entering main menu
800 * fixed bug with displaying background for title messages on info screen
801 * some code cleanup for the extended (R'n'D based) EMC graphics engine
804 * fixed bug with CE action "move player" always resulting in player 4
805 if there was a CE action with no trigger player (because the player
806 element was calculated by using log_2() from trigger player bits with
807 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
808 triggering player bit mask and handling all players in "move player"
809 * fixed bug when defined artwork cannot be found for artwork that has
810 default artwork cloned from other artwork (without default filename)
811 * added several fixes to the extended (R'n'D based) EMC graphics engine
814 * fixed broken editor copy and paste for custom elements between levels
817 * title messages are now also searched in graphics artwork directory;
818 those found in graphics directory have precendence over those found
819 in level directory -- this handles title messages stored in graphics
820 directories as part of the artwork set, just like title images; this
821 makes sense, as corresponding special font definitions for messages
822 are usually defined in the same graphics artwork directory, and also
823 because title images and title messages that are combined in a level
824 set introduction should usually not be separated when the level set
825 is used with a different artwork set (e.g. using "override graphics")
826 * fixed problem with door borders on main screen by first drawing doors
827 and then the corresponding border masks, but not vice versa
828 * fixed problem with artwork config entries using the value "[DEFAULT]";
829 this does not what one might expect, but sets the value to an invalid
830 value -- solution: simply ignore such entries, which results in this
831 value keeping its previous (real) default value (in general, entries
832 that should use their default value should just not be defined here)
833 * fixed problem with wrong fading area size from main menu to setup menu
836 * fixed problem with broken crumbled graphics after level set changes
837 when using R'n'D custom artwork with level sets using the EMC engine
840 * fixed invisible "joysticks deactivated ..." text on setup input screen
843 * added use of hashes created from static lists (element tokens, image
844 config, font tokens) to speed up lookup of configuration parameters
845 * fixed bug where element and graphic config token lookup was mixed up
848 * added "busy" animation when initializing program and loading artwork
849 * added initialization profiling for program startup (debugging only)
852 * fixed(?) very strange bug apparently triggered by memset() when code
853 was cross-compiled with MinGW cross-compiler for Windows XP platform
854 (this only happened when using SDL.dll also self-compiled with MinGW)
857 * added graphics engine directive "border.draw_masked_when_fading" that
858 enables/disables drawing of border mask over screen that is just faded
861 * fixed small problem with separate fading definition for game screen
864 * added additional configuration directives for setup screen draw offset
865 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
866 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
867 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
868 used to define draw offset on custom artwork selection screens and
869 "CHOOSE_OTHER" is used on all other list style selection screens, like
870 choosing game speed or screen mode for fullscreen mode)
871 * added additional configuration directives to define main menu buttons:
872 - menu.button_name and menu.button_name.active
873 - menu.button_levels and menu.button_levels.active
874 - menu.button_scores and menu.button_scores.active
875 - menu.button_editor and menu.button_editor.active
876 - menu.button_info and menu.button_info.active
877 - menu.button_game and menu.button_game.active
878 - menu.button_setup and menu.button_setup.active
879 - menu.button_quit and menu.button_quit.active
880 * added eight pure decoration graphic definitions for the game panel
883 * added support for accessing native Diamond Caves II level packages
884 * fixed displaying of game panel values for Emerald Mine game engine
885 * fixed displaying end-of-level time and score values on new game panel
888 * added game panel control to display arbitrary elements on game panel
889 * added game panel control to display custom element score (globally
890 unique for identical custom elements) either as value or as element
891 * added ".draw_masked" and ".draw_order" to game panel control drawing
894 * fixed some general bugs with handling of ".active" elements and fonts
897 * cleanup of game panel elements (some elements were not really needed)
898 * added displaying of gravity state (on/off) as new game panel control
899 * added animation for game panel elements (similar to game elements)
902 * added new pseudo game mode "PANEL" to define panel fonts and graphics
903 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
904 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
905 (else graphics would have to use ".PLAYING", which would be confusing)
906 * fixed bug when fading out to game screen with border mask defined
909 * added attribute ".tile_size" for element style game panel controls
912 * added <space> key as additional valid key to use for confirm requester
915 * improved menu fading, adding separate fading definitions for entering
916 and leaving a "content" screen (in general), and optional definitions
917 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
920 * added (currently invisible) setup option to define scroll delay value
921 * fixed small bug in priority handling when auto-detecting level start
922 position in levels without player element (but player from CE etc.)
923 * added option "game.forced_scroll_delay_value" to override user choice
924 of scroll delay value for certain level sets with "graphicsinfo.conf"
925 * replaced setup option "scroll delay: on/off" by new setup option that
926 directly allows selecting the desired scroll delay value from 0 to 8
929 * added displaying of most game panel control elements (not animated)
932 * added new configuration directives to display additional game engine
933 values on the game control panel, like the following examples:
934 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
935 - game.panel.penguins - number of penguins to rescue
936 - game.panel.level_name - level name of current level
939 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
942 * added new player option "no centering when relocating" for "invisible"
943 teleportations to level areas that look exactly the same, giving the
944 illusion that the player did not relocate at all (this was the default
945 since 3.2.3, but caused visual problems with room creation in "Zelda")
946 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
949 * improved menu fading, adding separate fading definitions for entering
950 and leaving a menu and for fading between menu and "content" screens
951 * fixed small bug with recognizing also ".font_xyz" style definitions
954 * improved menu fading, adding separate fading definitions for fading
955 between menu screens and fading between menu and "destination" screens
958 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
959 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
960 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
961 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
963 * improved title fading, allowing fading animation types "none", "fade"
964 and "crossfade" (including cross-fading of last title to main menu)
967 * added configurability of graphics, sounds and music for title screens,
968 which are separated into initial title screens (only shown once at
969 program startup) and title screens shown for a given level set; these
970 title screens can be composed of up to five title images and up to
971 five title text messages (each drawn using an optional background
972 image), also using background music and/or sounds; aspects like
973 background images, sounds and music of title screens can either be
974 defined generally (valid for all title screens) or specifically (and
975 therefore differently for each title screen) using these directives:
977 to define a background image, sound or music file for all screens:
978 - background.TITLE_INITIAL (for all title screens for game startup)
979 - background.TITLE (for all title screens for level sets)
981 to define a background image, sound or music file for a single screen:
982 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
983 - background.titlescreen_x (with x in 1,2,3,4,5)
984 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
985 - background.titlemessage_x (with x in 1,2,3,4,5)
987 to define the title screen images:
988 - titlescreen_initial_x (with x in 1,2,3,4,5)
989 - titlescreen_x (with x in 1,2,3,4,5)
991 to define the title text messages, place text files into the level set
992 directory that have the following file names:
993 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
994 - titlemessage_x.txt (with x in 1,2,3,4,5)
996 to define the properties of the text messages, either use directives
997 that affect all text messages:
998 - [titlemessage_initial].<suffix>
999 - [titlemessage].<suffix>
1000 or use directives that affect single text messages:
1001 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1002 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1004 valid values for <suffix> are the same as for readme.<suffix> below;
1005 use ".sort_priority" (default: 0) to define an arbitrary order for
1006 title images and title messages (which can therefore be mixed)
1009 * added full configurability of "readme.txt" screen appearance:
1010 - readme.x: <left position used with alignment>
1011 - readme.y: <top position>
1012 - readme.width: <maximim text width in pixels>
1013 - readme.height: <maximum text height in pixels>
1014 - readme.chars: <maximum number of chars per line>
1015 - readme.lines: <maximum number of lines displayed>
1016 - readme.align: left,center,right (default: center)
1017 - readme.top: top,middle,bottom (default: top)
1018 - readme.font: font name
1019 - readme.autowrap: true,false (default: true)
1020 - readme.centered: true,false (default: false)
1021 - readme.parse_comments: true,false (default: true)
1022 - readme.sort_priority: (not used here, but only for title screens)
1023 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1024 default), they are automatically determined from "readme.width" and
1025 "readme.height" accordingly; when they are not "-1", they have
1026 precedence over "readme.width" and "readme.height"
1027 * added internal ad-hoc config settings for displaying text files like
1028 title messages or "readme.txt" style level set info files:
1029 - .font: font name (default: readme.font)
1030 - .autowrap: true,false (default: readme.autowrap)
1031 - .centered: true,false (default: readme.centered)
1032 - .parse_comments: true,false (default: readme.parse_comments)
1033 (the leading '.' and the separating ':' are mandatory here); to use
1034 these ad-hoc settings, they have to be written inside a comment, like
1035 "# .autowrap: false" or "# .centered: true"; these settings then
1036 override the above global settings (they can even be used more than
1037 once, like "# .centered: true", then some text that should be drawn
1038 centered, then "# .centered: false" to go back to non-centered text;
1039 important note: after using "# .parse_comments: false", or when using
1040 "readme.parse_comments: false", detecting and parsing comments inside
1041 the file is disabled and comments are just printed like normal text;
1042 also be aware that all automatic text size calculations are done with
1043 the font defined in "readme.font", while using different fonts using
1044 "# .font: <font>" inside the text file may cause unexpected results
1047 * changed some numerical limits in the level editor from 255 to 999
1050 * added option "system.sdl_videodriver" to select SDL video driver
1051 * added output of SDL video and audio driver to "version info" page
1054 * added group element drawing to IntelliDraw drawing functions
1055 * fixed animation resetting problem again (last try broke Snake Bite)
1056 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1059 * added new (special) "include: <filename>" directive that works in all
1060 configuration files (like "graphicsinfo.conf") and that has the same
1061 effect as if that directive would be replaced with the content of the
1062 specified file (this can be useful to split large configuration files
1063 into several smaller ones and include them from one main file, or to
1064 store configuration settings that always stay the same into a separate
1065 file, while including it and only add those parts that really change)
1068 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1071 * fixed bug in "InitMovingField()" where treating an integer array as
1072 boolean caused wrong resetting of animations while elements are moving
1073 * fixed problem with resetting animations when starting element change
1076 * added sort priority for order of title screens and title messages
1079 * changed end of game again: do not wait for the user to press a key
1080 anymore, but directly ask/confirm tape saving and go to hall of fame
1081 * re-enabled quitting of lost game by pressing space or return again
1082 * added blanking of mouse pointer when displaying title screens
1083 * added remaining menu draw offset definitions for info sub-screens
1086 * added setup option to select game speed (from very slow to very fast)
1087 * improved handling of title text messages (initial and for level set)
1090 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1093 * fixed displaying and typing of player name when it is centered
1094 * added special characters to be allowed for player name (not only A-Z)
1097 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1098 (newer versions of the SDL library seem to not like this anymore)
1101 * added code for configuration directives for control of game panel
1104 * fixed small cosmetical bug with underlining property tabs in editor
1107 * fixed small drawing bug in X11FadeRectangle
1108 * added new elements for newly supported Diamond Caves II levels:
1109 - EM/DC style exits that disappear after passing
1110 - white key and gate (one white key needed for each white gate)
1111 - fake gate (there is no key to open/pass this kind of gate!)
1112 - extended magic wall which also handles pearls and crystals
1116 * changed maximum value for endless loop detection to a higher value
1117 (some levels really used very deep recursion without being endless)
1120 * added new elements for newly supported Diamond Caves II levels:
1121 - growing steel walls
1122 - snappable land mine
1125 * added new elements for newly supported Diamond Caves II levels:
1126 - steel text elements
1129 * added level file loader for native Diamond Caves II levels
1132 * version number set to 3.2.4
1135 * version 3.2.3 released
1138 * fixed malloc/free bug when updating EMC artwork entries in level list
1139 * added workaround (warning and request to quit the current game) when
1140 changing elements cause endless recursion loop (which would otherwise
1141 freeze the game, causing a crash-like program exit on some systems)
1144 * fixed nasty string overflow bug when entering too long envelope text
1147 * added feedback sounds for menu navigation "menu.item.activating" and
1148 "menu.item.selecting" (for highlighting and executing menu entries)
1151 * improved "no scrolling when relocating" to also consider scroll delay
1152 (meaning that the player is not automatically centered in this case;
1153 this makes it possible to "invisibly" relocate the player to a region
1154 of the level playfield which looks the same as the old level region)
1155 * fixed bug with not recognizing "main.input.name.align" when active
1158 * fixed bug with displaying masked borders over title screens when
1159 screen fading is disabled
1162 * fixed infinite loop / crash bug when killing the player while having
1163 a CE with the setting "kill player X when explosion of <player X>"
1164 * added special editor graphic for "char_space" to distinguish it from
1165 "empty_space" when editing a level (in-game graphics still the same)
1168 * fixed nasty bug with initialization only done for the first player
1171 * small change to handle loading empty element/content list micro chunks
1174 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1177 * some optimizations on startup speed by reducing initial text output
1180 * added caching of custom artwork information for faster startup times
1183 * fixed graphical bug when using fewer menu entries on level selection
1184 screen than usual (with "menu.list_size.LEVELS" directive)
1185 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1186 the backbuffer to the backbuffer by error (with identical rectangle)
1189 * fixed bug when displaying titlescreen with size less than element tile
1190 * fixed bug that caused elements with "change when digging <e>" event
1191 to change for _every_ digged element, not only those specified in <e>
1192 * fixed bug that caused impact style collision when dropping element one
1193 tile over the player that can both fall down and smash players
1194 * fixed bug that caused impact style collision when element changed to
1195 falling/smashing element over the player immediately after movement
1198 * fixed bug that allowed making engine snapshots from the level editor
1201 * fixed bugs with player name and current level positions on main screen
1204 * added configuration directives for control of title screens:
1205 - "title.fade_delay" for fading time
1206 - "title.post_delay" for pause between screens (when not crossfading)
1207 - "title.auto_delay" to automatically continue after some time
1208 these settings can each be overridden by specifying them with titles:
1209 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1210 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1211 fading mode can also be specified:
1212 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1213 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1214 default is using normal fading for menues and initial title screens,
1215 while using cross-fading for level set title screens
1216 * fixed bug with background not drawn in Hall of Fame after game was won
1219 * added configuration directives for the remaining main menu items
1222 * added additional configuration directives for info screen draw offset:
1223 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1224 * added additional configuration directives for preview info text
1225 * limited mouse wheel sensitive screen area to scrollable screen area
1228 * added highlighted menu text entries to menu navigation when selected
1231 * fixed bug that prevented player from correctly being created in the
1232 top left corner by a custom element change in a level without player
1233 * fixed bug that prevented player from being killed when indestructible,
1234 non-walkable element is placed on player position by extended change
1235 * added configurable menu button, text and input positions to main menu
1238 * added page fading effects for remaining info sub-screens
1239 * fixed small bug that caused some delays when answering door request
1242 * added directives "border.draw_masked.*" for menu/playfield area and
1243 door areas to display overlapping/masked borders from "global.border"
1246 * fixed bug with CE with move speed "not moving" not being animated
1247 * when changing player artwork by CE action, reset animation frame
1250 * fixed bug with not unmapping main menu screen gadgets on other screens
1251 * fixed bug with un-pausing a paused game by releasing still pressed key
1252 * fixed bug with not redrawing screen when toggling to/from fullscreen
1253 mode while fast reloading tape (without redrawing playfield contents)
1254 * fixed bug with quick-saving tape snapshot despite answering with "no"
1257 * version number set to 3.2.3
1260 * version 3.2.2 released
1263 * fixed bug with redrawing screen in fullscreen mode after quick tape
1264 reloading when using the EMC game engine
1265 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1268 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1271 * added engine snapshot functionality for instant tape reloading (this
1272 only works for the last tape saved using "quick save", and does not
1273 work across program restarts, because it completely works in memory)
1276 * version number set to 3.2.2
1279 * version 3.2.1 released
1282 * fixed nasty bugs with handling error message file on Mac OS X systems
1285 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1288 * fixed bug that caused broken tapes when manually appending to tapes
1289 using the "pause before death" functionality, followed by recording
1290 * added setup option to disable fading of screens for faster testing
1293 * code cleanup of new fading functions
1296 * changed behaviour after solved game -- do not immediately stop engine
1297 * added some more smooth screen fadings (game start, hall of fame etc.)
1300 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1303 * added configurable level preview position, tile size and dimensions
1304 * added configurable game panel value positions (gems, time, score etc.)
1307 * fixed small bug with time displayed incorrectly when collecting CEs
1310 * fixed bug with bumpy scrolling with EM engine in double player mode
1313 * added compatibility code to fix "Snake Bite" style levels that were
1314 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1317 * fixed bug with scrollbars inside editor when using the Windows mouse
1318 enhancement tool "True X-Mouse" (which injects key events to the event
1319 queue to insert selected stuff into the Windows clipboard, which gets
1320 confused with the "Insert" key for jumping to the last editor cascade
1321 block in the element list)
1322 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1323 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1326 * added selection of preferred fullscreen mode to setup / graphics menu
1327 (useful if default mode 800 x 600 does not match screen aspect ratio)
1330 * improved down-scaling of images for better editor and preview graphics
1331 * changed user data directory for Mac OS X from Unix style to new place
1334 * improved level number selection in main menu and player selection in
1335 setup menu (input devices section) by using standard button gadgets
1336 * added support for mouse scroll wheel (caused buggy behaviour before)
1337 * added support for scrolling horizontal scrollbars with mouse wheel by
1338 holding "Shift" key pressed while scrolling the wheel
1339 * added support for single step mouse wheel scrolling by holding "Alt"
1340 key pressed while scrolling the wheel (can be combined with "Shift")
1341 * changed output file "stderr.txt" on Windows platform now always to be
1342 created in the R'n'D sub-directory of the personal documents directory
1343 * added Windows message box to direct to "stderr.txt" after error aborts
1346 * improved general scrollbar handling (when jump-scrolling scrollbars)
1349 * changed scrollbars to always show last line as first after scrolling
1350 (that means jumping n - 1 screen lines instead of n screen lines)
1353 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1354 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1355 * fixed special handling of vertically stacked acid becoming fake acid
1358 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1359 affect multiple instances of the same CE, although this kind of
1360 change condition usually only affects one single custom element
1363 * version number set to 3.2.1
1366 * version 3.2.0 released
1369 * reorganized level editor element list a bit to match engines better
1372 * fixed newly introduced bug with wrongly initializing clipboard element
1375 * fixed bug with displaying visible/invisible level border in editor
1378 * reorganized some elements in the level editor element list
1381 * fixed bug with displaying any player as "yellow" when moving into acid
1382 * fixed bug with displaying running player when player stopped at border
1385 * fixed bug with player exploding when moving into acid
1386 * fixed bug with level settings being reset in editor and when playing
1387 (some compatibility settings being set not only after level loading)
1388 * fixed crash bug when number of custom graphic frames was set to zero
1389 * fixed bug with teleporting player on walkable tile not working anymore
1390 * added partial compatibility support for pre-release-only "CONF" chunk
1391 (to make Alan Bond's "color cycle" demo work again :-) )
1394 * fixed some bugs when displaying title screens from info screen menu
1395 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1398 * changed file major version to 3 to reflect level file format changes
1399 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1402 * added new chunk "NAME" to level file format for level name settings
1403 * added new chunk "NOTE" to level file format for envelope settings
1404 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1405 * updated magic(5) file to recognize changed and new level file chunks
1406 * removed change events "change when CE value/score changes" as unneeded
1409 * changed gravity (which only affects the player) from level property
1410 to player property (only makes a difference in multi-player levels)
1411 * added change events "change when CE value/score changes"
1412 * added change events "change when CE value/score changes of <element>"
1415 * added new chunk "INFO" to level file format for global level settings
1416 * added all element settings from "HEAD" chunk to "CONF" chunk
1417 * added all global level settings from "HEAD" chunk to "INFO" chunk
1420 * changed level file format by adding two new chunks "CUSX" (for custom
1421 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1422 elements, replacing the previous "GRP1" chunk); these new IFF style
1423 chunks use the new and flexible "micro chunks inside chunks" technique
1424 already used with the new "CONF" chunk (for normal element properties)
1425 which makes it possible to easily extend the existing level format
1426 (instead of using fixed-length chunks like before, which are either
1427 too big due to reserved bytes for future use, or too small when those
1428 reserved bytes have all been used and even more data should be stored,
1429 requiring the replacement by new and larger chunks just like it went
1430 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1433 * added credits pages to the "credits" section that were really missing
1434 * added some missing element descriptions to the level editor
1435 * added down position of switchgate switch to the level editor
1436 and allowed the use of both switch positions at the same time
1437 * changed use of "Insert" and "Delete" keys to navigate element list in
1438 level editor to start of previous or next cascading block of elements
1441 * added the possibility to view the title screen to the info screen menu
1442 * fixed some minor bugs with viewing title screens
1445 * fixed bug with title (cross)fading in/out when using fullscreen mode
1448 * fixed bug that forced re-defining of menu settings in local graphics
1449 config file which are already defined in existing base config file
1450 * fixed small bug that caused door sounds playing when music is enabled
1453 * added the possibility to define up to five title screens for each
1454 level set that are displayed after loading using (cross)fading in/out
1455 (this was added to display the various start images of the EMC sets)
1458 * added "CE score gets zero [of]" to custom element trigger conditions
1459 * added setup option to display element token name in level editor
1462 * added compatibility code for Juergen Bonhagen's menu artwork settings
1465 * fixed bug with displaying wrong animation frame 0 after CE changes
1466 * fixed bug with creating invisible elements when light switch is on
1469 * added selection between ECS and AGA graphics for EMC levels to setup
1472 * adjusted font handling for various narrow EMC style fonts
1475 * changed EM engine behaviour back to re-allow initial rolling springs
1478 * fixed handling of over-large selectboxes (less error-prone now)
1479 * fixed bug when creating GE with walkable element under the player
1482 * added use of "Insert" and "Delete" keys to navigate element list in
1483 level editor to start of custom elements or start of group elements
1484 * added virtual elements to access CE value and CE score of elements:
1485 - "CE value of triggering element"
1486 - "CE score of triggering element"
1487 - "CE value of current element"
1488 - "CE score of current element"
1491 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1494 * changed behaviour of network games with internal errors (because of
1495 different client frame counters) from immediately terminating R'n'D
1496 to displaying an error message requester and stopping only the game
1497 (also to prevent impression of crashes under non command-line runs)
1498 * fixed playing network games with the EMC engine (did not work before)
1499 * fixed bug with not scrolling the screen in multi-player mode with the
1500 focus on player 1 when all players are moving in different directions
1501 * fixed bug with keeping pointer to gadget even after its deallocation
1502 * fixed bug with allowing "focus on all players" in network games
1503 * fixed bug with player focus when playing tapes from network games
1506 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1509 * code cleanup for game action control for R'n'D and EMC game engine
1512 * fixed bug in multi-player movement with focus on both players
1513 * added option to control only the focussed player with all input
1516 * added player focus switching to level tape recording and re-playing
1519 * fixed some bugs in player focus switching in EMC and RND game engine
1522 * added special Supaplex animations for Murphy digging and snapping
1523 * added special Supaplex animations for Murphy being bored and sleeping
1526 * added four new yam yams with explicit start direction for EMC engine
1527 * fixed bug in src/libgame/text.c with printing text outside the window
1530 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1533 * added delayed ignition of EM style dynamite when used in R'n'D engine
1534 * added limited movement range to EMC engine when focus on all players
1537 * fixed bug with missing (zero) score values for native Supaplex levels
1540 * added "continuous snapping" (snapping many elements while holding the
1541 snap key pressed, without releasing the snap key after each element)
1542 as a new player setting for more compatibility with the classic games
1545 * finished scrolling for "focus on all players" in EMC graphics engine
1548 * level sets with "levels: 0" are ignored for levels, but not artwork
1549 * fixed bug when scanning empty level group directories (endless loop)
1552 * fixed bug with explosion graphic for player using "Murphy" graphic
1553 * fixed bug with explosion graphic if player leaves explosion in time
1554 * changed some descriptive text in setup menu to use medium-width font
1555 * added key shortcut settings for switching player focus to setup menu
1558 * fixed bug with random value initialization when recording tapes
1559 * fixed bug with playing single player tapes when team mode activated
1562 * fixed little bug when trying to switch to player that does not exist
1565 * added player switching (visual and quick) to R'n'D and EM game engine
1566 * added setup option to select visual or quick in-game player switching
1569 * added use of "Home" and "End" keys to handle element list in editor
1572 * fixed bug with adding score when playing tape with EMC game engine
1573 * added steel wall border for levels using EMC engine without border
1574 * finally fixed delayed scrolling in EMC engine also for small levels
1577 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1580 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1581 * fixed bug when displaying info element without action, but direction
1584 * fixed minor graphical problems with springs smashing and slurping
1585 (when using R'n'D style graphics instead of EMC style graphics)
1588 * added scroll delay (as configured in setup) to EMC graphics engine
1591 * improved screen redraw for EMC graphics engine (faster and smoother)
1592 * when not scrolling, do not redraw the whole playfield if not needed
1595 * added multi-player mode for EMC game engine (with up to four players)
1598 * added android (can clone elements) from EMC engine to R'n'D engine
1601 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1604 * added selectbox for initial player speed to player settings in editor
1607 * version 3.1.2 created that is basically version 3.1.1, but with a
1608 major bug fixed that prevented editing your own private levels
1609 * version 3.1.2 released
1612 * added magic ball (creates elements) from EMC engine to R'n'D engine
1615 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1618 * fixed bug when using "CE can leave behind <trigger element>"
1619 * added new change condition "(after/when) creation of <element>"
1620 * added new change condition "(after/when) digging <element>"
1621 * fixed bug accessing invalid gadget that caused crashes under Windows
1622 * deactivated new possibility for multiple CE changes per frame
1625 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1628 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1629 * fixed bug with not keeping CE value for moving CEs with only action
1630 * changed CE action selectboxes in editor to be only reset when needed
1633 * added option "use artwork from element" for custom player artwork
1634 * added option "use explosion from element" for player explosions
1637 * added cascaded element lists in the level editor
1638 * added persistence for cascaded element lists by "editorcascade.conf"
1639 * added dynamic element list with all elements used in current level
1640 * added possibility for multiple CE changes per frame (experimental)
1643 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1646 * changed "score for each 10 seconds/steps left" to "1 second/step"
1647 * added own score for collecting "extra time" instead of sharing it
1648 * added change events "switched by player" and "player switches <e>"
1649 * added change events "snapped by player" and "player snaps <e>"
1650 * added "set player artwork: <element choice>" to CE action options
1651 * added change event "move of <element>"
1654 * added "set player shield: off / normal / deadly" to CE action options
1655 * added new player option "use level start element" in level editor
1656 to set the correct focus at level start to elements from which the
1657 player is created later (this did not work before for cascaded CE
1658 changes resulting in creation of the player; it is now also possible
1659 to create the player from a yam yam which is smashed at level start)
1662 * added "set player speed: frozen (not moving)" to CE action options
1663 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1666 * added new player option "block snap field" (enabled by default) to
1667 make it possible to show a snapping animation like in Emerald Mine
1670 * added dynamic selectboxes to custom element action settings in editor
1671 * added "CE value" counter for custom elements (instead of "CE count")
1672 * added option to use the last "CE value" after custom element change
1673 * added option to use the "CE value" of other elements in CE actions
1674 * fixed odd behaviour when pressing time orb in levels w/o time limit
1675 * added checkbox "use time orb bug" for older levels that use this bug
1678 * added missing configuration settings for the following elements:
1679 - EL_TIMEGATE_SWITCH (time of open time gate)
1680 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1681 - EL_SHIELD_NORMAL (time of shield duration)
1682 - EL_SHIELD_DEADLY (time of shield duration)
1683 - EL_EXTRA_TIME (time added to level time)
1684 - EL_TIME_ORB_FULL (time added to level time)
1687 * added "wind direction" as a movement pattern for custom elements
1688 * added initial wind direction for balloon / custom elements to editor
1689 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1692 * added parameters for "game of life" and "biomaze" elements to editor
1695 * added level file chunk "CONF" for generic level and element settings
1698 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1701 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1702 * added sound action ".page[1]" to ".page[32]" for each CE change page
1705 * added image config suffix ".clone_from" to copy whole image settings
1706 * fixed bug with invalid ("undefined") CE settings in old level files
1709 * fixed graphical bug with smashing elements falling faster than player
1712 * fixed major bug which prevented private levels from being edited
1713 * fixed bug with precedence of general and special font definitions
1716 * fixed graphical bug with player animation when player moves slowly
1719 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1722 * fixed bug which prevented "global.num_toons: 0" from working
1725 * major code cleanup (removed all these annoying "#if 0" blocks)
1728 * added custom element actions for CE change page in level editor
1731 * fixed music initialization bug in init.c (thanks to David Binderman)
1732 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1733 (this bug must probably be fixed at other places, too)
1736 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1737 (should be '#include <SDL.h>' instead)
1740 * fixed bug which prevented "walkable from no direction" from working
1741 (due to compatibility code overwriting this setting after loading)
1744 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1747 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1748 * version 3.1.1 released
1751 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1752 on 64-bit architecture systems with LP64 data model
1755 * fixed bug with bombs not exploding when hitting the last level line
1756 (introduced after the release of 3.1.0)
1759 * added support for dumping small-sized level sketches from editor
1762 * added recognition of "trigger element" for "change digged element to"
1763 (this is not really what the "trigger element" was made for, but its
1764 use may seem obvious for leaving back digged elements unchanged)
1767 * fixed multiple warnings about failed joystick device initialization
1770 * fixed bug with dynamite dropped on top of just dropped custom element
1771 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1772 dynamite can still be dropped, but drop key must be released before
1775 * fixed bug with wrong start directory when started from file browser
1776 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1779 * fixed bug causing "change when impact" on player not working
1780 * fixed wrong priority of "hitting something" over "hitting <element>"
1781 * fixed wrong priority of "hit by something" over "hit by <element>"
1784 * fixed graphical bug which caused the player (being Murphy) to show
1785 collecting animations although the element was collected by penguin
1788 * fixed two bugs causing wrong door background graphics in system.c
1789 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1792 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1793 * added "no direction" to "walkable/passable from" selectbox options
1796 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1797 * in tape autoplay, not only report broken, but also missing tapes
1800 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1803 * fixed small bug with "linear" animation not working for active lamp
1806 * fixed bug with moving up despite gravity due to "block last field"
1807 * fixed small bug with wrong draw offset when typing name in main menu
1808 * when reading user names from "passwd", ignore data after first comma
1809 * when creating new "levelinfo.conf", only write some selected entries
1812 * fixed displaying "imported from/by" on preview with empty string
1813 * fixed ignoring draw offset for fonts used for level preview texts
1816 * fixed a delay problem with SDL and too many mouse motion events
1817 * added setup option "skip levels" and level skipping functionality
1820 * added move speed "not moving" for non-moving CEs, but with direction
1823 * fixed mapping of obsolete element token names in "editorsetup.conf"
1824 * fixed bug with sound "acid.splashing" treated as a loop sound
1825 * fixed some little sound bugs in native EM engine
1828 * fixed small bug when dragging scrollbars to end positions
1831 * added editor element descriptions written by Aaron Davidson
1834 * improved fallback handling when configured artwork is not available
1835 (now using default artwork instead of exiting when files not found)
1838 * fixed bug on level selection screen when dragging scrollbar
1841 * fixed bug which caused broken tapes when appending to EM engine tapes
1844 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1847 * added code to replace changed artwork config tokens with other tokens
1848 (needed for backwards compatibility, so that older tokens still work)
1851 * added native R'n'D graphics for some new EMC elements in EM engine
1854 * fixed some bugs in the EM engine integration code
1855 * changed EM engine code to allow diagonal movement
1856 * changed EM engine code to allow use of separate snap and drop keys
1859 * fixed some redraw bugs when using EM engine
1862 * fixed bug with not converting RND levels which are set to use native
1863 engine to native level structure when loading
1866 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1869 * version number set to 3.2.0
1872 * level data now reset to defaults after attempt to load invalid file
1875 * added use of "editorsetup.conf" for different level sets
1878 * added auto-detection for various types of Emerald Mine level files
1881 * fixed bug with scrollbars getting too small when list is very large
1884 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1887 * added most level editor configuration gadgets for new EMC elements
1890 * added more element and graphic definitions for new EMC elements
1893 * modified native EM engine to use integrated R'n'D sound system
1896 * added SDL support to graphics functions in native EM engine
1897 (by always using generic libgame interface functions)
1900 * fixed bug in frame synchronization in native EM engine
1903 * added code to convert levels between R'n'D and native EM engine
1906 * new Emerald Mine engine can now play levels selected in main menu
1909 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1910 (which creates scaled down graphics for level editor and preview);
1911 there's still a memory leak somewhere in the artwork handling code
1912 * added "scale image up" functionality to X11 version of zoom function
1915 * first attempts to integrate new, native Emerald Mine Club engine
1918 * fixed bug in gadget code which caused reset of CEs in level editor
1919 (example: pressing 'b' [grab brush] on CE config page erased values)
1920 (solution: check if gadgets in ClickOnGadget() are really mapped)
1921 * improved level change detection in editor (settings now also checked)
1922 * fixed bug with "can move into acid" and "don't collide with" state
1925 * fixed maze runner style CEs to use the configured move delay value
1928 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1931 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1932 * fixed the above fix because it broke level set "machine" (*sigh*)
1933 * fixed random element placement in level editor to work as expected
1934 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1937 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1940 * fixed bug (missing array boundary check) which caused broken tapes
1941 * fixed bug (when loading level template) which caused broken levels
1942 * fixed bug with new block last field code when using non-yellow player
1945 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1946 * internal change of how the player blocks the last field when moving
1947 * fixed blocking delay of last field for EM and SP style block delay
1948 * fixed bug where the player had to wait for the usual move delay after
1949 unsuccessfully trying to move, when he directly could move after that
1950 * the last two changes should make original Supaplex level 93 solvable
1951 * improved use of random number generator to make it less predictable
1952 * fixed behaviour of slippery SP elements to let slip left, then right
1955 * fixed bug with wrong door state after trying to quickload empty tape
1956 * fixed waste of static memory usage of the binary, making it smaller
1957 * fixed very little graphical bug in Supaplex explosion
1960 * version number set to 3.1.1
1963 * version 3.1.0 released
1966 * fixed bug with crash when writing user levelinfo.conf the first time
1969 * added option "convert LEVELDIR [NR]" to command line batch commands
1970 * re-converted Supaplex levels to apply latest engine fixes
1971 * changed "use graphic/sound of element" to "use graphic of element"
1972 due to compatibility problems with some levels ("bug machine" etc.)
1975 * fixed bug with CE change replacing player with same or other player
1978 * fixed bug with opaque font in envelope with background graphic when
1979 background graphic is not transparent itself
1982 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1983 * corrected original Supaplex level loading code to use these new ports
1984 * also corrected Supaplex loader to auto-count infotrons if set to zero
1987 * fixed bug with missing initialization of "modified" flag for GEs
1990 * fixed bug that caused endless recursion loop when relocating player
1991 * fixed tape recorder bug in "step mode" when using "pause before end"
1992 * fixed tape recorder bug when changing from "warp forward" mode
1995 * fixed bug with "when touching" for pushed elements at last position
1998 * fixed bug that caused two activated toolbox buttons in level editor
1999 * fixed bug with exploding dynabomb under player due to other explosion
2002 * fixed bug with creating walkable custom element under player (again)
2003 * fixed bug with not copying explosion type when copying CEs in editor
2004 * fixed graphical bug when drawing player in setup menu (input devices)
2005 * fixed graphical bug when the player is pushing an accessible element
2006 * fixed bug with classic switchable elements triggering CE changes
2007 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2008 * fixed crash bug when CE leaves behind the trigger player element
2011 * fixed bug with broken tubes after placing/exploding dynamite in them
2012 * fixed bug with exploding dynamite under player due to other explosion
2013 * fixed bug with not resetting push delay under certain circumstances
2016 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2017 * added network multiplayer code for Windows (thanks to Niko Böhm)
2020 * added option "reachable despite gravity" for gravity movement
2021 * changed gravity movement of most classic walkable and passable
2022 elements back to "not reachable" (for compatibility reasons)
2025 * fixed (removed) "indestructible" / "can explode" dependency in editor
2026 * fixed (removed) "accessible inside" / "protected" dependency
2027 * fixed (removed) "step mode" / "shield time" dependency
2030 * fixed dynabombs exploding now into anything diggable
2031 * fixed Supaplex style gravity movement into buggy base now impossible
2032 * added pressing key "space" as valid action to select menu options
2035 * added "replace when walkable" to relocate player to walkable element
2036 * added "enter"/"leave" event for elements affected by relocation
2037 * fixed "direct"/"indirect" change order also for "when change" event
2038 * fixed graphical bug when pushing things from elements walkable inside
2041 * fixed graphic bug when player is snapping while moving in old levels
2042 * fixed bug when a moving custom element leaves a player element behind
2043 * fixed bug with mole not disappearing when moving into acid pool
2044 * fixed bug with incomplete path setting when using "--basepath" option
2045 * moving CE can now leave walkable elements behind under the player
2046 * when relocating, player can be set on walkable element now
2047 * fixed another gravity movement bug
2050 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2053 * added "collectible" and "removable" to extended replacement types
2054 (where "removable" replaces "diggable" and "collectible" elements)
2055 * added "collectible & throwable" (to throw element to the next field)
2056 * fixed bug with CEs digging elements that are just about to explode
2057 * changed mouse cursor now always being visible when game is paused
2060 * added possibility to push/press accessible elements from a side that
2062 * fixed bug with not setting actual date when appending to tape
2065 * fixed bug with incorrectly initialized custom element editor graphics
2068 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2069 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2072 * fixed bug with destroyed robot wheel still attracting robots forever
2073 * fixed bug with time gate switch deactivating after robot wheel time
2074 (while the time gate itself is not affected by this misbehaviour)
2075 * changed behaviour of BD style amoeba to always get blocked by player
2076 (before it was different when there were non-BD elements in level)
2077 * fixed bug with player destroying indestructable elements with shield
2080 * added option to make growing elements grow into anything diggable
2081 (for the various amoeba types, biomaze and "game of life")
2084 * fixed bug with movable elements not moving after left behind by CEs
2085 * changed gravity movement to anything diggable, not only sand/base
2086 * optionally allowing passing to walkable element, not only empty space
2087 * added option "can pass to walkable element" for players
2088 * finally fixed gravity movement (hopefully)
2091 * fixed bug with movable elements not moving anymore after falling down
2094 * fixed another bug with custom elements digging and leaving elements
2095 * fixed bug with "along left/right side" and automatic start direction
2096 * trigger elements now also displayed when "more custom" deactivated
2097 * fixed bug with clipboard element initialized when loading new level
2098 * added option "drop delay" to set delay before dropping next element
2101 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2104 * added copy and paste functions for custom change pages
2105 * enhanced graphical display and functionality of tape recorder
2106 * fixed bug with custom elements digging and leaving elements
2109 * added move speed faster than "very fast" for custom elements
2110 * fixed bug with 3+3 style explosions and missing border content
2111 * fixed little bug when copying custom elements in the editor
2112 * enhanced custom element changes by more side trigger actions
2115 * added option "no scrolling when relocating" for instant teleporting
2116 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2119 * added trigger element and trigger player to use as target elements
2120 * added copy and paste functions for custom and group elements
2123 * fixed graphical bug when displaying explosion animations
2124 * fixed bug when appending to tapes, resulting in broken tapes
2125 * re-recorded a few tapes broken by fixing gravity checking bug
2128 * "can move into acid" property now for all elements independently
2129 * "can fall into acid" property for player stored in same bitfield now
2130 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2131 * version number set to 3.1.0 (finally!)
2134 * changed tape recording to only record input, not programmed actions
2137 * fixed totally broken (every 8th frame skipped) step-by-step recording
2138 * fixed bug with requester not displayed when quick-loading interrupted
2139 * added option "can fall into acid (with gravity)" for players
2140 * fixed bug with player not falling when snapping down with gravity
2143 * fixed bug which messed up key config when using keypad number keys
2146 * fixed bug which allowed moving upwards even when gravity was active
2147 * fixed bug with missing error handling when dumping levels or tapes
2150 * added different colored editor graphics for Supaplex gravity tubes
2153 * fixed bug that allowed solvable tapes for unsolvable levels
2156 * use unlimited number of droppable elements when "count" set to zero
2157 * added option to use step limit instead of time limit for level
2160 * added player and change page as trigger for custom element change
2163 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2166 * fixed bug with dark yamyam changing to acid when moving over acid
2167 * fixed handling of levels with more than 999 seconds level time
2168 (example: level 76 of "Denmine")
2171 * "spring push bug" reintroduced as configurable element property
2172 * fixed bug with missing properties for "mole"
2173 * fixed bug that showed up when fixing the above "mole" properties bug
2174 * added option "can move into acid" for all movable elements
2175 * fixed graphical bug for elements moving into acid
2176 * changed event handling to handle all pending events before going on
2179 * fixed bug which caused all CE change pages to be ignored which had
2180 the same change event, but used a different element side
2181 (reported by Simon Forsberg)
2183 * fixed bug which caused elements that can move and fall and that are
2184 transported by a conveyor belt to continue moving into that direction
2185 after leaving the conveyor belt, regardless of their own movement
2186 type; only elements which can not move are transported now
2187 (reported by Simon Forsberg)
2189 * fixed bug which could cause an array overflow in RelocatePlayer()
2190 (reported by Niko Böhm)
2192 * changed Emerald Mine style "passable / over" elements to "protected"
2193 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2195 * added new option to select from which side a "walkable/passable"
2196 element can be entered
2199 * added explosion and ignition delay for elements that can explode
2202 * fixed bug which caused player not being protected against enemies
2203 when a CE was "walkable / inside" and was not "indestructible"
2204 * added "walkable/passable" fields to be "protected/unprotected"
2205 against enemies, even if not accessible "inside" but "over/under"
2208 * corrected move pattern to 32 bit and initial move direction to 8 bit
2211 * added second custom element base configuration page
2214 * added some special EMC mappings to Emerald Mine level loader
2215 (also covering previously unknown element in level 0 of "Bondmine 8")
2218 * added option to block last field when player is moving (for Supaplex)
2219 * adjusted push delay of Supaplex elements
2220 * removed delays for envelopes etc. when replaying with maximum speed
2221 * fixed bug when dropping element on a field that just changed to empty
2224 * fixed bug: infotrons can now smash yellow disks
2225 * fixed bug: when gravity active, port above player can now be entered
2226 * removed "one white dot" mouse pointer which irritated some people
2229 * added "choice type" for group element selection
2232 * fixed bug with initial invulnerability of non-yellow player
2235 * added level loader for loading native Supaplex packed levels
2236 (including multi-part levels like the "splvls99" levels)
2239 * fixed bug which allowed creating emeralds by escaping explosions
2242 * custom elements can change (limited) or leave (unlimited) elements
2243 * finally added multiple matches using group elements
2244 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2247 * added new start movement type "previous" for continued CE movement
2248 * added new start movement type "random" for random CE movement start
2251 * added new element "sokoban_field_player" needed for Sokoban levels
2252 (thanks to Ed Booker for pointing this out!)
2255 * added elements that can be digged or left behind by custom elements
2258 * added group elements for multiple matches and random element creation
2261 * fixed some graphical errors displayed in old levels
2264 * fixed wrong double speed movement after passing closing gates
2267 * added level loader for loading native Emerald Mine levels
2270 * changes for "shooting" style CE movement
2273 * Happy New Year! ;-)
2276 * changed default snap/drop keys from left/right Shift to Control keys
2279 * fixed bug with dead player getting reanimated from custom element
2282 * fixed bug with wrong penguin graphics (when entering exit)
2285 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2288 * version number set to 3.0.9
2291 * version 3.0.8 released
2294 * added function checked_free()
2297 * fixed bug with double nut cracking sound
2298 (by eliminating "default element action sound" assignment in init.c)
2301 * fixed crash when no music info files are available
2304 * fixed boring and sleeping sounds
2307 * added "maze runner" and "maze hunter" movement types
2308 * added extended collision conditions for custom elements
2311 * added warnings for undefined token values in artwork config files
2314 * added menu entry for level set information to the info screen
2317 * fixed bug with wrong default impact sound for colored emeralds
2320 * added several sub-screens for the info screen
2321 * menu text now also clickable (not only blue/red sphere left of it)
2324 * added configurable "bored" and "sleeping" animations for the player
2325 * added "awakening" sound for player when waking up after sleeping
2328 * added "copy" and "exchange" functions for custom elements to editor
2331 * added configurable element animations for info screen
2334 * added configurable music credits for info screen
2337 * finally fixed tape recording when player is created from CE change
2340 * added "editorsetup.conf" for editor element list configuration
2343 * added "musicinfo.conf" for menu and level music configuration
2346 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2347 (that only showed up on Linux, but not on Windows systems)
2350 * fixed turning movement of butterflies and fireflies (no frame reset)
2351 * enhanced sniksnak turning movement (two steps instead of only one)
2354 * version number set to 3.0.8
2357 * version 3.0.7 released
2360 * fixed reset of player animation frame when, for example,
2361 walking, digging or collecting share the same animation
2362 * fixed CE with "deadly when touching" exploding when touching amoeba
2365 * fixed tape recording when player is created from CE element change
2368 * introduced "turning..." action graphic for elements with move delay
2369 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2370 * added turning animations for bug, spaceship and sniksnak
2373 * prevent "extended" changed elements from delay change in same frame
2376 * fixed bug when pushing element that can move away to the side
2377 (like pushing falling elements, but now with moving elements)
2380 * finally fixed serious bug in code for delayed element pushing (again)
2383 * unavailable setup options now marked as "n/a" instead of "off"
2384 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2385 to "true", levels are always played with the latest game engine,
2386 which is desired for levels that are imported from other games; all
2387 other levels are played with the engine version stored in level file
2388 (which is normally the engine version the level was created with)
2391 * fixed serious bug in code for delayed element pushing
2392 * fixed little bug in animation frame selection for pushed elements
2393 * speed-up of reading config file for verbose output
2396 * added configuration option for opening and closing Supaplex exit
2397 * added configuration option for moving up/down animation for Murphy
2398 * fixed incorrectly displayed animation for attacking dragon
2399 * fixed bug with not setting initial gravity for each new game
2400 * fixed bug with teleportation of player by custom element change
2401 * fixed bug with player not getting smashed by rock sometimes
2404 * version number set to 3.0.7
2407 * version 3.0.6 released
2410 * added support for MP3 music for SDL version through SMPEG library
2413 * fixed bug when initializing font graphic structure
2414 * fixed bug with animation mode "pingpong" when using only 1 frame
2415 * fixed bug with extended change target introduced in 3.0.5
2416 * fixed bug where passing over moving element doubles player speed
2417 * fixed bug with elements continuing to move into push direction
2418 * fixed bug with duplicated player when dropping bomb with shield on
2419 * added "switching" event for custom elements ("pressing" only once)
2420 * fixed switching bug (resetting flag when not switching but not idle)
2423 * fixed element tokens for certain file elements with ".active" etc.
2426 * version number set to 3.0.6
2429 * version 3.0.5 released
2432 * now four envelope elements available
2433 * font, background, animation and sound for envelope now configurable
2434 * main menu doors opening/closing animation type now configurable
2437 * active/inactive sides configurable for custom element changes
2438 * new movement type "move when pushed" available for custom elements
2441 * fixed bug in multiple config pages loader code that caused crashes
2444 * enhanced (remaining low-resolution) Supaplex graphics
2447 * version number set to 3.0.5
2450 * version 3.0.4 released
2452 2003-09-12 src/tools.c
2453 * fixed bug in custom definition of crumbled element graphics
2455 2003-09-11 src/files.c
2456 * fixed bug in multiple config pages code that caused crashes
2459 * version number set to 3.0.4
2462 * version 3.0.3 released
2465 * added music to Supaplex classic level set
2467 2003-09-07 src/libgame/misc.c
2468 * added support for loading various music formats through SDL_mixer
2470 2003-09-06 (various source files)
2471 * fixed several nasty bugs that may have caused crashes on some systems
2472 * added envelope content which gets displayed when collecting envelope
2473 * added multiple change event pages for custom elements
2475 2003-08-24 src/game.c
2476 * fixed problem with player animation when snapping and moving
2478 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2479 * fixed problem with flickering when drawing toon animations
2481 2003-08-23 src/libgame/sdl.c
2482 * fixed problem with setting mouse cursor in SDL version in fullscreen
2484 2003-08-23 src/game.c
2485 * fixed bug (missing array boundary check) which could crash the game
2488 * version number set to 3.0.3
2491 * version 3.0.2 released
2493 2003-08-21 src/game.c
2494 * fixed bug with creating inaccessible elements at player position
2496 2003-08-20 src/init.c
2497 * fixed bug with not finding current level artwork directory
2499 2003-08-20 src/files.c
2500 * fixed bug with choosing wrong engine version when playing tapes
2501 * fixed bug with messing up custom element properties in 3.0.0 levels
2504 * version number set to 3.0.2
2507 * version 3.0.1 released
2509 2003-08-17 (no source files affected)
2510 * changed all "classic" PCX image files with 16 colors or less to
2511 256 color (8 bit) storage format, because the Allegro game library
2512 cannot handle PCX files with less than 256 colors (contributed
2513 graphics are not affected and might look wrong in the DOS version)
2515 2003-08-16 src/init.c
2516 * fixed bug which (for example) crashed the level editor when defining
2517 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2518 (only set to default) -- invalid graphics now set to default graphic
2520 2003-08-16 src/init.c
2521 * fixed graphical bug of player digging/collecting/snapping element
2522 when no corresponding graphic/animation is defined for this action,
2523 resulting in player being drawn as EL_EMPTY (which should only be
2524 done to elements being collected, but not to the player)
2526 2003-08-16 src/game.c
2527 * fixed small graphical bug of player not totally moving into exit
2529 2003-08-16 src/libgame/setup.c
2530 * fixed bug with wrong MS-DOS 8.3 filename conversion
2532 2003-08-16 src/tools.c
2533 * fixed bug with invisible mouse cursor when pressing ESC while playing
2535 2003-08-16 (various source files)
2536 * added another 128 custom elements (disabled in editor by default)
2538 2003-08-16 src/editor.c
2539 * fixed NULL string bug causing Solaris to crash in sprintf()
2541 2003-08-16 src/screen.c
2542 * fixed drawing over scrollbar on level selection with custom fonts
2544 2003-08-15 src/game.c
2545 * cleanup of simple sounds / loop sounds / music settings
2547 2003-08-08 (various source files)
2548 * added custom element property for dropping collected elements
2550 2003-08-08 src/conf_gfx.c
2551 * fixed bug with missing graphic for active red disk bomb
2553 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2554 * extended variable "level.gravity" to "level.initial_gravity" and
2555 "game.current_gravity" to prevent level setting from being changed
2556 by playing the level (keeping the runtime value after playing)
2558 * fixed graphics bug when digging element that has 'crumbled' graphic
2559 definition, but not 'diggable' graphic definition
2562 * version number set to 3.0.1
2565 * version 3.0.0 released
2568 * various bug fixes; among others:
2569 - fixed bug with pushing spring over empty space
2570 - fixed bug with leaving tube while placing dynamite
2571 - fixed bug with explosion of smashed penguins
2572 - allow Murphy player graphic in levels with non-Supaplex elements
2576 * I have forgotten to document changes for some time
2579 * pre-release version 2.2.0rc1 released
2581 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2582 * Level series artwork now configurable via level series config file.
2583 "levelinfo.conf" may now contain directives "graphics_set",
2584 "sounds_set" and "music_set" to select artwork sets which are
2585 globally defined or which are included into other level series.
2588 * version number set to 2.1.2
2591 * version 2.1.1 released
2593 2002-08-10 src/libgame/system.h
2594 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2595 and keypad enter key -- Macs seem not to distinguish between left
2596 and right modifier keys (both generate scan code for left key). :-(
2598 2002-08-10 src/libgame/sound.c
2599 * Fixed small NetBSD compilation bug.
2600 Thanks to Adam Ciarcinski for the bug report.
2602 2002-08-10 src/libgame/sound.c
2603 * Added support for audio device "/dev/sound/dsp" (devfs).
2604 Thanks to Christoph Bauer for the corresponding report.
2606 2002-08-10 src/libgame/sound.c
2607 * Bug fixed that caused regular crashes under SDL/Windows version.
2608 Mixer_InsertSound(): Always stop music before playing new music,
2609 else "mixer_active_channels" can get fucked up.
2610 Thanks to Keith Peterston for the bug report.
2613 * version number set to 2.1.1
2616 * version 2.1.0 released
2618 2002-05-31 src/libgame/image.c
2619 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2620 and "image" after converting loaded PCX image file to X11 Pixmap.
2621 This really showed up when reloading custom artwork several times.
2623 2002-05-20 src/libgame/sound.c
2624 * added support for 16 bit WAV sound files
2627 * version number set to 2.1.0
2629 2002-04-03 to 2002-05-19 (various source files)
2630 * graphics, sounds and music now fully configurable
2631 * bug fixed that prevented walking through tubes when gravity on
2632 * added support for TrueColor PCX graphics files
2633 * enhanced sound system (especially regarding stereo and loop sounds)
2635 2002-04-02 src/events.c, src/editor.c
2636 * Make Escape key less aggressive when playing or when editing level.
2637 This can be configured as an option in the setup menu. (Default is
2638 "less aggressive" which means "ask user if something can be lost"
2639 when pressing the Escape key.)
2641 2002-04-02 src/screen.c
2642 * Added "graphics setup" screen.
2644 2002-04-01 src/screen.c
2645 * Changed "choose level" setup screen stuff to be more generic (to
2646 make it easier to add more "choose from generic tree" setup screens).
2648 2002-04-01 src/config.c, src/timestamp.h
2649 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2650 automatically gets created by "src/Makefile" and contains an actual
2651 compile-time timestamp to identify development versions of the game).
2653 2002-04-01 src/libgame/misc.c
2654 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2655 for orthogonality. When really needed, this function must be
2656 extended accordingly (analog to "getKeyFromX11KeyName()").
2658 2002-04-01 src/libgame/setup.c
2659 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2660 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2661 (This was needed for custom key setup handling in "src/screens.c".)
2663 2002-03-31 src/tape.c, src/events.c
2664 * Added quick game/tape save/load functions to tape stuff which can be
2665 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2666 loads previously recorded tape and directly goes into recording mode
2667 from the end of the tape (therefore appending to the tape).
2669 2002-03-31 src/tape.c
2670 * Added "index mark" function to tape recorder. When playing or
2671 recording, "eject" button changes to "index" button. Setting index
2672 mark is not yet implemented, but pressing index button when playing
2673 allows very quick advancing to end of tape (when normal playing),
2674 very fast forward mode (when playing with normal fast forward) or
2675 very fast reaching of "pause before end of tape" (when playing with
2676 "pause before end" playing mode).
2678 2002-03-30 src/cartoons.c
2679 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2681 2002-03-30 src/libgame/toons.c
2682 * New libgame source file "toons.c" for the program independant part
2685 2002-03-29 src/screen.c
2686 * Changed setup screen stuff to be more generic (to make it easier
2687 to add more setup screens).
2689 2002-03-29 src/libgame/setup.c
2690 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2691 with level sub-directories are recognized, but also directories
2692 that directly contain level files.
2694 2002-03-29 src/libgame/sound.c
2695 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2696 (This was a bug that showed up only when in mono audio mode.)
2698 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2699 * Changed image loading code to not exit on error, but set error by
2700 using "SetError()" accordingly. Image loading errors must now be
2701 catched by above layers (src/init.c for example).
2703 2002-03-24 src/libgame/misc.c
2704 * New functions "SetError()" and "GetError()" to provide more
2705 flexible error handling.
2707 2002-03-23 src/main.c, src/main.h
2708 * Various changes due to the introduction of the new libgame files
2709 "setup.c" and "joystick.c".
2711 2002-03-23 src/files.c
2712 * Generic parts of "src/files.c" (mainly setup and level directory
2713 stuff) moved to new libgame file "src/libgame/setup.c".
2715 2002-03-23 src/joystick.c
2716 * File "src/joystick.c" moved to libgame source tree, with
2717 correspondig changes.
2719 2002-03-23 src/libgame/system.c, src/libgame/system.h
2720 * Various changes due to the introduction of the new files "setup.c"
2723 2002-03-23 src/libgame/setup.c
2724 * New libgame source file "setup.c" that contains now most setup and
2725 level directory stuff previously handled in "src/files.c".
2727 2002-03-23 src/libgame/joystick.c
2728 * New libgame source file "joystick.c" that contains now all joystick
2729 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2731 2002-03-22 src/screens.c
2732 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2733 (Wrong level series information displayed when entering main group.)
2735 2002-03-22 src/editor.c
2736 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2738 2002-03-22 src/editor.c
2739 * Changed behaviour of "Escape" key in level editor to be more
2740 intuitive: When in "Element Properties" or "Level Info" mode,
2741 return to "Drawing Mode" instead of leaving the level editor.
2743 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2744 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2745 to specify alternative sound and music directories. (The former
2746 shortcut "-s" for "--serveronly" has changed accordingly.)
2748 2002-03-22 src/libgame/gadgets.c
2749 * Added new gadget events for displaying gadget info texts:
2750 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2751 the info text callback function was only called when entering
2752 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2753 was never erased. This can now be done by checking the event type
2754 in the info callback function.
2756 2002-03-21 src/game.c, src/editor.c, src/files.c
2757 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2758 gems (emeralds, diamonds, ...) slipping down from normal wall,
2759 steel wall and growing wall (as in E.M.C. style levels). Although
2760 the behaviour of contributed and private levels wasn't changed (due
2761 to the use of "level.game_version"; see previous entry), editing
2762 those levels will (of course) change the behaviour accordingly.
2764 This change seems a bit too hard after thinking about it, because
2765 the EM style behaviour is not the "expected" behaviour (gems would
2766 normally only slip down from "rounded" walls). Therefore this was
2767 now changed to an element property for gem style elements, with the
2768 default setting "off" (which means: no special EM style behaviour).
2769 To fix older converted levels, this flag is set to "on" for pre-2.0
2770 levels that are neither contributed nor private levels.
2772 2002-03-20 src/files.h
2773 * Corrected settings for "level.game_version" depending of level type.
2774 (Contributed and private levels always get played with game engine
2775 version they were created with, while converted levels always get
2776 played with the most recent version of the game engine, to let new
2777 corrections of the emulation behaviour take effect.)
2779 2002-03-20 src/main.h
2780 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2781 compiling the SDL version on some systems.
2782 Thanks to the several people who pointed this out.
2784 2002-03-20 src/libgame/gadgets.c
2785 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2786 this caused problems especially on PowerPC architecture (although
2787 it is wrong on i386 and other architectures, too)
2789 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2790 * Added support for loading and displaying true-color PCX files.
2792 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2793 * Added command line option "-g" / "--graphics" to specify an
2794 alternative graphics directory.
2797 * Version number set to 2.0.2.
2800 * Version 2.0.1 released.
2802 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2803 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2804 to libgame source files; needed for SDL fullscreen bug workaround
2807 2002-03-18 src/screens.c
2808 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2810 2002-03-18 src/files.c [src/libgame/misc.c]
2811 * Moved some common functions from src/files.c to src/libgame/misc.c.
2813 2002-03-18 src/files.c [src/libgame/misc.c]
2814 * Changed permissions for new directories and saved files (especially
2815 score files) according to suggestions of Debian users and mantainers.
2816 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2818 2002-03-18 src/libgame/misc.c [src/files.c]
2819 * Moved some common functions from src/files.c to src/libgame/misc.c.
2821 2002-03-18 src/libgame/misc.c [src/files.c]
2822 * Changed permissions for new directories and saved files (especially
2823 score files) according to suggestions of Debian users and mantainers.
2824 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2826 2002-03-17 src/files.c
2827 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2828 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2829 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2830 for levels and "TAPE" for tapes). Old "cookie" style format is
2831 still supported for reading. New level and tape files are written
2834 * New IFF chunk "VERS" contains version numbers for file and game
2835 (where "game version" is the version of the program that wrote the
2836 file, and "file version" is a version number to distinguish files
2837 with different format, for example after adding new features).
2839 2002-03-17 src/libgame/sound.c
2840 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2841 even when sound not available.
2842 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2844 2002-03-15 src/screen.c
2845 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2846 (Before, you heard a mixture of the in-game music and the
2847 hall-of-fame music.)
2849 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2850 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2851 /dev/audio (ulaw) based Unix audio interface).
2852 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2854 2002-03-15 src/libgame/sdl.c
2855 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2856 in the currently actual version 1.2.3) by using "standard" screen
2857 resolutions like 800x600 and mapping all input (mouse events) and
2858 output (screen drawing) accordingly.
2860 2002-03-14 src/events.c
2861 * Function "DumpTape()" (files.c) now available by pressing 't' from
2862 main menu (when in DEBUG mode).
2864 2002-03-14 src/game.c
2865 * "GameWon()": When game was won playing a tape, now there is no delay
2866 raising the score and no corresponding sound is played.
2868 2002-03-14 src/files.c
2869 * Changed "LoadTape()" for real chunk support and also adjusted
2870 "SaveTape()" accordingly.
2872 2002-03-14 src/game.c, src/tape.c, src/files.c
2873 * Important changes to tape format: The old tape format stored all
2874 actions with a real effect with a corresponding delay between the
2875 stored actions. This had some major disadvantages (for example,
2876 push delays had to be ignored, pressing a button for some seconds
2877 mutated to several single button presses because of the non-action
2878 delays between two action frames etc.). The new tape format just
2879 stupidly records all device actions and replays them later. I really
2880 don't know why I haven't solved it that way before?! Old-style tapes
2881 (with tape file version less than 2.0) get converted to the new
2882 format on-the-fly when loading and can therefore still be played;
2883 only some minor parts of the old-style tape handling code was needed.
2884 (A perfect conversion is not possible, because there is information
2885 missing about the device actions between two action frames.)
2887 2002-03-14 src/files.c
2888 * New function "DumpTape()" to dump the contents of the current tape
2889 in a human readable format.
2891 2002-03-14 src/game.c
2892 * Small tape bug fixed: When automatically advancing to next level
2893 after a game was won, the tape from the previous level still was
2894 loaded as a tape for the new level.
2896 2002-03-14 src/tape.c
2897 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2898 tape, cartoons did not get completely removed because
2899 StopAnimation() was not called.
2901 2002-03-13 src/files.c
2902 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2903 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2904 size even when using 16-bit elements). Added new chunk "CNT2" for
2905 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2906 chunk even when content was 16-bit element). "CNT2" should now be
2907 able to store content for arbitrary elements (up to eight blocks of
2908 3 x 3 element arrays). All "CNT2" elements will always be stored as
2909 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2911 2002-03-13 src/files.c
2912 * Changed "LoadLevel()" for real chunk support.
2914 2002-03-12 src/game.c
2915 * Fixed problem (introduced after 2.0.0 release) with penguins
2916 not getting killed by enemies
2918 2002-02-28 src/libgame/sound.c
2919 * Fixed small problem with new SDL_Mixer 1.2.1:
2920 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2921 or it has no effect.
2923 2002-02-24 src/game.c, src/main.h
2924 * Added "player->is_moving"; now "player->last_move_dir" does
2925 not contain any information if the player is just moving at
2927 Before, "player->last_move_dir" was misused for this purpose
2928 for the robot stuff (robots don't kill players when they are
2929 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2930 broke tapes when walking through pipes!
2931 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2932 in a continuous movement. This fact is ignored for friends and