2 * added compatibility code for existing request door animation settings
5 * added ultra-generic, ultra-flexible request door animation handling
8 * fixed major bugs in handling single-player and multi-player tapes
9 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
12 * fixed various problems with playfield and requester/tape/editor doors
13 defined to be at non-standard screen positions in artwork config file
16 * added envelope style requester dialog (alternative to door requester)
19 * fixed problems with window scaling and updating related setup value
20 * added setup option to select anti-aliasing quality of scaled windows
23 * improved speed of displaying progress when loading levels and artwork
24 * changed fullscreen and window scaling changes in setup menu to have
25 immediate effect (instead of being effective after leaving setup menu)
28 * fixed toons stopping on continuous touch events on Mac OS X
31 * fixed bug when displaying game envelope with even sized playfield
32 * added graphic configuration options for request (dialog) buttons
35 * fixed some redraw bugs with window scaling under Mac OS X
38 * fixed problems with window scaling and updating related setup value
41 * fixed problems related to fullscreen switching and window scaling
44 * fixed inconsistent custom artwork contant numbering in src/main.h,
45 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
46 (this bug caused custom artwork definition to set wrong variable)
49 * fixed using fullscreen mode on Android instead of pseudo-window mode
50 * fixed keeping desktop fullscreen mode when changing viewport size
53 * fixed remaining text input problems for non-ASCII keys with modifier
54 * added window scaling options to graphics setup menu
57 * fixed key code problems with certain keys for SDL2
58 (keypad keys not being in numerical order; number of function keys)
59 * fixed text input problems for text characters using modifier keys
62 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
65 * fixed graphical bugs when using renderer/texture based graphics
68 * fixed playing certain sounds (menu navigation sound and counting
69 score sound after solving a level) when "normal sounds" are disabled
72 * continued porting Rocks'n'Diamonds to Android (levels now playable)
75 * added SDL2 renderer/texture based graphics frame handling to allow for
76 "desktop" style fullscreen mode and scaling of game screen/window
79 * removed limitation of artwork files to selected file types (this means
80 that every file type supported by SDL_image and SDL_mixer can be used)
81 * changed default graphics vom PCX to PNG (needed for Android version to
82 prevent painfully slow loading of images, although not compressing PCX
83 files in the assets directory of the APK package might also work fine)
84 * fixed bug with SDL_BlitSurface creating garbage when source and target
85 surface are the same (this bug also existed in versions of SDL 1.2.x)
88 * started porting Rocks'n'Diamonds to Android (already shows main menu)
91 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
94 * version number set to 3.3.1.3
97 * version 3.3.1.2 released
100 * improved error handling: display error message on screen (not only in
101 the error file or on the console), and display path of the error file
104 * fixed problem with R'n'D restarting with same level set that may have
105 caused a problem (and therefore failing again and again); after an
106 error, the last level set is now deactivated in file "levelsetup.conf"
107 to restart with default level set (which should work without error)
110 * fixed determining main game data directory on Mac OS X "Mavericks"
113 * version number set to 3.3.1.2
116 * version 3.3.1.1 released
119 * added scripts directory to distribution package to enable building
120 element definitions after editing artwork config source code files
123 * added volume controls for sounds, loops and music to sound setup
126 * version number set to 3.3.1.1
129 * version 3.3.1.0 released
132 * version number set to 3.3.1.0
135 * fixed display of level time switching from ascending to descending
136 when making use of the "time orb bug" (see element setting in editor)
137 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
138 * fixed graphics performance problems (especially on Mac OS X) by using
139 whole-playfield redraw on SDL target, while still using the previous
140 single-tile redraw method on X11 target (using redraw tiles threshold)
143 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
144 (by replacing all "long" types by "int" types)
147 * fixed nasty bug (affecting crumbled graphics) after adding new special
148 graphics suffix ".TAPE" (and messing some things up in src/main.c)
151 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
152 (this caused fonts in envelope config in level editor being invisible)
155 * fixed some problems with half tile size and even tile sized playfields
158 * added level selection screen (when clicking on main menu level number)
159 * added level tracing (played, solved) for use in level selection screen
160 (to display already played or solved levels in different font color)
163 * added alternative game mode for playing with half size playfield tiles
164 * fixed another memory violation bug in the native Supaplex game engine
165 (this potential memory bug was also in the original Megaplex code, but
166 apparently only occured under rare conditions triggered by using the
167 additional added preceding playfield memory area to make a few strange
168 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
169 solvable (this all worked fine in the classic DOS version, of course))
172 * added graphics performance optimization to native Supaplex game engine
173 * fixed bug with accidentally removing preceding buffer in SP engine
174 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
175 (to prevent compatibility mapping of these newer graphics to older
176 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
179 * added separately configurable game panel background to graphics config
180 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
183 * added tape panel graphics and screen positions to graphics config
186 * added compatibility stuff for redefined "global.door" (which affects
187 all parts of that image that have their own graphics definition now)
190 * added sound button graphics to graphics config
193 * added tape button graphics and screen positions to graphics config
196 * improved single step mode in R'n'D, EM and SP engines
199 * version number set to 3.3.0.2
202 * version 3.3.0.1 released
205 * added configurable key shortcuts for snap+direction player actions
206 (probably most useful for recording tool-assisted speedrun (TAS)
207 tapes using the single-step mode of the tape recorder)
210 * version number set to 3.3.0.1
213 * version 3.3.0.0 released
216 * fixed missing memory allocation in SP engine when saving engine data
217 for non-SP game engine snapshots (which also stores SP engine part)
220 * fixed problem with scrolling in native EM engine in multi-user mode
221 (this bug was just introduced with the experimental viewport stuff)
222 * fixed animation of splashing acid in EM engine with classic artwork
223 * fixed animation of cracking nut in EM engine with classic artwork
224 * fixed (implemented) single step mode in native EM and SP engines
225 * fixed "latest_engine" flag in classic levels (moved to single sets)
226 * updated SDL library DLLs for Windows to the latest release versions
227 (this fixed some mysterious crashes of the game on Windows systems)
228 * replaced EM and SP set in classic level set with native level files
229 * finally added a newly written "CREDITS" file to the game package
230 * removed sampled music loops from classic music set
233 * changed native Emerald Mine engine to support different viewport sizes
236 * changed native Supaplex engine to support different viewport sizes
239 * added initial, experimental support for different viewport properties
240 (with "viewports" being menu/playfield area and doors; currently the
241 size of the menu/playfield area and door positions can be redefined)
244 * added initial, experimental support for different window sizes
247 * added support for native Sokoban solution files in pure 'udlrUDLR'
248 format with extension ".sln" instead of ".tape" for solution tapes
251 * added image config suffix ".class" to be able to define classes of
252 crumbled elements which are then separated against each others when
253 drawing crumbled borders (class names can freely be defined)
254 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
255 emc_grass" results in sand and emc_grass being crumbled separately,
256 even if directly adjacent on the playfield.)
257 * added image config suffix ".style" to use two new features for
259 - "accurate_borders": try to draw correctly crumbled corners (which
260 means that a row of crumbled elements does not have two crumbled
261 corners for each element in the row, but only at the "real" corners
262 at the start and the end of the row of elements)
263 - "inner_corners": also draw inner corners in concave constructions
264 of several crumbled elements -- this is currently a big kludge: the
265 number of frames for crumbled graphic must be "2", with the first
266 frame as usual (crumbled graphic), while the second frame contains
267 the graphic with inner (crumbled) corners for the crumbled graphic
268 (These two features are mainly intended for bevelled walls, not for
269 diggable elements like sand; "inner_corners" only works reliably for
270 static walls, not for in-game dynamically changing walls using CEs.)
273 * finished code cleanup of native Supaplex game engine
276 * started code cleanup of native Supaplex game engine
279 * integrated playing sound effects into native Supaplex game engine
282 * added configurable key shortcuts for the tape recorder buttons
285 * added (hidden) function to save native Supaplex levels with tape as
286 native *.sp file containing level with demo (saved with a file name
287 similar to native R'n'D levels, but with ".sp" extension instead of
288 ".level"); to use this functionality, enter ":save-native-level" or
289 ":snl" from the main menu with the native Supaplex level loaded and
290 the appropriate tape loaded to the tape recorder
291 * fixed potential crash bug caused by illegal array access in engine
292 snapshot loading and saving code
293 * changed setting permissions of score files to be world-writable if
294 the program is not installed and running setgid to allow the program
295 to modify existing score files when run as a different user (which
296 allows cheating, of course, as the score files are not protected
297 against modification in this case)
298 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
299 the top level Makefile for Debian / Ubuntu installations
300 * added saving read-only levels from editor into personal level set
301 (thanks to Bela Lubkin for the above four patches)
304 * added updating of game values on the panel to Supaplex game engine
307 * finished integrating R'n'D graphics engine into Supaplex game engine
308 (although some animations do not support full customizability yet)
311 * done integrating R'n'D graphics engine into file "Infotron.c"
312 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
315 * integrated engine snapshot functionality into Supaplex game engine
318 * fixed bug in native Supaplex engine that broke several demo solutions
319 * fixed bug with re-initializing already existing elements in function
320 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
321 counted a second time, making the currently playing level unsolvable)
322 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
323 * done integrating R'n'D graphics engine into file "Electrons.c"
324 * done integrating R'n'D graphics engine into file "Zonk.c"
327 * done integrating R'n'D graphics engine into file "Murphy.c"
328 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
331 * started integrating R'n'D graphics engine into Supaplex game engine
334 * added small kludge that allows transparent pushing animation over
335 non-black background (by using "game.use_masked_pushing: true")
336 * added editor flag to Sokoban field/object elements to automatically
337 finish solved Sokoban style levels (even if they contain non-Sokoban
338 elements, which prevents auto-enabling this feature for such levels)
341 * added new element "from_level_template" which is replaced by element
342 from level template at same playfield position when loaded (currently
343 not accessible from level editor, but only used for special Sokoban
344 level conversion when using "special_flags: load_xsb_to_ces")
345 * added special behaviour for "special_flags: load_xsb_to_ces": global
346 settings of individual level files are overwritten by template level
347 (except playfield size, level name, level author and template flag)
350 * added handling of gravity ports when converting Supaplex style R'n'D
351 levels to native Supaplex levels for playing with Supaplex engine
354 * fixed bug in Supaplex engine regarding initial screen scroll position
357 * fixed EMC style pushing animations in the R'n'D graphics engine (when
358 using ".2nd_movement_tile" for animations having start and end tile)
359 * for this to work (look) properly for two-tile pushing animations with
360 non-black (i.e. opaque) background, the pushing graphics drawing order
361 was changed to first draw the pushed element, then the player (maybe
362 this should be controlled by an ".anim_mode" flag yet to be added)
363 * two-tile animations for moving or pushing should have 7 frames for
364 normal speed, 15 frames for half speed etc. to display correct frames
365 * two-tile animations are also displayed correctly with different speed
366 settings for the player (for pushing animations) or moving elements
369 * added searching for template level (file "template.level") not only
370 inside the level set directory, but also in above level directories;
371 this makes is possible to use the same single template level file
372 (placed in a level group directory) for many level sub-directories
375 * fixed bug with steel exit being destructible during opening phase
376 * added token "special_flags" to "levelinfo.conf" (currently with the
377 only recognized value "load_xsb_to_ces", doing the same as the flag
378 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
379 converting all elements in native (XSB) Sokoban level files to CEs)
382 * fixed some problems with Supaplex engine when compiling for Windows
385 * added special mode to convert elements of Sokoban XSB levels to CEs
386 by adding "-Dload_xsb_to_ces" to the command line starting the game
387 (also adding a dependency to a template level file "template.level")
390 * added reading native Sokoban levels and level packages (XSB files)
393 * fixed bugs in (auto)scrolling behaviour when passing ports or when
394 wrapping around the playfield through "holes" in the playfield border
397 * changed internal playfield bitmap handling from playfield sized bitmap
398 to screen sized bitmap (visible scrolling area), therefore speeding up
399 graphics operations (by eliminating bitmap updates in invisible areas)
400 and removing playfield size limitations due to increasing bitmap size
401 for larger playfield sizes (while the new implementation always uses
402 a fixed playfield bitmap size for arbitrary internal playfield sizes)
405 * fixed bug with single step mode (there were some cases where the game
406 did not automatically return to pause mode, e.g. when trying to push
407 things that cannot be pushed or when trying to run against a wall)
410 * added support for loading Supaplex levels in MPX level file format
413 * fixed SP engine to set "game over" not before lead out counter done
416 * fixed (potential) compile error when using GCC option "-std=gnu99"
417 (thanks to Tom "spot" Callaway)
420 * fixed array allocation in native Supaplex engine to correctly handle
421 preceding scratch buffers (needed because of missing border checking)
422 * fixed playfield initialization to correctly add raw header bytes as
423 subsequent scratch buffer (needed because of missing border checking)
426 * most important parts of native Supaplex engine integration working:
427 - native Supaplex levels can be played in native Supaplex engine
428 - native Supaplex level/demo files ("*.sp" files) can be re-played
429 - all 111 classic original Supaplex levels automatically solvable
430 - native Supaplex engine can be selected and used from level editor
431 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
434 * fixed another translation problem from VisualBasic to C (where "int"
435 should be "short") causing unsolvable demos with bugs and terminals
436 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
439 * fixed bug when reading Supaplex single level files (preventing loader
440 from seeking to level position like in Supaplex level package files)
443 * first classic Supaplex level running and solved by solution/demo tape
446 * started with integration of native Supaplex engine, using source code
447 of Megaplex from Frank Schindler, based on original Supaplex engine
450 * version number set to 3.2.6.2
453 * version 3.2.6.1 released
456 * fixed bug with element_info[e].gfx_element not being initialized in
457 early game stage, causing native graphics in EMC level sets to be
458 mapped completely to EL_EMPTY (causing a blank screen when playing)
459 (this only happened when starting the program with an EMC set with
460 native graphics, but not when switching to such a set at runtime)
463 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
464 and using self-compiled, patched SDL.dll that solves this problem
465 (interim solution until release of SDL 1.2.14 that should fix this)
468 * extended backwards compatibility mode to allow already fixed bug with
469 change actions (see "2008-02-05") for existing levels (especially the
470 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
473 * reactivated workaround to prevent program crashes due to blitting to
474 the same SDL surface that apparently only occurs on Windows systems
475 (this is no final solution; this problem needs further investigation)
478 * version number set to 3.2.6.1
481 * version 3.2.6.0 released
484 * fixed behaviour of player option "no centering when relocating" which
485 was incorrect when disabled and relocation target inside visible area
486 and "no scrolling when relocating" enabled at the same time
489 * fixed problems with re-mapping players on playfield to input devices:
490 previously, players found on the level playfield were changed to the
491 players connected to input devices (for example, player 3 in the level
492 was changed to player 1 (using artwork of player 3, to be able to use
493 a player with a different color)); this had the disadvantage that CE
494 conditions using player elements did not work (because the players in
495 the level definition are different to those effectively used in-game);
496 the new system uses the same player elements as defined in the level
497 playfield and re-maps the input devices of connected players to the
498 corresponding player elements when playing the level (in the above
499 example, player 3 now really exists in the game and is moved using the
500 events from input device 1); level tapes still store the events from
501 input devices 1 to 4, which are then re-mapped to players accordingly
502 when re-playing the tape (just as it is done when playing the level)
505 * fixed bug with player relocation while the player switches an element
508 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
509 not walkable (and did not let the player enter) when in process of
510 opening, but not fully open yet (which can cause the player not being
511 able to enter the exit in EM/DC style levels in time)
514 * fixed some bugs regarding the new level/CE random seed reset options
517 * moved "level settings" and "editor settings" to two tabbed screens in
518 level editor to gain space for additional level property settings
519 * added level setting to start a level with always the same random seed
520 * added CE action "set random seed" to re-initialize random seed in game
521 (this is the only CE action that gets executed before the CE changes,
522 which is needed to use the newly set random seed during the CE change)
525 * fixed redraw problem of special editor door when playing from editor
528 * fixed initialization of gfx_element for level sketch image creation
531 * added switch for EM style dynamite "[ ] explodes with chain reaction"
532 (with default set to "on" for existing levels, but "off" for all new
533 levels), as EM style dynamite does not chain-explode in original EM
536 * added optional initial inventory for players (pre-collected elements)
537 * added change page actions "set player inventory" and "set CE artwork"
538 * added recognition of "player" parameter on change pages when player
539 actions are defined, but no trigger player in corresponding condition
540 (this resulted in actions that only affected the first player before)
541 * fixed bug with change actions being executed for newly created custom
542 elements resulting from custom element changes, when the intention was
543 only to check for change actions for the previous custom element
546 * changed design and size of element drawing area in level editor
547 * added "element used as action parameter" to element change actions
550 * added possibility to reanimate player immediately after his death
551 (for example, by "change to <player> when explosion of <player>")
554 * fixed bug with "gray" white door not being uncovered by magnifier
555 * added score for collecting (any) key to the white key config page
558 * added condition "deadly when <getting hit by>" for custom elements
559 that behaves a bit like the existing "deadly when <colliding with>",
560 but with the following differences:
561 - it only kills players or friends when it was moving before it hits
562 - it does not kill players or friends that try to run into it
565 * fixed the following change conditions where a player element is used
566 as the "element that is triggering the custom element change":
569 - explosion of <element>
571 (the last two conditions already worked partially, but only for the
572 first player, and not for the "Murphy" player when using "move of")
575 * fixed crash bug caused by accessing invalid element (with value -1)
576 in UpdateGameControlValues()
577 * fixed graphical bug when using two-tile movement animations with EMC
578 game engine without explicitly using native EMC graphics engine
581 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
582 try to push something (due to push delay) does not cause a dig action
585 * fixed bug with reference elements used as trigger elements on custom
586 element change pages not being recognized
587 * fixed bug with reference elements not being removed from the playfield
588 * added engine functionality that allows custom elements that "can dig"
589 other elements not only to do so when moving by themselves, but also
590 when being pushed by the player (therefore adding the functionality to
591 push one element over another element, replacing it with the new one)
594 * added command line function to write level sketch images to directory
597 * merged override and auto-override options into new override options
598 with a new data type than can take the values "no", "yes" and "auto"
601 * fixed growing steel wall to also leave behind steel wall instead of
602 normal, destructible wall
603 * fixed handling of rocks falling through stacks of quicksand with
604 different speed (before, the rocks just got stuck in the quicksand)
607 * fixed nasty bug with auto-override and normal override not working on
608 program startup (especially when current level set has custom artwork)
611 * version 3.2.5 released as special edition "R'n'D jue"
614 * fixed X11 crash bug when blitting masked title screens over background
617 * changed build system to support special editions (like "R'n'D jue")
618 * added (hardcoded) loading graphics for "R'n'D jue" special edition
619 * fixed X11 crash bug when scaling images with width/height less than 32
622 * added "background.PLAYING" (only visible as two-pixel border in game)
623 * added default level set for first start of special R'n'D version
624 * changed door animations for editor always behaving like "quick doors"
627 * added new custom artwork setup option "auto-override non-CE sets" for
628 automatic artwork override that is only used for level sets without
629 custom element artwork (as it does not make much sense to override
630 any artwork that redefines custom element artwork for sets using CEs)
631 * fixed default artwork for "special" R'n'D versions always using the
632 "classic" artwork as the base if base artwork is not explicitly
633 defined in "levelinfo.conf", regardless of different default artwork
634 used by the special R'n'D version -- this is needed because any such
635 custom artwork is designed using the "classic" artwork definitions as
636 the base (including menu definitions and screen positions etc., which
637 would otherwise be taken from the different special default artwork)
640 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
641 for both EMC and R'n'D graphics engine (heavy workarounds needed due
642 to massively broken handling of quicksand in R'n'D game engine)
643 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
644 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
647 * fixed small bug in toon drawing (introduced when fixing the crash bug)
650 * added graphics definition "game.panel.highscore" to display the
651 current levels current high score in the game panel
654 * version number set to 3.2.5
657 * version 3.2.4 released
660 * fixed crash bug in toon drawing functions for large step offset values
663 * fixed some problems with displaying game panel when quick-loading tape
666 * fixed (experimental only) redrawing of every tile per frame (even if
667 unneeded) for the extended (R'n'D based) EMC graphics engine
668 * added optimization to only calculate element count for panel display
669 if really needed (that is, if element count values defined on panel)
670 * fixed problem with special editor door redraw when entering main menu
673 * fixed bug with displaying background for title messages on info screen
674 * some code cleanup for the extended (R'n'D based) EMC graphics engine
677 * fixed bug with CE action "move player" always resulting in player 4
678 if there was a CE action with no trigger player (because the player
679 element was calculated by using log_2() from trigger player bits with
680 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
681 triggering player bit mask and handling all players in "move player"
682 * fixed bug when defined artwork cannot be found for artwork that has
683 default artwork cloned from other artwork (without default filename)
684 * added several fixes to the extended (R'n'D based) EMC graphics engine
687 * fixed broken editor copy and paste for custom elements between levels
690 * title messages are now also searched in graphics artwork directory;
691 those found in graphics directory have precendence over those found
692 in level directory -- this handles title messages stored in graphics
693 directories as part of the artwork set, just like title images; this
694 makes sense, as corresponding special font definitions for messages
695 are usually defined in the same graphics artwork directory, and also
696 because title images and title messages that are combined in a level
697 set introduction should usually not be separated when the level set
698 is used with a different artwork set (e.g. using "override graphics")
699 * fixed problem with door borders on main screen by first drawing doors
700 and then the corresponding border masks, but not vice versa
701 * fixed problem with artwork config entries using the value "[DEFAULT]";
702 this does not what one might expect, but sets the value to an invalid
703 value -- solution: simply ignore such entries, which results in this
704 value keeping its previous (real) default value (in general, entries
705 that should use their default value should just not be defined here)
706 * fixed problem with wrong fading area size from main menu to setup menu
709 * fixed problem with broken crumbled graphics after level set changes
710 when using R'n'D custom artwork with level sets using the EMC engine
713 * fixed invisible "joysticks deactivated ..." text on setup input screen
716 * added use of hashes created from static lists (element tokens, image
717 config, font tokens) to speed up lookup of configuration parameters
718 * fixed bug where element and graphic config token lookup was mixed up
721 * added "busy" animation when initializing program and loading artwork
722 * added initialization profiling for program startup (debugging only)
725 * fixed(?) very strange bug apparently triggered by memset() when code
726 was cross-compiled with MinGW cross-compiler for Windows XP platform
727 (this only happened when using SDL.dll also self-compiled with MinGW)
730 * added graphics engine directive "border.draw_masked_when_fading" that
731 enables/disables drawing of border mask over screen that is just faded
734 * fixed small problem with separate fading definition for game screen
737 * added additional configuration directives for setup screen draw offset
738 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
739 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
740 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
741 used to define draw offset on custom artwork selection screens and
742 "CHOOSE_OTHER" is used on all other list style selection screens, like
743 choosing game speed or screen mode for fullscreen mode)
744 * added additional configuration directives to define main menu buttons:
745 - menu.button_name and menu.button_name.active
746 - menu.button_levels and menu.button_levels.active
747 - menu.button_scores and menu.button_scores.active
748 - menu.button_editor and menu.button_editor.active
749 - menu.button_info and menu.button_info.active
750 - menu.button_game and menu.button_game.active
751 - menu.button_setup and menu.button_setup.active
752 - menu.button_quit and menu.button_quit.active
753 * added eight pure decoration graphic definitions for the game panel
756 * added support for accessing native Diamond Caves II level packages
757 * fixed displaying of game panel values for Emerald Mine game engine
758 * fixed displaying end-of-level time and score values on new game panel
761 * added game panel control to display arbitrary elements on game panel
762 * added game panel control to display custom element score (globally
763 unique for identical custom elements) either as value or as element
764 * added ".draw_masked" and ".draw_order" to game panel control drawing
767 * fixed some general bugs with handling of ".active" elements and fonts
770 * cleanup of game panel elements (some elements were not really needed)
771 * added displaying of gravity state (on/off) as new game panel control
772 * added animation for game panel elements (similar to game elements)
775 * added new pseudo game mode "PANEL" to define panel fonts and graphics
776 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
777 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
778 (else graphics would have to use ".PLAYING", which would be confusing)
779 * fixed bug when fading out to game screen with border mask defined
782 * added attribute ".tile_size" for element style game panel controls
785 * added <space> key as additional valid key to use for confirm requester
788 * improved menu fading, adding separate fading definitions for entering
789 and leaving a "content" screen (in general), and optional definitions
790 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
793 * added (currently invisible) setup option to define scroll delay value
794 * fixed small bug in priority handling when auto-detecting level start
795 position in levels without player element (but player from CE etc.)
796 * added option "game.forced_scroll_delay_value" to override user choice
797 of scroll delay value for certain level sets with "graphicsinfo.conf"
798 * replaced setup option "scroll delay: on/off" by new setup option that
799 directly allows selecting the desired scroll delay value from 0 to 8
802 * added displaying of most game panel control elements (not animated)
805 * added new configuration directives to display additional game engine
806 values on the game control panel, like the following examples:
807 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
808 - game.panel.penguins - number of penguins to rescue
809 - game.panel.level_name - level name of current level
812 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
815 * added new player option "no centering when relocating" for "invisible"
816 teleportations to level areas that look exactly the same, giving the
817 illusion that the player did not relocate at all (this was the default
818 since 3.2.3, but caused visual problems with room creation in "Zelda")
819 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
822 * improved menu fading, adding separate fading definitions for entering
823 and leaving a menu and for fading between menu and "content" screens
824 * fixed small bug with recognizing also ".font_xyz" style definitions
827 * improved menu fading, adding separate fading definitions for fading
828 between menu screens and fading between menu and "destination" screens
831 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
832 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
833 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
834 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
836 * improved title fading, allowing fading animation types "none", "fade"
837 and "crossfade" (including cross-fading of last title to main menu)
840 * added configurability of graphics, sounds and music for title screens,
841 which are separated into initial title screens (only shown once at
842 program startup) and title screens shown for a given level set; these
843 title screens can be composed of up to five title images and up to
844 five title text messages (each drawn using an optional background
845 image), also using background music and/or sounds; aspects like
846 background images, sounds and music of title screens can either be
847 defined generally (valid for all title screens) or specifically (and
848 therefore differently for each title screen) using these directives:
850 to define a background image, sound or music file for all screens:
851 - background.TITLE_INITIAL (for all title screens for game startup)
852 - background.TITLE (for all title screens for level sets)
854 to define a background image, sound or music file for a single screen:
855 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
856 - background.titlescreen_x (with x in 1,2,3,4,5)
857 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
858 - background.titlemessage_x (with x in 1,2,3,4,5)
860 to define the title screen images:
861 - titlescreen_initial_x (with x in 1,2,3,4,5)
862 - titlescreen_x (with x in 1,2,3,4,5)
864 to define the title text messages, place text files into the level set
865 directory that have the following file names:
866 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
867 - titlemessage_x.txt (with x in 1,2,3,4,5)
869 to define the properties of the text messages, either use directives
870 that affect all text messages:
871 - [titlemessage_initial].<suffix>
872 - [titlemessage].<suffix>
873 or use directives that affect single text messages:
874 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
875 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
877 valid values for <suffix> are the same as for readme.<suffix> below;
878 use ".sort_priority" (default: 0) to define an arbitrary order for
879 title images and title messages (which can therefore be mixed)
882 * added full configurability of "readme.txt" screen appearance:
883 - readme.x: <left position used with alignment>
884 - readme.y: <top position>
885 - readme.width: <maximim text width in pixels>
886 - readme.height: <maximum text height in pixels>
887 - readme.chars: <maximum number of chars per line>
888 - readme.lines: <maximum number of lines displayed>
889 - readme.align: left,center,right (default: center)
890 - readme.top: top,middle,bottom (default: top)
891 - readme.font: font name
892 - readme.autowrap: true,false (default: true)
893 - readme.centered: true,false (default: false)
894 - readme.parse_comments: true,false (default: true)
895 - readme.sort_priority: (not used here, but only for title screens)
896 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
897 default), they are automatically determined from "readme.width" and
898 "readme.height" accordingly; when they are not "-1", they have
899 precedence over "readme.width" and "readme.height"
900 * added internal ad-hoc config settings for displaying text files like
901 title messages or "readme.txt" style level set info files:
902 - .font: font name (default: readme.font)
903 - .autowrap: true,false (default: readme.autowrap)
904 - .centered: true,false (default: readme.centered)
905 - .parse_comments: true,false (default: readme.parse_comments)
906 (the leading '.' and the separating ':' are mandatory here); to use
907 these ad-hoc settings, they have to be written inside a comment, like
908 "# .autowrap: false" or "# .centered: true"; these settings then
909 override the above global settings (they can even be used more than
910 once, like "# .centered: true", then some text that should be drawn
911 centered, then "# .centered: false" to go back to non-centered text;
912 important note: after using "# .parse_comments: false", or when using
913 "readme.parse_comments: false", detecting and parsing comments inside
914 the file is disabled and comments are just printed like normal text;
915 also be aware that all automatic text size calculations are done with
916 the font defined in "readme.font", while using different fonts using
917 "# .font: <font>" inside the text file may cause unexpected results
920 * changed some numerical limits in the level editor from 255 to 999
923 * added option "system.sdl_videodriver" to select SDL video driver
924 * added output of SDL video and audio driver to "version info" page
927 * added group element drawing to IntelliDraw drawing functions
928 * fixed animation resetting problem again (last try broke Snake Bite)
929 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
932 * added new (special) "include: <filename>" directive that works in all
933 configuration files (like "graphicsinfo.conf") and that has the same
934 effect as if that directive would be replaced with the content of the
935 specified file (this can be useful to split large configuration files
936 into several smaller ones and include them from one main file, or to
937 store configuration settings that always stay the same into a separate
938 file, while including it and only add those parts that really change)
941 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
944 * fixed bug in "InitMovingField()" where treating an integer array as
945 boolean caused wrong resetting of animations while elements are moving
946 * fixed problem with resetting animations when starting element change
949 * added sort priority for order of title screens and title messages
952 * changed end of game again: do not wait for the user to press a key
953 anymore, but directly ask/confirm tape saving and go to hall of fame
954 * re-enabled quitting of lost game by pressing space or return again
955 * added blanking of mouse pointer when displaying title screens
956 * added remaining menu draw offset definitions for info sub-screens
959 * added setup option to select game speed (from very slow to very fast)
960 * improved handling of title text messages (initial and for level set)
963 * added new options "auto-wrap" and "centered" for DC2 style envelopes
966 * fixed displaying and typing of player name when it is centered
967 * added special characters to be allowed for player name (not only A-Z)
970 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
971 (newer versions of the SDL library seem to not like this anymore)
974 * added code for configuration directives for control of game panel
977 * fixed small cosmetical bug with underlining property tabs in editor
980 * fixed small drawing bug in X11FadeRectangle
981 * added new elements for newly supported Diamond Caves II levels:
982 - EM/DC style exits that disappear after passing
983 - white key and gate (one white key needed for each white gate)
984 - fake gate (there is no key to open/pass this kind of gate!)
985 - extended magic wall which also handles pearls and crystals
989 * changed maximum value for endless loop detection to a higher value
990 (some levels really used very deep recursion without being endless)
993 * added new elements for newly supported Diamond Caves II levels:
994 - growing steel walls
995 - snappable land mine
998 * added new elements for newly supported Diamond Caves II levels:
999 - steel text elements
1002 * added level file loader for native Diamond Caves II levels
1005 * version number set to 3.2.4
1008 * version 3.2.3 released
1011 * fixed malloc/free bug when updating EMC artwork entries in level list
1012 * added workaround (warning and request to quit the current game) when
1013 changing elements cause endless recursion loop (which would otherwise
1014 freeze the game, causing a crash-like program exit on some systems)
1017 * fixed nasty string overflow bug when entering too long envelope text
1020 * added feedback sounds for menu navigation "menu.item.activating" and
1021 "menu.item.selecting" (for highlighting and executing menu entries)
1024 * improved "no scrolling when relocating" to also consider scroll delay
1025 (meaning that the player is not automatically centered in this case;
1026 this makes it possible to "invisibly" relocate the player to a region
1027 of the level playfield which looks the same as the old level region)
1028 * fixed bug with not recognizing "main.input.name.align" when active
1031 * fixed bug with displaying masked borders over title screens when
1032 screen fading is disabled
1035 * fixed infinite loop / crash bug when killing the player while having
1036 a CE with the setting "kill player X when explosion of <player X>"
1037 * added special editor graphic for "char_space" to distinguish it from
1038 "empty_space" when editing a level (in-game graphics still the same)
1041 * fixed nasty bug with initialization only done for the first player
1044 * small change to handle loading empty element/content list micro chunks
1047 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1050 * some optimizations on startup speed by reducing initial text output
1053 * added caching of custom artwork information for faster startup times
1056 * fixed graphical bug when using fewer menu entries on level selection
1057 screen than usual (with "menu.list_size.LEVELS" directive)
1058 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1059 the backbuffer to the backbuffer by error (with identical rectangle)
1062 * fixed bug when displaying titlescreen with size less than element tile
1063 * fixed bug that caused elements with "change when digging <e>" event
1064 to change for _every_ digged element, not only those specified in <e>
1065 * fixed bug that caused impact style collision when dropping element one
1066 tile over the player that can both fall down and smash players
1067 * fixed bug that caused impact style collision when element changed to
1068 falling/smashing element over the player immediately after movement
1071 * fixed bug that allowed making engine snapshots from the level editor
1074 * fixed bugs with player name and current level positions on main screen
1077 * added configuration directives for control of title screens:
1078 - "title.fade_delay" for fading time
1079 - "title.post_delay" for pause between screens (when not crossfading)
1080 - "title.auto_delay" to automatically continue after some time
1081 these settings can each be overridden by specifying them with titles:
1082 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1083 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1084 fading mode can also be specified:
1085 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1086 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1087 default is using normal fading for menues and initial title screens,
1088 while using cross-fading for level set title screens
1089 * fixed bug with background not drawn in Hall of Fame after game was won
1092 * added configuration directives for the remaining main menu items
1095 * added additional configuration directives for info screen draw offset:
1096 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1097 * added additional configuration directives for preview info text
1098 * limited mouse wheel sensitive screen area to scrollable screen area
1101 * added highlighted menu text entries to menu navigation when selected
1104 * fixed bug that prevented player from correctly being created in the
1105 top left corner by a custom element change in a level without player
1106 * fixed bug that prevented player from being killed when indestructible,
1107 non-walkable element is placed on player position by extended change
1108 * added configurable menu button, text and input positions to main menu
1111 * added page fading effects for remaining info sub-screens
1112 * fixed small bug that caused some delays when answering door request
1115 * added directives "border.draw_masked.*" for menu/playfield area and
1116 door areas to display overlapping/masked borders from "global.border"
1119 * fixed bug with CE with move speed "not moving" not being animated
1120 * when changing player artwork by CE action, reset animation frame
1123 * fixed bug with not unmapping main menu screen gadgets on other screens
1124 * fixed bug with un-pausing a paused game by releasing still pressed key
1125 * fixed bug with not redrawing screen when toggling to/from fullscreen
1126 mode while fast reloading tape (without redrawing playfield contents)
1127 * fixed bug with quick-saving tape snapshot despite answering with "no"
1130 * version number set to 3.2.3
1133 * version 3.2.2 released
1136 * fixed bug with redrawing screen in fullscreen mode after quick tape
1137 reloading when using the EMC game engine
1138 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1141 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1144 * added engine snapshot functionality for instant tape reloading (this
1145 only works for the last tape saved using "quick save", and does not
1146 work across program restarts, because it completely works in memory)
1149 * version number set to 3.2.2
1152 * version 3.2.1 released
1155 * fixed nasty bugs with handling error message file on Mac OS X systems
1158 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1161 * fixed bug that caused broken tapes when manually appending to tapes
1162 using the "pause before death" functionality, followed by recording
1163 * added setup option to disable fading of screens for faster testing
1166 * code cleanup of new fading functions
1169 * changed behaviour after solved game -- do not immediately stop engine
1170 * added some more smooth screen fadings (game start, hall of fame etc.)
1173 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1176 * added configurable level preview position, tile size and dimensions
1177 * added configurable game panel value positions (gems, time, score etc.)
1180 * fixed small bug with time displayed incorrectly when collecting CEs
1183 * fixed bug with bumpy scrolling with EM engine in double player mode
1186 * added compatibility code to fix "Snake Bite" style levels that were
1187 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1190 * fixed bug with scrollbars inside editor when using the Windows mouse
1191 enhancement tool "True X-Mouse" (which injects key events to the event
1192 queue to insert selected stuff into the Windows clipboard, which gets
1193 confused with the "Insert" key for jumping to the last editor cascade
1194 block in the element list)
1195 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1196 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1199 * added selection of preferred fullscreen mode to setup / graphics menu
1200 (useful if default mode 800 x 600 does not match screen aspect ratio)
1203 * improved down-scaling of images for better editor and preview graphics
1204 * changed user data directory for Mac OS X from Unix style to new place
1207 * improved level number selection in main menu and player selection in
1208 setup menu (input devices section) by using standard button gadgets
1209 * added support for mouse scroll wheel (caused buggy behaviour before)
1210 * added support for scrolling horizontal scrollbars with mouse wheel by
1211 holding "Shift" key pressed while scrolling the wheel
1212 * added support for single step mouse wheel scrolling by holding "Alt"
1213 key pressed while scrolling the wheel (can be combined with "Shift")
1214 * changed output file "stderr.txt" on Windows platform now always to be
1215 created in the R'n'D sub-directory of the personal documents directory
1216 * added Windows message box to direct to "stderr.txt" after error aborts
1219 * improved general scrollbar handling (when jump-scrolling scrollbars)
1222 * changed scrollbars to always show last line as first after scrolling
1223 (that means jumping n - 1 screen lines instead of n screen lines)
1226 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1227 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1228 * fixed special handling of vertically stacked acid becoming fake acid
1231 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1232 affect multiple instances of the same CE, although this kind of
1233 change condition usually only affects one single custom element
1236 * version number set to 3.2.1
1239 * version 3.2.0 released
1242 * reorganized level editor element list a bit to match engines better
1245 * fixed newly introduced bug with wrongly initializing clipboard element
1248 * fixed bug with displaying visible/invisible level border in editor
1251 * reorganized some elements in the level editor element list
1254 * fixed bug with displaying any player as "yellow" when moving into acid
1255 * fixed bug with displaying running player when player stopped at border
1258 * fixed bug with player exploding when moving into acid
1259 * fixed bug with level settings being reset in editor and when playing
1260 (some compatibility settings being set not only after level loading)
1261 * fixed crash bug when number of custom graphic frames was set to zero
1262 * fixed bug with teleporting player on walkable tile not working anymore
1263 * added partial compatibility support for pre-release-only "CONF" chunk
1264 (to make Alan Bond's "color cycle" demo work again :-) )
1267 * fixed some bugs when displaying title screens from info screen menu
1268 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1271 * changed file major version to 3 to reflect level file format changes
1272 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1275 * added new chunk "NAME" to level file format for level name settings
1276 * added new chunk "NOTE" to level file format for envelope settings
1277 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1278 * updated magic(5) file to recognize changed and new level file chunks
1279 * removed change events "change when CE value/score changes" as unneeded
1282 * changed gravity (which only affects the player) from level property
1283 to player property (only makes a difference in multi-player levels)
1284 * added change events "change when CE value/score changes"
1285 * added change events "change when CE value/score changes of <element>"
1288 * added new chunk "INFO" to level file format for global level settings
1289 * added all element settings from "HEAD" chunk to "CONF" chunk
1290 * added all global level settings from "HEAD" chunk to "INFO" chunk
1293 * changed level file format by adding two new chunks "CUSX" (for custom
1294 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1295 elements, replacing the previous "GRP1" chunk); these new IFF style
1296 chunks use the new and flexible "micro chunks inside chunks" technique
1297 already used with the new "CONF" chunk (for normal element properties)
1298 which makes it possible to easily extend the existing level format
1299 (instead of using fixed-length chunks like before, which are either
1300 too big due to reserved bytes for future use, or too small when those
1301 reserved bytes have all been used and even more data should be stored,
1302 requiring the replacement by new and larger chunks just like it went
1303 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1306 * added credits pages to the "credits" section that were really missing
1307 * added some missing element descriptions to the level editor
1308 * added down position of switchgate switch to the level editor
1309 and allowed the use of both switch positions at the same time
1310 * changed use of "Insert" and "Delete" keys to navigate element list in
1311 level editor to start of previous or next cascading block of elements
1314 * added the possibility to view the title screen to the info screen menu
1315 * fixed some minor bugs with viewing title screens
1318 * fixed bug with title (cross)fading in/out when using fullscreen mode
1321 * fixed bug that forced re-defining of menu settings in local graphics
1322 config file which are already defined in existing base config file
1323 * fixed small bug that caused door sounds playing when music is enabled
1326 * added the possibility to define up to five title screens for each
1327 level set that are displayed after loading using (cross)fading in/out
1328 (this was added to display the various start images of the EMC sets)
1331 * added "CE score gets zero [of]" to custom element trigger conditions
1332 * added setup option to display element token name in level editor
1335 * added compatibility code for Juergen Bonhagen's menu artwork settings
1338 * fixed bug with displaying wrong animation frame 0 after CE changes
1339 * fixed bug with creating invisible elements when light switch is on
1342 * added selection between ECS and AGA graphics for EMC levels to setup
1345 * adjusted font handling for various narrow EMC style fonts
1348 * changed EM engine behaviour back to re-allow initial rolling springs
1351 * fixed handling of over-large selectboxes (less error-prone now)
1352 * fixed bug when creating GE with walkable element under the player
1355 * added use of "Insert" and "Delete" keys to navigate element list in
1356 level editor to start of custom elements or start of group elements
1357 * added virtual elements to access CE value and CE score of elements:
1358 - "CE value of triggering element"
1359 - "CE score of triggering element"
1360 - "CE value of current element"
1361 - "CE score of current element"
1364 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1367 * changed behaviour of network games with internal errors (because of
1368 different client frame counters) from immediately terminating R'n'D
1369 to displaying an error message requester and stopping only the game
1370 (also to prevent impression of crashes under non command-line runs)
1371 * fixed playing network games with the EMC engine (did not work before)
1372 * fixed bug with not scrolling the screen in multi-player mode with the
1373 focus on player 1 when all players are moving in different directions
1374 * fixed bug with keeping pointer to gadget even after its deallocation
1375 * fixed bug with allowing "focus on all players" in network games
1376 * fixed bug with player focus when playing tapes from network games
1379 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1382 * code cleanup for game action control for R'n'D and EMC game engine
1385 * fixed bug in multi-player movement with focus on both players
1386 * added option to control only the focussed player with all input
1389 * added player focus switching to level tape recording and re-playing
1392 * fixed some bugs in player focus switching in EMC and RND game engine
1395 * added special Supaplex animations for Murphy digging and snapping
1396 * added special Supaplex animations for Murphy being bored and sleeping
1399 * added four new yam yams with explicit start direction for EMC engine
1400 * fixed bug in src/libgame/text.c with printing text outside the window
1403 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1406 * added delayed ignition of EM style dynamite when used in R'n'D engine
1407 * added limited movement range to EMC engine when focus on all players
1410 * fixed bug with missing (zero) score values for native Supaplex levels
1413 * added "continuous snapping" (snapping many elements while holding the
1414 snap key pressed, without releasing the snap key after each element)
1415 as a new player setting for more compatibility with the classic games
1418 * finished scrolling for "focus on all players" in EMC graphics engine
1421 * level sets with "levels: 0" are ignored for levels, but not artwork
1422 * fixed bug when scanning empty level group directories (endless loop)
1425 * fixed bug with explosion graphic for player using "Murphy" graphic
1426 * fixed bug with explosion graphic if player leaves explosion in time
1427 * changed some descriptive text in setup menu to use medium-width font
1428 * added key shortcut settings for switching player focus to setup menu
1431 * fixed bug with random value initialization when recording tapes
1432 * fixed bug with playing single player tapes when team mode activated
1435 * fixed little bug when trying to switch to player that does not exist
1438 * added player switching (visual and quick) to R'n'D and EM game engine
1439 * added setup option to select visual or quick in-game player switching
1442 * added use of "Home" and "End" keys to handle element list in editor
1445 * fixed bug with adding score when playing tape with EMC game engine
1446 * added steel wall border for levels using EMC engine without border
1447 * finally fixed delayed scrolling in EMC engine also for small levels
1450 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1453 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1454 * fixed bug when displaying info element without action, but direction
1457 * fixed minor graphical problems with springs smashing and slurping
1458 (when using R'n'D style graphics instead of EMC style graphics)
1461 * added scroll delay (as configured in setup) to EMC graphics engine
1464 * improved screen redraw for EMC graphics engine (faster and smoother)
1465 * when not scrolling, do not redraw the whole playfield if not needed
1468 * added multi-player mode for EMC game engine (with up to four players)
1471 * added android (can clone elements) from EMC engine to R'n'D engine
1474 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1477 * added selectbox for initial player speed to player settings in editor
1480 * version 3.1.2 created that is basically version 3.1.1, but with a
1481 major bug fixed that prevented editing your own private levels
1482 * version 3.1.2 released
1485 * added magic ball (creates elements) from EMC engine to R'n'D engine
1488 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1491 * fixed bug when using "CE can leave behind <trigger element>"
1492 * added new change condition "(after/when) creation of <element>"
1493 * added new change condition "(after/when) digging <element>"
1494 * fixed bug accessing invalid gadget that caused crashes under Windows
1495 * deactivated new possibility for multiple CE changes per frame
1498 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1501 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1502 * fixed bug with not keeping CE value for moving CEs with only action
1503 * changed CE action selectboxes in editor to be only reset when needed
1506 * added option "use artwork from element" for custom player artwork
1507 * added option "use explosion from element" for player explosions
1510 * added cascaded element lists in the level editor
1511 * added persistence for cascaded element lists by "editorcascade.conf"
1512 * added dynamic element list with all elements used in current level
1513 * added possibility for multiple CE changes per frame (experimental)
1516 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1519 * changed "score for each 10 seconds/steps left" to "1 second/step"
1520 * added own score for collecting "extra time" instead of sharing it
1521 * added change events "switched by player" and "player switches <e>"
1522 * added change events "snapped by player" and "player snaps <e>"
1523 * added "set player artwork: <element choice>" to CE action options
1524 * added change event "move of <element>"
1527 * added "set player shield: off / normal / deadly" to CE action options
1528 * added new player option "use level start element" in level editor
1529 to set the correct focus at level start to elements from which the
1530 player is created later (this did not work before for cascaded CE
1531 changes resulting in creation of the player; it is now also possible
1532 to create the player from a yam yam which is smashed at level start)
1535 * added "set player speed: frozen (not moving)" to CE action options
1536 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1539 * added new player option "block snap field" (enabled by default) to
1540 make it possible to show a snapping animation like in Emerald Mine
1543 * added dynamic selectboxes to custom element action settings in editor
1544 * added "CE value" counter for custom elements (instead of "CE count")
1545 * added option to use the last "CE value" after custom element change
1546 * added option to use the "CE value" of other elements in CE actions
1547 * fixed odd behaviour when pressing time orb in levels w/o time limit
1548 * added checkbox "use time orb bug" for older levels that use this bug
1551 * added missing configuration settings for the following elements:
1552 - EL_TIMEGATE_SWITCH (time of open time gate)
1553 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1554 - EL_SHIELD_NORMAL (time of shield duration)
1555 - EL_SHIELD_DEADLY (time of shield duration)
1556 - EL_EXTRA_TIME (time added to level time)
1557 - EL_TIME_ORB_FULL (time added to level time)
1560 * added "wind direction" as a movement pattern for custom elements
1561 * added initial wind direction for balloon / custom elements to editor
1562 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1565 * added parameters for "game of life" and "biomaze" elements to editor
1568 * added level file chunk "CONF" for generic level and element settings
1571 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1574 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1575 * added sound action ".page[1]" to ".page[32]" for each CE change page
1578 * added image config suffix ".clone_from" to copy whole image settings
1579 * fixed bug with invalid ("undefined") CE settings in old level files
1582 * fixed graphical bug with smashing elements falling faster than player
1585 * fixed major bug which prevented private levels from being edited
1586 * fixed bug with precedence of general and special font definitions
1589 * fixed graphical bug with player animation when player moves slowly
1592 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1595 * fixed bug which prevented "global.num_toons: 0" from working
1598 * major code cleanup (removed all these annoying "#if 0" blocks)
1601 * added custom element actions for CE change page in level editor
1604 * fixed music initialization bug in init.c (thanks to David Binderman)
1605 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1606 (this bug must probably be fixed at other places, too)
1609 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1610 (should be '#include <SDL.h>' instead)
1613 * fixed bug which prevented "walkable from no direction" from working
1614 (due to compatibility code overwriting this setting after loading)
1617 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1620 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1621 * version 3.1.1 released
1624 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1625 on 64-bit architecture systems with LP64 data model
1628 * fixed bug with bombs not exploding when hitting the last level line
1629 (introduced after the release of 3.1.0)
1632 * added support for dumping small-sized level sketches from editor
1635 * added recognition of "trigger element" for "change digged element to"
1636 (this is not really what the "trigger element" was made for, but its
1637 use may seem obvious for leaving back digged elements unchanged)
1640 * fixed multiple warnings about failed joystick device initialization
1643 * fixed bug with dynamite dropped on top of just dropped custom element
1644 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1645 dynamite can still be dropped, but drop key must be released before
1648 * fixed bug with wrong start directory when started from file browser
1649 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1652 * fixed bug causing "change when impact" on player not working
1653 * fixed wrong priority of "hitting something" over "hitting <element>"
1654 * fixed wrong priority of "hit by something" over "hit by <element>"
1657 * fixed graphical bug which caused the player (being Murphy) to show
1658 collecting animations although the element was collected by penguin
1661 * fixed two bugs causing wrong door background graphics in system.c
1662 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1665 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1666 * added "no direction" to "walkable/passable from" selectbox options
1669 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1670 * in tape autoplay, not only report broken, but also missing tapes
1673 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1676 * fixed small bug with "linear" animation not working for active lamp
1679 * fixed bug with moving up despite gravity due to "block last field"
1680 * fixed small bug with wrong draw offset when typing name in main menu
1681 * when reading user names from "passwd", ignore data after first comma
1682 * when creating new "levelinfo.conf", only write some selected entries
1685 * fixed displaying "imported from/by" on preview with empty string
1686 * fixed ignoring draw offset for fonts used for level preview texts
1689 * fixed a delay problem with SDL and too many mouse motion events
1690 * added setup option "skip levels" and level skipping functionality
1693 * added move speed "not moving" for non-moving CEs, but with direction
1696 * fixed mapping of obsolete element token names in "editorsetup.conf"
1697 * fixed bug with sound "acid.splashing" treated as a loop sound
1698 * fixed some little sound bugs in native EM engine
1701 * fixed small bug when dragging scrollbars to end positions
1704 * added editor element descriptions written by Aaron Davidson
1707 * improved fallback handling when configured artwork is not available
1708 (now using default artwork instead of exiting when files not found)
1711 * fixed bug on level selection screen when dragging scrollbar
1714 * fixed bug which caused broken tapes when appending to EM engine tapes
1717 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1720 * added code to replace changed artwork config tokens with other tokens
1721 (needed for backwards compatibility, so that older tokens still work)
1724 * added native R'n'D graphics for some new EMC elements in EM engine
1727 * fixed some bugs in the EM engine integration code
1728 * changed EM engine code to allow diagonal movement
1729 * changed EM engine code to allow use of separate snap and drop keys
1732 * fixed some redraw bugs when using EM engine
1735 * fixed bug with not converting RND levels which are set to use native
1736 engine to native level structure when loading
1739 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1742 * version number set to 3.2.0
1745 * level data now reset to defaults after attempt to load invalid file
1748 * added use of "editorsetup.conf" for different level sets
1751 * added auto-detection for various types of Emerald Mine level files
1754 * fixed bug with scrollbars getting too small when list is very large
1757 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1760 * added most level editor configuration gadgets for new EMC elements
1763 * added more element and graphic definitions for new EMC elements
1766 * modified native EM engine to use integrated R'n'D sound system
1769 * added SDL support to graphics functions in native EM engine
1770 (by always using generic libgame interface functions)
1773 * fixed bug in frame synchronization in native EM engine
1776 * added code to convert levels between R'n'D and native EM engine
1779 * new Emerald Mine engine can now play levels selected in main menu
1782 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1783 (which creates scaled down graphics for level editor and preview);
1784 there's still a memory leak somewhere in the artwork handling code
1785 * added "scale image up" functionality to X11 version of zoom function
1788 * first attempts to integrate new, native Emerald Mine Club engine
1791 * fixed bug in gadget code which caused reset of CEs in level editor
1792 (example: pressing 'b' [grab brush] on CE config page erased values)
1793 (solution: check if gadgets in ClickOnGadget() are really mapped)
1794 * improved level change detection in editor (settings now also checked)
1795 * fixed bug with "can move into acid" and "don't collide with" state
1798 * fixed maze runner style CEs to use the configured move delay value
1801 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1804 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1805 * fixed the above fix because it broke level set "machine" (*sigh*)
1806 * fixed random element placement in level editor to work as expected
1807 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1810 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1813 * fixed bug (missing array boundary check) which caused broken tapes
1814 * fixed bug (when loading level template) which caused broken levels
1815 * fixed bug with new block last field code when using non-yellow player
1818 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1819 * internal change of how the player blocks the last field when moving
1820 * fixed blocking delay of last field for EM and SP style block delay
1821 * fixed bug where the player had to wait for the usual move delay after
1822 unsuccessfully trying to move, when he directly could move after that
1823 * the last two changes should make original Supaplex level 93 solvable
1824 * improved use of random number generator to make it less predictable
1825 * fixed behaviour of slippery SP elements to let slip left, then right
1828 * fixed bug with wrong door state after trying to quickload empty tape
1829 * fixed waste of static memory usage of the binary, making it smaller
1830 * fixed very little graphical bug in Supaplex explosion
1833 * version number set to 3.1.1
1836 * version 3.1.0 released
1839 * fixed bug with crash when writing user levelinfo.conf the first time
1842 * added option "convert LEVELDIR [NR]" to command line batch commands
1843 * re-converted Supaplex levels to apply latest engine fixes
1844 * changed "use graphic/sound of element" to "use graphic of element"
1845 due to compatibility problems with some levels ("bug machine" etc.)
1848 * fixed bug with CE change replacing player with same or other player
1851 * fixed bug with opaque font in envelope with background graphic when
1852 background graphic is not transparent itself
1855 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1856 * corrected original Supaplex level loading code to use these new ports
1857 * also corrected Supaplex loader to auto-count infotrons if set to zero
1860 * fixed bug with missing initialization of "modified" flag for GEs
1863 * fixed bug that caused endless recursion loop when relocating player
1864 * fixed tape recorder bug in "step mode" when using "pause before end"
1865 * fixed tape recorder bug when changing from "warp forward" mode
1868 * fixed bug with "when touching" for pushed elements at last position
1871 * fixed bug that caused two activated toolbox buttons in level editor
1872 * fixed bug with exploding dynabomb under player due to other explosion
1875 * fixed bug with creating walkable custom element under player (again)
1876 * fixed bug with not copying explosion type when copying CEs in editor
1877 * fixed graphical bug when drawing player in setup menu (input devices)
1878 * fixed graphical bug when the player is pushing an accessible element
1879 * fixed bug with classic switchable elements triggering CE changes
1880 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1881 * fixed crash bug when CE leaves behind the trigger player element
1884 * fixed bug with broken tubes after placing/exploding dynamite in them
1885 * fixed bug with exploding dynamite under player due to other explosion
1886 * fixed bug with not resetting push delay under certain circumstances
1889 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1890 * added network multiplayer code for Windows (thanks to Niko Böhm)
1893 * added option "reachable despite gravity" for gravity movement
1894 * changed gravity movement of most classic walkable and passable
1895 elements back to "not reachable" (for compatibility reasons)
1898 * fixed (removed) "indestructible" / "can explode" dependency in editor
1899 * fixed (removed) "accessible inside" / "protected" dependency
1900 * fixed (removed) "step mode" / "shield time" dependency
1903 * fixed dynabombs exploding now into anything diggable
1904 * fixed Supaplex style gravity movement into buggy base now impossible
1905 * added pressing key "space" as valid action to select menu options
1908 * added "replace when walkable" to relocate player to walkable element
1909 * added "enter"/"leave" event for elements affected by relocation
1910 * fixed "direct"/"indirect" change order also for "when change" event
1911 * fixed graphical bug when pushing things from elements walkable inside
1914 * fixed graphic bug when player is snapping while moving in old levels
1915 * fixed bug when a moving custom element leaves a player element behind
1916 * fixed bug with mole not disappearing when moving into acid pool
1917 * fixed bug with incomplete path setting when using "--basepath" option
1918 * moving CE can now leave walkable elements behind under the player
1919 * when relocating, player can be set on walkable element now
1920 * fixed another gravity movement bug
1923 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1926 * added "collectible" and "removable" to extended replacement types
1927 (where "removable" replaces "diggable" and "collectible" elements)
1928 * added "collectible & throwable" (to throw element to the next field)
1929 * fixed bug with CEs digging elements that are just about to explode
1930 * changed mouse cursor now always being visible when game is paused
1933 * added possibility to push/press accessible elements from a side that
1935 * fixed bug with not setting actual date when appending to tape
1938 * fixed bug with incorrectly initialized custom element editor graphics
1941 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1942 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1945 * fixed bug with destroyed robot wheel still attracting robots forever
1946 * fixed bug with time gate switch deactivating after robot wheel time
1947 (while the time gate itself is not affected by this misbehaviour)
1948 * changed behaviour of BD style amoeba to always get blocked by player
1949 (before it was different when there were non-BD elements in level)
1950 * fixed bug with player destroying indestructable elements with shield
1953 * added option to make growing elements grow into anything diggable
1954 (for the various amoeba types, biomaze and "game of life")
1957 * fixed bug with movable elements not moving after left behind by CEs
1958 * changed gravity movement to anything diggable, not only sand/base
1959 * optionally allowing passing to walkable element, not only empty space
1960 * added option "can pass to walkable element" for players
1961 * finally fixed gravity movement (hopefully)
1964 * fixed bug with movable elements not moving anymore after falling down
1967 * fixed another bug with custom elements digging and leaving elements
1968 * fixed bug with "along left/right side" and automatic start direction
1969 * trigger elements now also displayed when "more custom" deactivated
1970 * fixed bug with clipboard element initialized when loading new level
1971 * added option "drop delay" to set delay before dropping next element
1974 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1977 * added copy and paste functions for custom change pages
1978 * enhanced graphical display and functionality of tape recorder
1979 * fixed bug with custom elements digging and leaving elements
1982 * added move speed faster than "very fast" for custom elements
1983 * fixed bug with 3+3 style explosions and missing border content
1984 * fixed little bug when copying custom elements in the editor
1985 * enhanced custom element changes by more side trigger actions
1988 * added option "no scrolling when relocating" for instant teleporting
1989 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1992 * added trigger element and trigger player to use as target elements
1993 * added copy and paste functions for custom and group elements
1996 * fixed graphical bug when displaying explosion animations
1997 * fixed bug when appending to tapes, resulting in broken tapes
1998 * re-recorded a few tapes broken by fixing gravity checking bug
2001 * "can move into acid" property now for all elements independently
2002 * "can fall into acid" property for player stored in same bitfield now
2003 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2004 * version number set to 3.1.0 (finally!)
2007 * changed tape recording to only record input, not programmed actions
2010 * fixed totally broken (every 8th frame skipped) step-by-step recording
2011 * fixed bug with requester not displayed when quick-loading interrupted
2012 * added option "can fall into acid (with gravity)" for players
2013 * fixed bug with player not falling when snapping down with gravity
2016 * fixed bug which messed up key config when using keypad number keys
2019 * fixed bug which allowed moving upwards even when gravity was active
2020 * fixed bug with missing error handling when dumping levels or tapes
2023 * added different colored editor graphics for Supaplex gravity tubes
2026 * fixed bug that allowed solvable tapes for unsolvable levels
2029 * use unlimited number of droppable elements when "count" set to zero
2030 * added option to use step limit instead of time limit for level
2033 * added player and change page as trigger for custom element change
2036 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2039 * fixed bug with dark yamyam changing to acid when moving over acid
2040 * fixed handling of levels with more than 999 seconds level time
2041 (example: level 76 of "Denmine")
2044 * "spring push bug" reintroduced as configurable element property
2045 * fixed bug with missing properties for "mole"
2046 * fixed bug that showed up when fixing the above "mole" properties bug
2047 * added option "can move into acid" for all movable elements
2048 * fixed graphical bug for elements moving into acid
2049 * changed event handling to handle all pending events before going on
2052 * fixed bug which caused all CE change pages to be ignored which had
2053 the same change event, but used a different element side
2054 (reported by Simon Forsberg)
2056 * fixed bug which caused elements that can move and fall and that are
2057 transported by a conveyor belt to continue moving into that direction
2058 after leaving the conveyor belt, regardless of their own movement
2059 type; only elements which can not move are transported now
2060 (reported by Simon Forsberg)
2062 * fixed bug which could cause an array overflow in RelocatePlayer()
2063 (reported by Niko Böhm)
2065 * changed Emerald Mine style "passable / over" elements to "protected"
2066 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2068 * added new option to select from which side a "walkable/passable"
2069 element can be entered
2072 * added explosion and ignition delay for elements that can explode
2075 * fixed bug which caused player not being protected against enemies
2076 when a CE was "walkable / inside" and was not "indestructible"
2077 * added "walkable/passable" fields to be "protected/unprotected"
2078 against enemies, even if not accessible "inside" but "over/under"
2081 * corrected move pattern to 32 bit and initial move direction to 8 bit
2084 * added second custom element base configuration page
2087 * added some special EMC mappings to Emerald Mine level loader
2088 (also covering previously unknown element in level 0 of "Bondmine 8")
2091 * added option to block last field when player is moving (for Supaplex)
2092 * adjusted push delay of Supaplex elements
2093 * removed delays for envelopes etc. when replaying with maximum speed
2094 * fixed bug when dropping element on a field that just changed to empty
2097 * fixed bug: infotrons can now smash yellow disks
2098 * fixed bug: when gravity active, port above player can now be entered
2099 * removed "one white dot" mouse pointer which irritated some people
2102 * added "choice type" for group element selection
2105 * fixed bug with initial invulnerability of non-yellow player
2108 * added level loader for loading native Supaplex packed levels
2109 (including multi-part levels like the "splvls99" levels)
2112 * fixed bug which allowed creating emeralds by escaping explosions
2115 * custom elements can change (limited) or leave (unlimited) elements
2116 * finally added multiple matches using group elements
2117 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2120 * added new start movement type "previous" for continued CE movement
2121 * added new start movement type "random" for random CE movement start
2124 * added new element "sokoban_field_player" needed for Sokoban levels
2125 (thanks to Ed Booker for pointing this out!)
2128 * added elements that can be digged or left behind by custom elements
2131 * added group elements for multiple matches and random element creation
2134 * fixed some graphical errors displayed in old levels
2137 * fixed wrong double speed movement after passing closing gates
2140 * added level loader for loading native Emerald Mine levels
2143 * changes for "shooting" style CE movement
2146 * Happy New Year! ;-)
2149 * changed default snap/drop keys from left/right Shift to Control keys
2152 * fixed bug with dead player getting reanimated from custom element
2155 * fixed bug with wrong penguin graphics (when entering exit)
2158 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2161 * version number set to 3.0.9
2164 * version 3.0.8 released
2167 * added function checked_free()
2170 * fixed bug with double nut cracking sound
2171 (by eliminating "default element action sound" assignment in init.c)
2174 * fixed crash when no music info files are available
2177 * fixed boring and sleeping sounds
2180 * added "maze runner" and "maze hunter" movement types
2181 * added extended collision conditions for custom elements
2184 * added warnings for undefined token values in artwork config files
2187 * added menu entry for level set information to the info screen
2190 * fixed bug with wrong default impact sound for colored emeralds
2193 * added several sub-screens for the info screen
2194 * menu text now also clickable (not only blue/red sphere left of it)
2197 * added configurable "bored" and "sleeping" animations for the player
2198 * added "awakening" sound for player when waking up after sleeping
2201 * added "copy" and "exchange" functions for custom elements to editor
2204 * added configurable element animations for info screen
2207 * added configurable music credits for info screen
2210 * finally fixed tape recording when player is created from CE change
2213 * added "editorsetup.conf" for editor element list configuration
2216 * added "musicinfo.conf" for menu and level music configuration
2219 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2220 (that only showed up on Linux, but not on Windows systems)
2223 * fixed turning movement of butterflies and fireflies (no frame reset)
2224 * enhanced sniksnak turning movement (two steps instead of only one)
2227 * version number set to 3.0.8
2230 * version 3.0.7 released
2233 * fixed reset of player animation frame when, for example,
2234 walking, digging or collecting share the same animation
2235 * fixed CE with "deadly when touching" exploding when touching amoeba
2238 * fixed tape recording when player is created from CE element change
2241 * introduced "turning..." action graphic for elements with move delay
2242 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2243 * added turning animations for bug, spaceship and sniksnak
2246 * prevent "extended" changed elements from delay change in same frame
2249 * fixed bug when pushing element that can move away to the side
2250 (like pushing falling elements, but now with moving elements)
2253 * finally fixed serious bug in code for delayed element pushing (again)
2256 * unavailable setup options now marked as "n/a" instead of "off"
2257 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2258 to "true", levels are always played with the latest game engine,
2259 which is desired for levels that are imported from other games; all
2260 other levels are played with the engine version stored in level file
2261 (which is normally the engine version the level was created with)
2264 * fixed serious bug in code for delayed element pushing
2265 * fixed little bug in animation frame selection for pushed elements
2266 * speed-up of reading config file for verbose output
2269 * added configuration option for opening and closing Supaplex exit
2270 * added configuration option for moving up/down animation for Murphy
2271 * fixed incorrectly displayed animation for attacking dragon
2272 * fixed bug with not setting initial gravity for each new game
2273 * fixed bug with teleportation of player by custom element change
2274 * fixed bug with player not getting smashed by rock sometimes
2277 * version number set to 3.0.7
2280 * version 3.0.6 released
2283 * added support for MP3 music for SDL version through SMPEG library
2286 * fixed bug when initializing font graphic structure
2287 * fixed bug with animation mode "pingpong" when using only 1 frame
2288 * fixed bug with extended change target introduced in 3.0.5
2289 * fixed bug where passing over moving element doubles player speed
2290 * fixed bug with elements continuing to move into push direction
2291 * fixed bug with duplicated player when dropping bomb with shield on
2292 * added "switching" event for custom elements ("pressing" only once)
2293 * fixed switching bug (resetting flag when not switching but not idle)
2296 * fixed element tokens for certain file elements with ".active" etc.
2299 * version number set to 3.0.6
2302 * version 3.0.5 released
2305 * now four envelope elements available
2306 * font, background, animation and sound for envelope now configurable
2307 * main menu doors opening/closing animation type now configurable
2310 * active/inactive sides configurable for custom element changes
2311 * new movement type "move when pushed" available for custom elements
2314 * fixed bug in multiple config pages loader code that caused crashes
2317 * enhanced (remaining low-resolution) Supaplex graphics
2320 * version number set to 3.0.5
2323 * version 3.0.4 released
2325 2003-09-12 src/tools.c
2326 * fixed bug in custom definition of crumbled element graphics
2328 2003-09-11 src/files.c
2329 * fixed bug in multiple config pages code that caused crashes
2332 * version number set to 3.0.4
2335 * version 3.0.3 released
2338 * added music to Supaplex classic level set
2340 2003-09-07 src/libgame/misc.c
2341 * added support for loading various music formats through SDL_mixer
2343 2003-09-06 (various source files)
2344 * fixed several nasty bugs that may have caused crashes on some systems
2345 * added envelope content which gets displayed when collecting envelope
2346 * added multiple change event pages for custom elements
2348 2003-08-24 src/game.c
2349 * fixed problem with player animation when snapping and moving
2351 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2352 * fixed problem with flickering when drawing toon animations
2354 2003-08-23 src/libgame/sdl.c
2355 * fixed problem with setting mouse cursor in SDL version in fullscreen
2357 2003-08-23 src/game.c
2358 * fixed bug (missing array boundary check) which could crash the game
2361 * version number set to 3.0.3
2364 * version 3.0.2 released
2366 2003-08-21 src/game.c
2367 * fixed bug with creating inaccessible elements at player position
2369 2003-08-20 src/init.c
2370 * fixed bug with not finding current level artwork directory
2372 2003-08-20 src/files.c
2373 * fixed bug with choosing wrong engine version when playing tapes
2374 * fixed bug with messing up custom element properties in 3.0.0 levels
2377 * version number set to 3.0.2
2380 * version 3.0.1 released
2382 2003-08-17 (no source files affected)
2383 * changed all "classic" PCX image files with 16 colors or less to
2384 256 color (8 bit) storage format, because the Allegro game library
2385 cannot handle PCX files with less than 256 colors (contributed
2386 graphics are not affected and might look wrong in the DOS version)
2388 2003-08-16 src/init.c
2389 * fixed bug which (for example) crashed the level editor when defining
2390 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2391 (only set to default) -- invalid graphics now set to default graphic
2393 2003-08-16 src/init.c
2394 * fixed graphical bug of player digging/collecting/snapping element
2395 when no corresponding graphic/animation is defined for this action,
2396 resulting in player being drawn as EL_EMPTY (which should only be
2397 done to elements being collected, but not to the player)
2399 2003-08-16 src/game.c
2400 * fixed small graphical bug of player not totally moving into exit
2402 2003-08-16 src/libgame/setup.c
2403 * fixed bug with wrong MS-DOS 8.3 filename conversion
2405 2003-08-16 src/tools.c
2406 * fixed bug with invisible mouse cursor when pressing ESC while playing
2408 2003-08-16 (various source files)
2409 * added another 128 custom elements (disabled in editor by default)
2411 2003-08-16 src/editor.c
2412 * fixed NULL string bug causing Solaris to crash in sprintf()
2414 2003-08-16 src/screen.c
2415 * fixed drawing over scrollbar on level selection with custom fonts
2417 2003-08-15 src/game.c
2418 * cleanup of simple sounds / loop sounds / music settings
2420 2003-08-08 (various source files)
2421 * added custom element property for dropping collected elements
2423 2003-08-08 src/conf_gfx.c
2424 * fixed bug with missing graphic for active red disk bomb
2426 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2427 * extended variable "level.gravity" to "level.initial_gravity" and
2428 "game.current_gravity" to prevent level setting from being changed
2429 by playing the level (keeping the runtime value after playing)
2431 * fixed graphics bug when digging element that has 'crumbled' graphic
2432 definition, but not 'diggable' graphic definition
2435 * version number set to 3.0.1
2438 * version 3.0.0 released
2441 * various bug fixes; among others:
2442 - fixed bug with pushing spring over empty space
2443 - fixed bug with leaving tube while placing dynamite
2444 - fixed bug with explosion of smashed penguins
2445 - allow Murphy player graphic in levels with non-Supaplex elements
2449 * I have forgotten to document changes for some time
2452 * pre-release version 2.2.0rc1 released
2455 * version number set to 2.1.2
2458 * version 2.1.1 released
2461 * version number set to 2.1.1
2464 * version 2.1.0 released
2467 * version number set to 2.1.0
2469 2002-04-03 to 2002-05-19 (various source files)
2470 * graphics, sounds and music now fully configurable
2471 * bug fixed that prevented walking through tubes when gravity on
2473 2002-04-02 src/events.c, src/editor.c
2474 * Make Escape key less aggressive when playing or when editing level.
2475 This can be configured as an option in the setup menu. (Default is
2476 "less aggressive" which means "ask user if something can be lost"
2477 when pressing the Escape key.)
2479 2002-04-02 src/screen.c
2480 * Added "graphics setup" screen.
2482 2002-04-01 src/screen.c
2483 * Changed "choose level" setup screen stuff to be more generic (to
2484 make it easier to add more "choose from generic tree" setup screens).
2486 2002-04-01 src/config.c, src/timestamp.h
2487 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2488 automatically gets created by "src/Makefile" and contains an actual
2489 compile-time timestamp to identify development versions of the game).
2491 2002-03-31 src/tape.c, src/events.c
2492 * Added quick game/tape save/load functions to tape stuff which can be
2493 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2494 loads previously recorded tape and directly goes into recording mode
2495 from the end of the tape (therefore appending to the tape).
2497 2002-03-31 src/tape.c
2498 * Added "index mark" function to tape recorder. When playing or
2499 recording, "eject" button changes to "index" button. Setting index
2500 mark is not yet implemented, but pressing index button when playing
2501 allows very quick advancing to end of tape (when normal playing),
2502 very fast forward mode (when playing with normal fast forward) or
2503 very fast reaching of "pause before end of tape" (when playing with
2504 "pause before end" playing mode).
2506 2002-03-30 src/cartoons.c
2507 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2509 2002-03-29 src/screen.c
2510 * Changed setup screen stuff to be more generic (to make it easier
2511 to add more setup screens).
2513 2002-03-23 src/main.c, src/main.h
2514 * Various changes due to the introduction of the new libgame files
2515 "setup.c" and "joystick.c".
2517 2002-03-23 src/files.c
2518 * Generic parts of "src/files.c" (mainly setup and level directory
2519 stuff) moved to new libgame file "src/libgame/setup.c".
2521 2002-03-23 src/joystick.c
2522 * File "src/joystick.c" moved to libgame source tree, with
2523 correspondig changes.
2525 2002-03-22 src/screens.c
2526 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2527 (Wrong level series information displayed when entering main group.)
2529 2002-03-22 src/editor.c
2530 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2532 2002-03-22 src/editor.c
2533 * Changed behaviour of "Escape" key in level editor to be more
2534 intuitive: When in "Element Properties" or "Level Info" mode,
2535 return to "Drawing Mode" instead of leaving the level editor.
2537 2002-03-21 src/game.c, src/editor.c, src/files.c
2538 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2539 gems (emeralds, diamonds, ...) slipping down from normal wall,
2540 steel wall and growing wall (as in E.M.C. style levels). Although
2541 the behaviour of contributed and private levels wasn't changed (due
2542 to the use of "level.game_version"; see previous entry), editing
2543 those levels will (of course) change the behaviour accordingly.
2545 This change seems a bit too hard after thinking about it, because
2546 the EM style behaviour is not the "expected" behaviour (gems would
2547 normally only slip down from "rounded" walls). Therefore this was
2548 now changed to an element property for gem style elements, with the
2549 default setting "off" (which means: no special EM style behaviour).
2550 To fix older converted levels, this flag is set to "on" for pre-2.0
2551 levels that are neither contributed nor private levels.
2553 2002-03-20 src/files.h
2554 * Corrected settings for "level.game_version" depending of level type.
2555 (Contributed and private levels always get played with game engine
2556 version they were created with, while converted levels always get
2557 played with the most recent version of the game engine, to let new
2558 corrections of the emulation behaviour take effect.)
2560 2002-03-20 src/main.h
2561 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2562 compiling the SDL version on some systems.
2563 Thanks to the several people who pointed this out.
2566 * Version number set to 2.0.2.
2569 * Version 2.0.1 released.
2571 2002-03-18 src/screens.c
2572 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2574 2002-03-18 src/files.c [src/libgame/misc.c]
2575 * Moved some common functions from src/files.c to src/libgame/misc.c.
2577 2002-03-18 src/files.c [src/libgame/misc.c]
2578 * Changed permissions for new directories and saved files (especially
2579 score files) according to suggestions of Debian users and mantainers.
2580 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2582 2002-03-17 src/files.c
2583 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2584 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2585 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2586 for levels and "TAPE" for tapes). Old "cookie" style format is
2587 still supported for reading. New level and tape files are written
2590 * New IFF chunk "VERS" contains version numbers for file and game
2591 (where "game version" is the version of the program that wrote the
2592 file, and "file version" is a version number to distinguish files
2593 with different format, for example after adding new features).
2595 2002-03-15 src/screen.c
2596 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2597 (Before, you heard a mixture of the in-game music and the
2598 hall-of-fame music.)
2600 2002-03-14 src/events.c
2601 * Function "DumpTape()" (files.c) now available by pressing 't' from
2602 main menu (when in DEBUG mode).
2604 2002-03-14 src/game.c
2605 * "GameWon()": When game was won playing a tape, now there is no delay
2606 raising the score and no corresponding sound is played.
2608 2002-03-14 src/files.c
2609 * Changed "LoadTape()" for real chunk support and also adjusted
2610 "SaveTape()" accordingly.
2612 2002-03-14 src/game.c, src/tape.c, src/files.c
2613 * Important changes to tape format: The old tape format stored all
2614 actions with a real effect with a corresponding delay between the
2615 stored actions. This had some major disadvantages (for example,
2616 push delays had to be ignored, pressing a button for some seconds
2617 mutated to several single button presses because of the non-action
2618 delays between two action frames etc.). The new tape format just
2619 stupidly records all device actions and replays them later. I really
2620 don't know why I haven't solved it that way before?! Old-style tapes
2621 (with tape file version less than 2.0) get converted to the new
2622 format on-the-fly when loading and can therefore still be played;
2623 only some minor parts of the old-style tape handling code was needed.
2624 (A perfect conversion is not possible, because there is information
2625 missing about the device actions between two action frames.)
2627 2002-03-14 src/files.c
2628 * New function "DumpTape()" to dump the contents of the current tape
2629 in a human readable format.
2631 2002-03-14 src/game.c
2632 * Small tape bug fixed: When automatically advancing to next level
2633 after a game was won, the tape from the previous level still was
2634 loaded as a tape for the new level.
2636 2002-03-14 src/tape.c
2637 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2638 tape, cartoons did not get completely removed because
2639 StopAnimation() was not called.
2641 2002-03-13 src/files.c
2642 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2643 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2644 size even when using 16-bit elements). Added new chunk "CNT2" for
2645 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2646 chunk even when content was 16-bit element). "CNT2" should now be
2647 able to store content for arbitrary elements (up to eight blocks of
2648 3 x 3 element arrays). All "CNT2" elements will always be stored as
2649 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2651 2002-03-13 src/files.c
2652 * Changed "LoadLevel()" for real chunk support.
2654 2002-03-12 src/game.c
2655 * Fixed problem (introduced after 2.0.0 release) with penguins
2656 not getting killed by enemies
2658 2002-02-24 src/game.c, src/main.h
2659 * Added "player->is_moving"; now "player->last_move_dir" does
2660 not contain any information if the player is just moving at
2662 Before, "player->last_move_dir" was misused for this purpose
2663 for the robot stuff (robots don't kill players when they are
2664 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2665 broke tapes when walking through pipes!
2666 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2667 in a continuous movement. This fact is ignored for friends and