2 * fixed bug where player actions were only mapped in team mode
3 (this broke four tapes in automatic game engine unit test where
4 old levels contained a non-yellow player, like rnd_abby_king, 011)
7 * removed large parts of the preprocessor hell of old and unused code
10 * updated source file headers (mainly author contact information)
13 * added key shortcuts for window scaling and toggling fullscreen mode:
14 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
15 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
18 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
19 * added some performance improvements when handling SDL surface scaling
22 * added custom graphics property "game.tile_size" to define in-game tile
23 size (this defines the tile size actually displayed on the playfield);
24 tile graphics will either be scaled to the defined game tile size or
25 have to be specified with the same image size (using ".tile_size")
28 * added custom graphics property ".tile_size" to define tile image size
29 for game element graphics (like "custom_1.tile_size"); non-standard
30 sized images will then be scaled accordingly to standard tile size
33 * fixed music still being played in Android version when in background
36 * added Android "menu" button to be treated as "yes" requester button
37 (while the Android "back" button was already treated as "no" button)
40 * added command line options "--version" / "-V" to show program version
41 (also shows SDL library versions when prefixed with "--debug" option)
44 * error file set to unbuffered to prevent truncation in case of crashes
47 * fixed bug causing wrong screen updates while playing (whole screen
48 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
49 * fixed nasty (typo) bug in native EM engine causing broken player
50 graphics when using different (redefined) playfield size
53 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
54 to be displayed incorrectly (with broken scaling) when switching
55 between small and normal game graphics (thanks a lot to filbo for
56 analyzing and describing how to exactly reproduce this bug)
59 * removed MS-DOS support
60 * removed native X11 support (X11 now only supported via SDL/SDL2)
63 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
66 * fixed level redraw after quick-loading tape with small tile graphics
69 * added compatibility code for existing request door animation settings
72 * added ultra-generic, ultra-flexible request door animation handling
75 * fixed major bugs in handling single-player and multi-player tapes
76 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
79 * fixed various problems with playfield and requester/tape/editor doors
80 defined to be at non-standard screen positions in artwork config file
83 * added envelope style requester dialog (alternative to door requester)
86 * fixed problems with window scaling and updating related setup value
87 * added setup option to select anti-aliasing quality of scaled windows
90 * improved speed of displaying progress when loading levels and artwork
91 * changed fullscreen and window scaling changes in setup menu to have
92 immediate effect (instead of being effective after leaving setup menu)
95 * fixed toons stopping on continuous touch events on Mac OS X
98 * fixed bug when displaying game envelope with even sized playfield
99 * added graphic configuration options for request (dialog) buttons
102 * fixed some redraw bugs with window scaling under Mac OS X
105 * fixed problems with window scaling and updating related setup value
108 * fixed problems related to fullscreen switching and window scaling
111 * fixed inconsistent custom artwork constants numbering in src/main.h,
112 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
113 (this bug caused custom artwork definition to set wrong variable)
116 * fixed using fullscreen mode on Android instead of pseudo-window mode
117 * fixed keeping desktop fullscreen mode when changing viewport size
120 * fixed remaining text input problems for non-ASCII keys with modifier
121 * added window scaling options to graphics setup menu
124 * fixed key code problems with certain keys for SDL2
125 (keypad keys not being in numerical order; number of function keys)
126 * fixed text input problems for text characters using modifier keys
129 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
132 * fixed graphical bugs when using renderer/texture based graphics
135 * fixed playing certain sounds (menu navigation sound and counting
136 score sound after solving a level) when "normal sounds" are disabled
139 * continued porting Rocks'n'Diamonds to Android (levels now playable)
142 * added SDL2 renderer/texture based graphics frame handling to allow for
143 "desktop" style fullscreen mode and scaling of game screen/window
146 * removed limitation of artwork files to selected file types (this means
147 that every file type supported by SDL_image and SDL_mixer can be used)
148 * changed default graphics from PCX to PNG (needed for Android version
149 to prevent painfully slow image loading, although not compressing PCX
150 files in the assets directory of the APK package might also work fine)
151 * fixed bug with SDL_BlitSurface creating garbage when source and target
152 surface are the same (this bug also existed in versions of SDL 1.2.x)
155 * started porting Rocks'n'Diamonds to Android (already shows main menu)
158 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
161 * version number set to 3.3.1.3
164 * version 3.3.1.2 released
167 * improved error handling: display error message on screen (not only in
168 the error file or on the console), and display path of the error file
171 * fixed problem with R'n'D restarting with same level set that may have
172 caused a problem (and therefore failing again and again); after an
173 error, the last level set is now deactivated in file "levelsetup.conf"
174 to restart with default level set (which should work without error)
177 * fixed determining main game data directory on Mac OS X "Mavericks"
180 * version number set to 3.3.1.2
183 * version 3.3.1.1 released
186 * added scripts directory to distribution package to enable building
187 element definitions after editing artwork config source code files
190 * added volume controls for sounds, loops and music to sound setup
193 * version number set to 3.3.1.1
196 * version 3.3.1.0 released
199 * version number set to 3.3.1.0
202 * fixed display of level time switching from ascending to descending
203 when making use of the "time orb bug" (see element setting in editor)
204 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
205 * fixed graphics performance problems (especially on Mac OS X) by using
206 whole-playfield redraw on SDL target, while still using the previous
207 single-tile redraw method on X11 target (using redraw tiles threshold)
210 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
211 (by replacing all "long" types by "int" types)
214 * fixed nasty bug (affecting crumbled graphics) after adding new special
215 graphics suffix ".TAPE" (and messing some things up in src/main.c)
218 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
219 (this caused fonts in envelope config in level editor being invisible)
222 * fixed some problems with half tile size and even tile sized playfields
225 * added level selection screen (when clicking on main menu level number)
226 * added level tracing (played, solved) for use in level selection screen
227 (to display already played or solved levels in different font color)
230 * added alternative game mode for playing with half size playfield tiles
231 * fixed another memory violation bug in the native Supaplex game engine
232 (this potential memory bug was also in the original Megaplex code, but
233 apparently only occured under rare conditions triggered by using the
234 additional added preceding playfield memory area to make a few strange
235 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
236 solvable (this all worked fine in the classic DOS version, of course))
239 * added graphics performance optimization to native Supaplex game engine
240 * fixed bug with accidentally removing preceding buffer in SP engine
241 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
242 (to prevent compatibility mapping of these newer graphics to older
243 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
246 * added separately configurable game panel background to graphics config
247 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
250 * added tape panel graphics and screen positions to graphics config
253 * added compatibility stuff for redefined "global.door" (which affects
254 all parts of that image that have their own graphics definition now)
257 * added sound button graphics to graphics config
260 * added tape button graphics and screen positions to graphics config
263 * improved single step mode in R'n'D, EM and SP engines
266 * version number set to 3.3.0.2
269 * version 3.3.0.1 released
272 * added configurable key shortcuts for snap+direction player actions
273 (probably most useful for recording tool-assisted speedrun (TAS)
274 tapes using the single-step mode of the tape recorder)
277 * version number set to 3.3.0.1
280 * version 3.3.0.0 released
283 * fixed missing memory allocation in SP engine when saving engine data
284 for non-SP game engine snapshots (which also stores SP engine part)
287 * fixed problem with scrolling in native EM engine in multi-user mode
288 (this bug was just introduced with the experimental viewport stuff)
289 * fixed animation of splashing acid in EM engine with classic artwork
290 * fixed animation of cracking nut in EM engine with classic artwork
291 * fixed (implemented) single step mode in native EM and SP engines
292 * fixed "latest_engine" flag in classic levels (moved to single sets)
293 * updated SDL library DLLs for Windows to the latest release versions
294 (this fixed some mysterious crashes of the game on Windows systems)
295 * replaced EM and SP set in classic level set with native level files
296 * finally added a newly written "CREDITS" file to the game package
297 * removed sampled music loops from classic music set
300 * changed native Emerald Mine engine to support different viewport sizes
303 * changed native Supaplex engine to support different viewport sizes
306 * added initial, experimental support for different viewport properties
307 (with "viewports" being menu/playfield area and doors; currently the
308 size of the menu/playfield area and door positions can be redefined)
311 * added initial, experimental support for different window sizes
314 * added support for native Sokoban solution files in pure 'udlrUDLR'
315 format with extension ".sln" instead of ".tape" for solution tapes
318 * added image config suffix ".class" to be able to define classes of
319 crumbled elements which are then separated against each others when
320 drawing crumbled borders (class names can freely be defined)
321 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
322 emc_grass" results in sand and emc_grass being crumbled separately,
323 even if directly adjacent on the playfield.)
324 * added image config suffix ".style" to use two new features for
326 - "accurate_borders": try to draw correctly crumbled corners (which
327 means that a row of crumbled elements does not have two crumbled
328 corners for each element in the row, but only at the "real" corners
329 at the start and the end of the row of elements)
330 - "inner_corners": also draw inner corners in concave constructions
331 of several crumbled elements -- this is currently a big kludge: the
332 number of frames for crumbled graphic must be "2", with the first
333 frame as usual (crumbled graphic), while the second frame contains
334 the graphic with inner (crumbled) corners for the crumbled graphic
335 (These two features are mainly intended for bevelled walls, not for
336 diggable elements like sand; "inner_corners" only works reliably for
337 static walls, not for in-game dynamically changing walls using CEs.)
340 * finished code cleanup of native Supaplex game engine
343 * started code cleanup of native Supaplex game engine
346 * integrated playing sound effects into native Supaplex game engine
349 * added configurable key shortcuts for the tape recorder buttons
352 * added (hidden) function to save native Supaplex levels with tape as
353 native *.sp file containing level with demo (saved with a file name
354 similar to native R'n'D levels, but with ".sp" extension instead of
355 ".level"); to use this functionality, enter ":save-native-level" or
356 ":snl" from the main menu with the native Supaplex level loaded and
357 the appropriate tape loaded to the tape recorder
358 * fixed potential crash bug caused by illegal array access in engine
359 snapshot loading and saving code
360 * changed setting permissions of score files to be world-writable if
361 the program is not installed and running setgid to allow the program
362 to modify existing score files when run as a different user (which
363 allows cheating, of course, as the score files are not protected
364 against modification in this case)
365 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
366 the top level Makefile for Debian / Ubuntu installations
367 * added saving read-only levels from editor into personal level set
368 (thanks to Bela Lubkin for the above four patches)
371 * added updating of game values on the panel to Supaplex game engine
374 * finished integrating R'n'D graphics engine into Supaplex game engine
375 (although some animations do not support full customizability yet)
378 * done integrating R'n'D graphics engine into file "Infotron.c"
379 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
382 * integrated engine snapshot functionality into Supaplex game engine
385 * fixed bug in native Supaplex engine that broke several demo solutions
386 * fixed bug with re-initializing already existing elements in function
387 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
388 counted a second time, making the currently playing level unsolvable)
389 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
390 * done integrating R'n'D graphics engine into file "Electrons.c"
391 * done integrating R'n'D graphics engine into file "Zonk.c"
394 * done integrating R'n'D graphics engine into file "Murphy.c"
395 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
398 * started integrating R'n'D graphics engine into Supaplex game engine
401 * added small kludge that allows transparent pushing animation over
402 non-black background (by using "game.use_masked_pushing: true")
403 * added editor flag to Sokoban field/object elements to automatically
404 finish solved Sokoban style levels (even if they contain non-Sokoban
405 elements, which prevents auto-enabling this feature for such levels)
408 * added new element "from_level_template" which is replaced by element
409 from level template at same playfield position when loaded (currently
410 not accessible from level editor, but only used for special Sokoban
411 level conversion when using "special_flags: load_xsb_to_ces")
412 * added special behaviour for "special_flags: load_xsb_to_ces": global
413 settings of individual level files are overwritten by template level
414 (except playfield size, level name, level author and template flag)
417 * added handling of gravity ports when converting Supaplex style R'n'D
418 levels to native Supaplex levels for playing with Supaplex engine
421 * fixed bug in Supaplex engine regarding initial screen scroll position
424 * fixed EMC style pushing animations in the R'n'D graphics engine (when
425 using ".2nd_movement_tile" for animations having start and end tile)
426 * for this to work (look) properly for two-tile pushing animations with
427 non-black (i.e. opaque) background, the pushing graphics drawing order
428 was changed to first draw the pushed element, then the player (maybe
429 this should be controlled by an ".anim_mode" flag yet to be added)
430 * two-tile animations for moving or pushing should have 7 frames for
431 normal speed, 15 frames for half speed etc. to display correct frames
432 * two-tile animations are also displayed correctly with different speed
433 settings for the player (for pushing animations) or moving elements
436 * added searching for template level (file "template.level") not only
437 inside the level set directory, but also in above level directories;
438 this makes is possible to use the same single template level file
439 (placed in a level group directory) for many level sub-directories
442 * fixed bug with steel exit being destructible during opening phase
443 * added token "special_flags" to "levelinfo.conf" (currently with the
444 only recognized value "load_xsb_to_ces", doing the same as the flag
445 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
446 converting all elements in native (XSB) Sokoban level files to CEs)
449 * fixed some problems with Supaplex engine when compiling for Windows
452 * added special mode to convert elements of Sokoban XSB levels to CEs
453 by adding "-Dload_xsb_to_ces" to the command line starting the game
454 (also adding a dependency to a template level file "template.level")
457 * added reading native Sokoban levels and level packages (XSB files)
460 * fixed bugs in (auto)scrolling behaviour when passing ports or when
461 wrapping around the playfield through "holes" in the playfield border
464 * changed internal playfield bitmap handling from playfield sized bitmap
465 to screen sized bitmap (visible scrolling area), therefore speeding up
466 graphics operations (by eliminating bitmap updates in invisible areas)
467 and removing playfield size limitations due to increasing bitmap size
468 for larger playfield sizes (while the new implementation always uses
469 a fixed playfield bitmap size for arbitrary internal playfield sizes)
472 * fixed bug with single step mode (there were some cases where the game
473 did not automatically return to pause mode, e.g. when trying to push
474 things that cannot be pushed or when trying to run against a wall)
477 * added support for loading Supaplex levels in MPX level file format
480 * fixed SP engine to set "game over" not before lead out counter done
483 * fixed (potential) compile error when using GCC option "-std=gnu99"
484 (thanks to Tom "spot" Callaway)
487 * fixed array allocation in native Supaplex engine to correctly handle
488 preceding scratch buffers (needed because of missing border checking)
489 * fixed playfield initialization to correctly add raw header bytes as
490 subsequent scratch buffer (needed because of missing border checking)
493 * most important parts of native Supaplex engine integration working:
494 - native Supaplex levels can be played in native Supaplex engine
495 - native Supaplex level/demo files ("*.sp" files) can be re-played
496 - all 111 classic original Supaplex levels automatically solvable
497 - native Supaplex engine can be selected and used from level editor
498 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
501 * fixed another translation problem from VisualBasic to C (where "int"
502 should be "short") causing unsolvable demos with bugs and terminals
503 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
506 * fixed bug when reading Supaplex single level files (preventing loader
507 from seeking to level position like in Supaplex level package files)
510 * first classic Supaplex level running and solved by solution/demo tape
513 * started with integration of native Supaplex engine, using source code
514 of Megaplex from Frank Schindler, based on original Supaplex engine
517 * version number set to 3.2.6.2
520 * version 3.2.6.1 released
523 * fixed bug with element_info[e].gfx_element not being initialized in
524 early game stage, causing native graphics in EMC level sets to be
525 mapped completely to EL_EMPTY (causing a blank screen when playing)
526 (this only happened when starting the program with an EMC set with
527 native graphics, but not when switching to such a set at runtime)
530 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
531 and using self-compiled, patched SDL.dll that solves this problem
532 (interim solution until release of SDL 1.2.14 that should fix this)
535 * extended backwards compatibility mode to allow already fixed bug with
536 change actions (see "2008-02-05") for existing levels (especially the
537 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
540 * reactivated workaround to prevent program crashes due to blitting to
541 the same SDL surface that apparently only occurs on Windows systems
542 (this is no final solution; this problem needs further investigation)
545 * version number set to 3.2.6.1
548 * version 3.2.6.0 released
551 * fixed behaviour of player option "no centering when relocating" which
552 was incorrect when disabled and relocation target inside visible area
553 and "no scrolling when relocating" enabled at the same time
556 * fixed problems with re-mapping players on playfield to input devices:
557 previously, players found on the level playfield were changed to the
558 players connected to input devices (for example, player 3 in the level
559 was changed to player 1 (using artwork of player 3, to be able to use
560 a player with a different color)); this had the disadvantage that CE
561 conditions using player elements did not work (because the players in
562 the level definition are different to those effectively used in-game);
563 the new system uses the same player elements as defined in the level
564 playfield and re-maps the input devices of connected players to the
565 corresponding player elements when playing the level (in the above
566 example, player 3 now really exists in the game and is moved using the
567 events from input device 1); level tapes still store the events from
568 input devices 1 to 4, which are then re-mapped to players accordingly
569 when re-playing the tape (just as it is done when playing the level)
572 * fixed bug with player relocation while the player switches an element
575 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
576 not walkable (and did not let the player enter) when in process of
577 opening, but not fully open yet (which can cause the player not being
578 able to enter the exit in EM/DC style levels in time)
581 * fixed some bugs regarding the new level/CE random seed reset options
584 * moved "level settings" and "editor settings" to two tabbed screens in
585 level editor to gain space for additional level property settings
586 * added level setting to start a level with always the same random seed
587 * added CE action "set random seed" to re-initialize random seed in game
588 (this is the only CE action that gets executed before the CE changes,
589 which is needed to use the newly set random seed during the CE change)
592 * fixed redraw problem of special editor door when playing from editor
595 * fixed initialization of gfx_element for level sketch image creation
598 * added switch for EM style dynamite "[ ] explodes with chain reaction"
599 (with default set to "on" for existing levels, but "off" for all new
600 levels), as EM style dynamite does not chain-explode in original EM
603 * added optional initial inventory for players (pre-collected elements)
604 * added change page actions "set player inventory" and "set CE artwork"
605 * added recognition of "player" parameter on change pages when player
606 actions are defined, but no trigger player in corresponding condition
607 (this resulted in actions that only affected the first player before)
608 * fixed bug with change actions being executed for newly created custom
609 elements resulting from custom element changes, when the intention was
610 only to check for change actions for the previous custom element
613 * changed design and size of element drawing area in level editor
614 * added "element used as action parameter" to element change actions
617 * added possibility to reanimate player immediately after his death
618 (for example, by "change to <player> when explosion of <player>")
621 * fixed bug with "gray" white door not being uncovered by magnifier
622 * added score for collecting (any) key to the white key config page
625 * added condition "deadly when <getting hit by>" for custom elements
626 that behaves a bit like the existing "deadly when <colliding with>",
627 but with the following differences:
628 - it only kills players or friends when it was moving before it hits
629 - it does not kill players or friends that try to run into it
632 * fixed the following change conditions where a player element is used
633 as the "element that is triggering the custom element change":
636 - explosion of <element>
638 (the last two conditions already worked partially, but only for the
639 first player, and not for the "Murphy" player when using "move of")
642 * fixed crash bug caused by accessing invalid element (with value -1)
643 in UpdateGameControlValues()
644 * fixed graphical bug when using two-tile movement animations with EMC
645 game engine without explicitly using native EMC graphics engine
648 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
649 try to push something (due to push delay) does not cause a dig action
652 * fixed bug with reference elements used as trigger elements on custom
653 element change pages not being recognized
654 * fixed bug with reference elements not being removed from the playfield
655 * added engine functionality that allows custom elements that "can dig"
656 other elements not only to do so when moving by themselves, but also
657 when being pushed by the player (therefore adding the functionality to
658 push one element over another element, replacing it with the new one)
661 * added command line function to write level sketch images to directory
664 * merged override and auto-override options into new override options
665 with a new data type than can take the values "no", "yes" and "auto"
668 * fixed growing steel wall to also leave behind steel wall instead of
669 normal, destructible wall
670 * fixed handling of rocks falling through stacks of quicksand with
671 different speed (before, the rocks just got stuck in the quicksand)
674 * fixed nasty bug with auto-override and normal override not working on
675 program startup (especially when current level set has custom artwork)
678 * version 3.2.5 released as special edition "R'n'D jue"
681 * fixed X11 crash bug when blitting masked title screens over background
684 * changed build system to support special editions (like "R'n'D jue")
685 * added (hardcoded) loading graphics for "R'n'D jue" special edition
686 * fixed X11 crash bug when scaling images with width/height less than 32
689 * added "background.PLAYING" (only visible as two-pixel border in game)
690 * added default level set for first start of special R'n'D version
691 * changed door animations for editor always behaving like "quick doors"
694 * added new custom artwork setup option "auto-override non-CE sets" for
695 automatic artwork override that is only used for level sets without
696 custom element artwork (as it does not make much sense to override
697 any artwork that redefines custom element artwork for sets using CEs)
698 * fixed default artwork for "special" R'n'D versions always using the
699 "classic" artwork as the base if base artwork is not explicitly
700 defined in "levelinfo.conf", regardless of different default artwork
701 used by the special R'n'D version -- this is needed because any such
702 custom artwork is designed using the "classic" artwork definitions as
703 the base (including menu definitions and screen positions etc., which
704 would otherwise be taken from the different special default artwork)
707 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
708 for both EMC and R'n'D graphics engine (heavy workarounds needed due
709 to massively broken handling of quicksand in R'n'D game engine)
710 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
711 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
714 * fixed small bug in toon drawing (introduced when fixing the crash bug)
717 * added graphics definition "game.panel.highscore" to display the
718 current levels current high score in the game panel
721 * version number set to 3.2.5
724 * version 3.2.4 released
727 * fixed crash bug in toon drawing functions for large step offset values
730 * fixed some problems with displaying game panel when quick-loading tape
733 * fixed (experimental only) redrawing of every tile per frame (even if
734 unneeded) for the extended (R'n'D based) EMC graphics engine
735 * added optimization to only calculate element count for panel display
736 if really needed (that is, if element count values defined on panel)
737 * fixed problem with special editor door redraw when entering main menu
740 * fixed bug with displaying background for title messages on info screen
741 * some code cleanup for the extended (R'n'D based) EMC graphics engine
744 * fixed bug with CE action "move player" always resulting in player 4
745 if there was a CE action with no trigger player (because the player
746 element was calculated by using log_2() from trigger player bits with
747 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
748 triggering player bit mask and handling all players in "move player"
749 * fixed bug when defined artwork cannot be found for artwork that has
750 default artwork cloned from other artwork (without default filename)
751 * added several fixes to the extended (R'n'D based) EMC graphics engine
754 * fixed broken editor copy and paste for custom elements between levels
757 * title messages are now also searched in graphics artwork directory;
758 those found in graphics directory have precendence over those found
759 in level directory -- this handles title messages stored in graphics
760 directories as part of the artwork set, just like title images; this
761 makes sense, as corresponding special font definitions for messages
762 are usually defined in the same graphics artwork directory, and also
763 because title images and title messages that are combined in a level
764 set introduction should usually not be separated when the level set
765 is used with a different artwork set (e.g. using "override graphics")
766 * fixed problem with door borders on main screen by first drawing doors
767 and then the corresponding border masks, but not vice versa
768 * fixed problem with artwork config entries using the value "[DEFAULT]";
769 this does not what one might expect, but sets the value to an invalid
770 value -- solution: simply ignore such entries, which results in this
771 value keeping its previous (real) default value (in general, entries
772 that should use their default value should just not be defined here)
773 * fixed problem with wrong fading area size from main menu to setup menu
776 * fixed problem with broken crumbled graphics after level set changes
777 when using R'n'D custom artwork with level sets using the EMC engine
780 * fixed invisible "joysticks deactivated ..." text on setup input screen
783 * added use of hashes created from static lists (element tokens, image
784 config, font tokens) to speed up lookup of configuration parameters
785 * fixed bug where element and graphic config token lookup was mixed up
788 * added "busy" animation when initializing program and loading artwork
789 * added initialization profiling for program startup (debugging only)
792 * fixed(?) very strange bug apparently triggered by memset() when code
793 was cross-compiled with MinGW cross-compiler for Windows XP platform
794 (this only happened when using SDL.dll also self-compiled with MinGW)
797 * added graphics engine directive "border.draw_masked_when_fading" that
798 enables/disables drawing of border mask over screen that is just faded
801 * fixed small problem with separate fading definition for game screen
804 * added additional configuration directives for setup screen draw offset
805 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
806 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
807 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
808 used to define draw offset on custom artwork selection screens and
809 "CHOOSE_OTHER" is used on all other list style selection screens, like
810 choosing game speed or screen mode for fullscreen mode)
811 * added additional configuration directives to define main menu buttons:
812 - menu.button_name and menu.button_name.active
813 - menu.button_levels and menu.button_levels.active
814 - menu.button_scores and menu.button_scores.active
815 - menu.button_editor and menu.button_editor.active
816 - menu.button_info and menu.button_info.active
817 - menu.button_game and menu.button_game.active
818 - menu.button_setup and menu.button_setup.active
819 - menu.button_quit and menu.button_quit.active
820 * added eight pure decoration graphic definitions for the game panel
823 * added support for accessing native Diamond Caves II level packages
824 * fixed displaying of game panel values for Emerald Mine game engine
825 * fixed displaying end-of-level time and score values on new game panel
828 * added game panel control to display arbitrary elements on game panel
829 * added game panel control to display custom element score (globally
830 unique for identical custom elements) either as value or as element
831 * added ".draw_masked" and ".draw_order" to game panel control drawing
834 * fixed some general bugs with handling of ".active" elements and fonts
837 * cleanup of game panel elements (some elements were not really needed)
838 * added displaying of gravity state (on/off) as new game panel control
839 * added animation for game panel elements (similar to game elements)
842 * added new pseudo game mode "PANEL" to define panel fonts and graphics
843 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
844 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
845 (else graphics would have to use ".PLAYING", which would be confusing)
846 * fixed bug when fading out to game screen with border mask defined
849 * added attribute ".tile_size" for element style game panel controls
852 * added <space> key as additional valid key to use for confirm requester
855 * improved menu fading, adding separate fading definitions for entering
856 and leaving a "content" screen (in general), and optional definitions
857 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
860 * added (currently invisible) setup option to define scroll delay value
861 * fixed small bug in priority handling when auto-detecting level start
862 position in levels without player element (but player from CE etc.)
863 * added option "game.forced_scroll_delay_value" to override user choice
864 of scroll delay value for certain level sets with "graphicsinfo.conf"
865 * replaced setup option "scroll delay: on/off" by new setup option that
866 directly allows selecting the desired scroll delay value from 0 to 8
869 * added displaying of most game panel control elements (not animated)
872 * added new configuration directives to display additional game engine
873 values on the game control panel, like the following examples:
874 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
875 - game.panel.penguins - number of penguins to rescue
876 - game.panel.level_name - level name of current level
879 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
882 * added new player option "no centering when relocating" for "invisible"
883 teleportations to level areas that look exactly the same, giving the
884 illusion that the player did not relocate at all (this was the default
885 since 3.2.3, but caused visual problems with room creation in "Zelda")
886 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
889 * improved menu fading, adding separate fading definitions for entering
890 and leaving a menu and for fading between menu and "content" screens
891 * fixed small bug with recognizing also ".font_xyz" style definitions
894 * improved menu fading, adding separate fading definitions for fading
895 between menu screens and fading between menu and "destination" screens
898 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
899 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
900 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
901 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
903 * improved title fading, allowing fading animation types "none", "fade"
904 and "crossfade" (including cross-fading of last title to main menu)
907 * added configurability of graphics, sounds and music for title screens,
908 which are separated into initial title screens (only shown once at
909 program startup) and title screens shown for a given level set; these
910 title screens can be composed of up to five title images and up to
911 five title text messages (each drawn using an optional background
912 image), also using background music and/or sounds; aspects like
913 background images, sounds and music of title screens can either be
914 defined generally (valid for all title screens) or specifically (and
915 therefore differently for each title screen) using these directives:
917 to define a background image, sound or music file for all screens:
918 - background.TITLE_INITIAL (for all title screens for game startup)
919 - background.TITLE (for all title screens for level sets)
921 to define a background image, sound or music file for a single screen:
922 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
923 - background.titlescreen_x (with x in 1,2,3,4,5)
924 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
925 - background.titlemessage_x (with x in 1,2,3,4,5)
927 to define the title screen images:
928 - titlescreen_initial_x (with x in 1,2,3,4,5)
929 - titlescreen_x (with x in 1,2,3,4,5)
931 to define the title text messages, place text files into the level set
932 directory that have the following file names:
933 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
934 - titlemessage_x.txt (with x in 1,2,3,4,5)
936 to define the properties of the text messages, either use directives
937 that affect all text messages:
938 - [titlemessage_initial].<suffix>
939 - [titlemessage].<suffix>
940 or use directives that affect single text messages:
941 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
942 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
944 valid values for <suffix> are the same as for readme.<suffix> below;
945 use ".sort_priority" (default: 0) to define an arbitrary order for
946 title images and title messages (which can therefore be mixed)
949 * added full configurability of "readme.txt" screen appearance:
950 - readme.x: <left position used with alignment>
951 - readme.y: <top position>
952 - readme.width: <maximim text width in pixels>
953 - readme.height: <maximum text height in pixels>
954 - readme.chars: <maximum number of chars per line>
955 - readme.lines: <maximum number of lines displayed>
956 - readme.align: left,center,right (default: center)
957 - readme.top: top,middle,bottom (default: top)
958 - readme.font: font name
959 - readme.autowrap: true,false (default: true)
960 - readme.centered: true,false (default: false)
961 - readme.parse_comments: true,false (default: true)
962 - readme.sort_priority: (not used here, but only for title screens)
963 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
964 default), they are automatically determined from "readme.width" and
965 "readme.height" accordingly; when they are not "-1", they have
966 precedence over "readme.width" and "readme.height"
967 * added internal ad-hoc config settings for displaying text files like
968 title messages or "readme.txt" style level set info files:
969 - .font: font name (default: readme.font)
970 - .autowrap: true,false (default: readme.autowrap)
971 - .centered: true,false (default: readme.centered)
972 - .parse_comments: true,false (default: readme.parse_comments)
973 (the leading '.' and the separating ':' are mandatory here); to use
974 these ad-hoc settings, they have to be written inside a comment, like
975 "# .autowrap: false" or "# .centered: true"; these settings then
976 override the above global settings (they can even be used more than
977 once, like "# .centered: true", then some text that should be drawn
978 centered, then "# .centered: false" to go back to non-centered text;
979 important note: after using "# .parse_comments: false", or when using
980 "readme.parse_comments: false", detecting and parsing comments inside
981 the file is disabled and comments are just printed like normal text;
982 also be aware that all automatic text size calculations are done with
983 the font defined in "readme.font", while using different fonts using
984 "# .font: <font>" inside the text file may cause unexpected results
987 * changed some numerical limits in the level editor from 255 to 999
990 * added option "system.sdl_videodriver" to select SDL video driver
991 * added output of SDL video and audio driver to "version info" page
994 * added group element drawing to IntelliDraw drawing functions
995 * fixed animation resetting problem again (last try broke Snake Bite)
996 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
999 * added new (special) "include: <filename>" directive that works in all
1000 configuration files (like "graphicsinfo.conf") and that has the same
1001 effect as if that directive would be replaced with the content of the
1002 specified file (this can be useful to split large configuration files
1003 into several smaller ones and include them from one main file, or to
1004 store configuration settings that always stay the same into a separate
1005 file, while including it and only add those parts that really change)
1008 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1011 * fixed bug in "InitMovingField()" where treating an integer array as
1012 boolean caused wrong resetting of animations while elements are moving
1013 * fixed problem with resetting animations when starting element change
1016 * added sort priority for order of title screens and title messages
1019 * changed end of game again: do not wait for the user to press a key
1020 anymore, but directly ask/confirm tape saving and go to hall of fame
1021 * re-enabled quitting of lost game by pressing space or return again
1022 * added blanking of mouse pointer when displaying title screens
1023 * added remaining menu draw offset definitions for info sub-screens
1026 * added setup option to select game speed (from very slow to very fast)
1027 * improved handling of title text messages (initial and for level set)
1030 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1033 * fixed displaying and typing of player name when it is centered
1034 * added special characters to be allowed for player name (not only A-Z)
1037 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1038 (newer versions of the SDL library seem to not like this anymore)
1041 * added code for configuration directives for control of game panel
1044 * fixed small cosmetical bug with underlining property tabs in editor
1047 * fixed small drawing bug in X11FadeRectangle
1048 * added new elements for newly supported Diamond Caves II levels:
1049 - EM/DC style exits that disappear after passing
1050 - white key and gate (one white key needed for each white gate)
1051 - fake gate (there is no key to open/pass this kind of gate!)
1052 - extended magic wall which also handles pearls and crystals
1056 * changed maximum value for endless loop detection to a higher value
1057 (some levels really used very deep recursion without being endless)
1060 * added new elements for newly supported Diamond Caves II levels:
1061 - growing steel walls
1062 - snappable land mine
1065 * added new elements for newly supported Diamond Caves II levels:
1066 - steel text elements
1069 * added level file loader for native Diamond Caves II levels
1072 * version number set to 3.2.4
1075 * version 3.2.3 released
1078 * fixed malloc/free bug when updating EMC artwork entries in level list
1079 * added workaround (warning and request to quit the current game) when
1080 changing elements cause endless recursion loop (which would otherwise
1081 freeze the game, causing a crash-like program exit on some systems)
1084 * fixed nasty string overflow bug when entering too long envelope text
1087 * added feedback sounds for menu navigation "menu.item.activating" and
1088 "menu.item.selecting" (for highlighting and executing menu entries)
1091 * improved "no scrolling when relocating" to also consider scroll delay
1092 (meaning that the player is not automatically centered in this case;
1093 this makes it possible to "invisibly" relocate the player to a region
1094 of the level playfield which looks the same as the old level region)
1095 * fixed bug with not recognizing "main.input.name.align" when active
1098 * fixed bug with displaying masked borders over title screens when
1099 screen fading is disabled
1102 * fixed infinite loop / crash bug when killing the player while having
1103 a CE with the setting "kill player X when explosion of <player X>"
1104 * added special editor graphic for "char_space" to distinguish it from
1105 "empty_space" when editing a level (in-game graphics still the same)
1108 * fixed nasty bug with initialization only done for the first player
1111 * small change to handle loading empty element/content list micro chunks
1114 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1117 * some optimizations on startup speed by reducing initial text output
1120 * added caching of custom artwork information for faster startup times
1123 * fixed graphical bug when using fewer menu entries on level selection
1124 screen than usual (with "menu.list_size.LEVELS" directive)
1125 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1126 the backbuffer to the backbuffer by error (with identical rectangle)
1129 * fixed bug when displaying titlescreen with size less than element tile
1130 * fixed bug that caused elements with "change when digging <e>" event
1131 to change for _every_ digged element, not only those specified in <e>
1132 * fixed bug that caused impact style collision when dropping element one
1133 tile over the player that can both fall down and smash players
1134 * fixed bug that caused impact style collision when element changed to
1135 falling/smashing element over the player immediately after movement
1138 * fixed bug that allowed making engine snapshots from the level editor
1141 * fixed bugs with player name and current level positions on main screen
1144 * added configuration directives for control of title screens:
1145 - "title.fade_delay" for fading time
1146 - "title.post_delay" for pause between screens (when not crossfading)
1147 - "title.auto_delay" to automatically continue after some time
1148 these settings can each be overridden by specifying them with titles:
1149 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1150 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1151 fading mode can also be specified:
1152 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1153 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1154 default is using normal fading for menues and initial title screens,
1155 while using cross-fading for level set title screens
1156 * fixed bug with background not drawn in Hall of Fame after game was won
1159 * added configuration directives for the remaining main menu items
1162 * added additional configuration directives for info screen draw offset:
1163 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1164 * added additional configuration directives for preview info text
1165 * limited mouse wheel sensitive screen area to scrollable screen area
1168 * added highlighted menu text entries to menu navigation when selected
1171 * fixed bug that prevented player from correctly being created in the
1172 top left corner by a custom element change in a level without player
1173 * fixed bug that prevented player from being killed when indestructible,
1174 non-walkable element is placed on player position by extended change
1175 * added configurable menu button, text and input positions to main menu
1178 * added page fading effects for remaining info sub-screens
1179 * fixed small bug that caused some delays when answering door request
1182 * added directives "border.draw_masked.*" for menu/playfield area and
1183 door areas to display overlapping/masked borders from "global.border"
1186 * fixed bug with CE with move speed "not moving" not being animated
1187 * when changing player artwork by CE action, reset animation frame
1190 * fixed bug with not unmapping main menu screen gadgets on other screens
1191 * fixed bug with un-pausing a paused game by releasing still pressed key
1192 * fixed bug with not redrawing screen when toggling to/from fullscreen
1193 mode while fast reloading tape (without redrawing playfield contents)
1194 * fixed bug with quick-saving tape snapshot despite answering with "no"
1197 * version number set to 3.2.3
1200 * version 3.2.2 released
1203 * fixed bug with redrawing screen in fullscreen mode after quick tape
1204 reloading when using the EMC game engine
1205 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1208 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1211 * added engine snapshot functionality for instant tape reloading (this
1212 only works for the last tape saved using "quick save", and does not
1213 work across program restarts, because it completely works in memory)
1216 * version number set to 3.2.2
1219 * version 3.2.1 released
1222 * fixed nasty bugs with handling error message file on Mac OS X systems
1225 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1228 * fixed bug that caused broken tapes when manually appending to tapes
1229 using the "pause before death" functionality, followed by recording
1230 * added setup option to disable fading of screens for faster testing
1233 * code cleanup of new fading functions
1236 * changed behaviour after solved game -- do not immediately stop engine
1237 * added some more smooth screen fadings (game start, hall of fame etc.)
1240 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1243 * added configurable level preview position, tile size and dimensions
1244 * added configurable game panel value positions (gems, time, score etc.)
1247 * fixed small bug with time displayed incorrectly when collecting CEs
1250 * fixed bug with bumpy scrolling with EM engine in double player mode
1253 * added compatibility code to fix "Snake Bite" style levels that were
1254 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1257 * fixed bug with scrollbars inside editor when using the Windows mouse
1258 enhancement tool "True X-Mouse" (which injects key events to the event
1259 queue to insert selected stuff into the Windows clipboard, which gets
1260 confused with the "Insert" key for jumping to the last editor cascade
1261 block in the element list)
1262 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1263 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1266 * added selection of preferred fullscreen mode to setup / graphics menu
1267 (useful if default mode 800 x 600 does not match screen aspect ratio)
1270 * improved down-scaling of images for better editor and preview graphics
1271 * changed user data directory for Mac OS X from Unix style to new place
1274 * improved level number selection in main menu and player selection in
1275 setup menu (input devices section) by using standard button gadgets
1276 * added support for mouse scroll wheel (caused buggy behaviour before)
1277 * added support for scrolling horizontal scrollbars with mouse wheel by
1278 holding "Shift" key pressed while scrolling the wheel
1279 * added support for single step mouse wheel scrolling by holding "Alt"
1280 key pressed while scrolling the wheel (can be combined with "Shift")
1281 * changed output file "stderr.txt" on Windows platform now always to be
1282 created in the R'n'D sub-directory of the personal documents directory
1283 * added Windows message box to direct to "stderr.txt" after error aborts
1286 * improved general scrollbar handling (when jump-scrolling scrollbars)
1289 * changed scrollbars to always show last line as first after scrolling
1290 (that means jumping n - 1 screen lines instead of n screen lines)
1293 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1294 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1295 * fixed special handling of vertically stacked acid becoming fake acid
1298 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1299 affect multiple instances of the same CE, although this kind of
1300 change condition usually only affects one single custom element
1303 * version number set to 3.2.1
1306 * version 3.2.0 released
1309 * reorganized level editor element list a bit to match engines better
1312 * fixed newly introduced bug with wrongly initializing clipboard element
1315 * fixed bug with displaying visible/invisible level border in editor
1318 * reorganized some elements in the level editor element list
1321 * fixed bug with displaying any player as "yellow" when moving into acid
1322 * fixed bug with displaying running player when player stopped at border
1325 * fixed bug with player exploding when moving into acid
1326 * fixed bug with level settings being reset in editor and when playing
1327 (some compatibility settings being set not only after level loading)
1328 * fixed crash bug when number of custom graphic frames was set to zero
1329 * fixed bug with teleporting player on walkable tile not working anymore
1330 * added partial compatibility support for pre-release-only "CONF" chunk
1331 (to make Alan Bond's "color cycle" demo work again :-) )
1334 * fixed some bugs when displaying title screens from info screen menu
1335 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1338 * changed file major version to 3 to reflect level file format changes
1339 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1342 * added new chunk "NAME" to level file format for level name settings
1343 * added new chunk "NOTE" to level file format for envelope settings
1344 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1345 * updated magic(5) file to recognize changed and new level file chunks
1346 * removed change events "change when CE value/score changes" as unneeded
1349 * changed gravity (which only affects the player) from level property
1350 to player property (only makes a difference in multi-player levels)
1351 * added change events "change when CE value/score changes"
1352 * added change events "change when CE value/score changes of <element>"
1355 * added new chunk "INFO" to level file format for global level settings
1356 * added all element settings from "HEAD" chunk to "CONF" chunk
1357 * added all global level settings from "HEAD" chunk to "INFO" chunk
1360 * changed level file format by adding two new chunks "CUSX" (for custom
1361 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1362 elements, replacing the previous "GRP1" chunk); these new IFF style
1363 chunks use the new and flexible "micro chunks inside chunks" technique
1364 already used with the new "CONF" chunk (for normal element properties)
1365 which makes it possible to easily extend the existing level format
1366 (instead of using fixed-length chunks like before, which are either
1367 too big due to reserved bytes for future use, or too small when those
1368 reserved bytes have all been used and even more data should be stored,
1369 requiring the replacement by new and larger chunks just like it went
1370 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1373 * added credits pages to the "credits" section that were really missing
1374 * added some missing element descriptions to the level editor
1375 * added down position of switchgate switch to the level editor
1376 and allowed the use of both switch positions at the same time
1377 * changed use of "Insert" and "Delete" keys to navigate element list in
1378 level editor to start of previous or next cascading block of elements
1381 * added the possibility to view the title screen to the info screen menu
1382 * fixed some minor bugs with viewing title screens
1385 * fixed bug with title (cross)fading in/out when using fullscreen mode
1388 * fixed bug that forced re-defining of menu settings in local graphics
1389 config file which are already defined in existing base config file
1390 * fixed small bug that caused door sounds playing when music is enabled
1393 * added the possibility to define up to five title screens for each
1394 level set that are displayed after loading using (cross)fading in/out
1395 (this was added to display the various start images of the EMC sets)
1398 * added "CE score gets zero [of]" to custom element trigger conditions
1399 * added setup option to display element token name in level editor
1402 * added compatibility code for Juergen Bonhagen's menu artwork settings
1405 * fixed bug with displaying wrong animation frame 0 after CE changes
1406 * fixed bug with creating invisible elements when light switch is on
1409 * added selection between ECS and AGA graphics for EMC levels to setup
1412 * adjusted font handling for various narrow EMC style fonts
1415 * changed EM engine behaviour back to re-allow initial rolling springs
1418 * fixed handling of over-large selectboxes (less error-prone now)
1419 * fixed bug when creating GE with walkable element under the player
1422 * added use of "Insert" and "Delete" keys to navigate element list in
1423 level editor to start of custom elements or start of group elements
1424 * added virtual elements to access CE value and CE score of elements:
1425 - "CE value of triggering element"
1426 - "CE score of triggering element"
1427 - "CE value of current element"
1428 - "CE score of current element"
1431 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1434 * changed behaviour of network games with internal errors (because of
1435 different client frame counters) from immediately terminating R'n'D
1436 to displaying an error message requester and stopping only the game
1437 (also to prevent impression of crashes under non command-line runs)
1438 * fixed playing network games with the EMC engine (did not work before)
1439 * fixed bug with not scrolling the screen in multi-player mode with the
1440 focus on player 1 when all players are moving in different directions
1441 * fixed bug with keeping pointer to gadget even after its deallocation
1442 * fixed bug with allowing "focus on all players" in network games
1443 * fixed bug with player focus when playing tapes from network games
1446 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1449 * code cleanup for game action control for R'n'D and EMC game engine
1452 * fixed bug in multi-player movement with focus on both players
1453 * added option to control only the focussed player with all input
1456 * added player focus switching to level tape recording and re-playing
1459 * fixed some bugs in player focus switching in EMC and RND game engine
1462 * added special Supaplex animations for Murphy digging and snapping
1463 * added special Supaplex animations for Murphy being bored and sleeping
1466 * added four new yam yams with explicit start direction for EMC engine
1467 * fixed bug in src/libgame/text.c with printing text outside the window
1470 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1473 * added delayed ignition of EM style dynamite when used in R'n'D engine
1474 * added limited movement range to EMC engine when focus on all players
1477 * fixed bug with missing (zero) score values for native Supaplex levels
1480 * added "continuous snapping" (snapping many elements while holding the
1481 snap key pressed, without releasing the snap key after each element)
1482 as a new player setting for more compatibility with the classic games
1485 * finished scrolling for "focus on all players" in EMC graphics engine
1488 * level sets with "levels: 0" are ignored for levels, but not artwork
1489 * fixed bug when scanning empty level group directories (endless loop)
1492 * fixed bug with explosion graphic for player using "Murphy" graphic
1493 * fixed bug with explosion graphic if player leaves explosion in time
1494 * changed some descriptive text in setup menu to use medium-width font
1495 * added key shortcut settings for switching player focus to setup menu
1498 * fixed bug with random value initialization when recording tapes
1499 * fixed bug with playing single player tapes when team mode activated
1502 * fixed little bug when trying to switch to player that does not exist
1505 * added player switching (visual and quick) to R'n'D and EM game engine
1506 * added setup option to select visual or quick in-game player switching
1509 * added use of "Home" and "End" keys to handle element list in editor
1512 * fixed bug with adding score when playing tape with EMC game engine
1513 * added steel wall border for levels using EMC engine without border
1514 * finally fixed delayed scrolling in EMC engine also for small levels
1517 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1520 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1521 * fixed bug when displaying info element without action, but direction
1524 * fixed minor graphical problems with springs smashing and slurping
1525 (when using R'n'D style graphics instead of EMC style graphics)
1528 * added scroll delay (as configured in setup) to EMC graphics engine
1531 * improved screen redraw for EMC graphics engine (faster and smoother)
1532 * when not scrolling, do not redraw the whole playfield if not needed
1535 * added multi-player mode for EMC game engine (with up to four players)
1538 * added android (can clone elements) from EMC engine to R'n'D engine
1541 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1544 * added selectbox for initial player speed to player settings in editor
1547 * version 3.1.2 created that is basically version 3.1.1, but with a
1548 major bug fixed that prevented editing your own private levels
1549 * version 3.1.2 released
1552 * added magic ball (creates elements) from EMC engine to R'n'D engine
1555 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1558 * fixed bug when using "CE can leave behind <trigger element>"
1559 * added new change condition "(after/when) creation of <element>"
1560 * added new change condition "(after/when) digging <element>"
1561 * fixed bug accessing invalid gadget that caused crashes under Windows
1562 * deactivated new possibility for multiple CE changes per frame
1565 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1568 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1569 * fixed bug with not keeping CE value for moving CEs with only action
1570 * changed CE action selectboxes in editor to be only reset when needed
1573 * added option "use artwork from element" for custom player artwork
1574 * added option "use explosion from element" for player explosions
1577 * added cascaded element lists in the level editor
1578 * added persistence for cascaded element lists by "editorcascade.conf"
1579 * added dynamic element list with all elements used in current level
1580 * added possibility for multiple CE changes per frame (experimental)
1583 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1586 * changed "score for each 10 seconds/steps left" to "1 second/step"
1587 * added own score for collecting "extra time" instead of sharing it
1588 * added change events "switched by player" and "player switches <e>"
1589 * added change events "snapped by player" and "player snaps <e>"
1590 * added "set player artwork: <element choice>" to CE action options
1591 * added change event "move of <element>"
1594 * added "set player shield: off / normal / deadly" to CE action options
1595 * added new player option "use level start element" in level editor
1596 to set the correct focus at level start to elements from which the
1597 player is created later (this did not work before for cascaded CE
1598 changes resulting in creation of the player; it is now also possible
1599 to create the player from a yam yam which is smashed at level start)
1602 * added "set player speed: frozen (not moving)" to CE action options
1603 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1606 * added new player option "block snap field" (enabled by default) to
1607 make it possible to show a snapping animation like in Emerald Mine
1610 * added dynamic selectboxes to custom element action settings in editor
1611 * added "CE value" counter for custom elements (instead of "CE count")
1612 * added option to use the last "CE value" after custom element change
1613 * added option to use the "CE value" of other elements in CE actions
1614 * fixed odd behaviour when pressing time orb in levels w/o time limit
1615 * added checkbox "use time orb bug" for older levels that use this bug
1618 * added missing configuration settings for the following elements:
1619 - EL_TIMEGATE_SWITCH (time of open time gate)
1620 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1621 - EL_SHIELD_NORMAL (time of shield duration)
1622 - EL_SHIELD_DEADLY (time of shield duration)
1623 - EL_EXTRA_TIME (time added to level time)
1624 - EL_TIME_ORB_FULL (time added to level time)
1627 * added "wind direction" as a movement pattern for custom elements
1628 * added initial wind direction for balloon / custom elements to editor
1629 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1632 * added parameters for "game of life" and "biomaze" elements to editor
1635 * added level file chunk "CONF" for generic level and element settings
1638 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1641 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1642 * added sound action ".page[1]" to ".page[32]" for each CE change page
1645 * added image config suffix ".clone_from" to copy whole image settings
1646 * fixed bug with invalid ("undefined") CE settings in old level files
1649 * fixed graphical bug with smashing elements falling faster than player
1652 * fixed major bug which prevented private levels from being edited
1653 * fixed bug with precedence of general and special font definitions
1656 * fixed graphical bug with player animation when player moves slowly
1659 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1662 * fixed bug which prevented "global.num_toons: 0" from working
1665 * major code cleanup (removed all these annoying "#if 0" blocks)
1668 * added custom element actions for CE change page in level editor
1671 * fixed music initialization bug in init.c (thanks to David Binderman)
1672 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1673 (this bug must probably be fixed at other places, too)
1676 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1677 (should be '#include <SDL.h>' instead)
1680 * fixed bug which prevented "walkable from no direction" from working
1681 (due to compatibility code overwriting this setting after loading)
1684 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1687 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1688 * version 3.1.1 released
1691 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1692 on 64-bit architecture systems with LP64 data model
1695 * fixed bug with bombs not exploding when hitting the last level line
1696 (introduced after the release of 3.1.0)
1699 * added support for dumping small-sized level sketches from editor
1702 * added recognition of "trigger element" for "change digged element to"
1703 (this is not really what the "trigger element" was made for, but its
1704 use may seem obvious for leaving back digged elements unchanged)
1707 * fixed multiple warnings about failed joystick device initialization
1710 * fixed bug with dynamite dropped on top of just dropped custom element
1711 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1712 dynamite can still be dropped, but drop key must be released before
1715 * fixed bug with wrong start directory when started from file browser
1716 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1719 * fixed bug causing "change when impact" on player not working
1720 * fixed wrong priority of "hitting something" over "hitting <element>"
1721 * fixed wrong priority of "hit by something" over "hit by <element>"
1724 * fixed graphical bug which caused the player (being Murphy) to show
1725 collecting animations although the element was collected by penguin
1728 * fixed two bugs causing wrong door background graphics in system.c
1729 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1732 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1733 * added "no direction" to "walkable/passable from" selectbox options
1736 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1737 * in tape autoplay, not only report broken, but also missing tapes
1740 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1743 * fixed small bug with "linear" animation not working for active lamp
1746 * fixed bug with moving up despite gravity due to "block last field"
1747 * fixed small bug with wrong draw offset when typing name in main menu
1748 * when reading user names from "passwd", ignore data after first comma
1749 * when creating new "levelinfo.conf", only write some selected entries
1752 * fixed displaying "imported from/by" on preview with empty string
1753 * fixed ignoring draw offset for fonts used for level preview texts
1756 * fixed a delay problem with SDL and too many mouse motion events
1757 * added setup option "skip levels" and level skipping functionality
1760 * added move speed "not moving" for non-moving CEs, but with direction
1763 * fixed mapping of obsolete element token names in "editorsetup.conf"
1764 * fixed bug with sound "acid.splashing" treated as a loop sound
1765 * fixed some little sound bugs in native EM engine
1768 * fixed small bug when dragging scrollbars to end positions
1771 * added editor element descriptions written by Aaron Davidson
1774 * improved fallback handling when configured artwork is not available
1775 (now using default artwork instead of exiting when files not found)
1778 * fixed bug on level selection screen when dragging scrollbar
1781 * fixed bug which caused broken tapes when appending to EM engine tapes
1784 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1787 * added code to replace changed artwork config tokens with other tokens
1788 (needed for backwards compatibility, so that older tokens still work)
1791 * added native R'n'D graphics for some new EMC elements in EM engine
1794 * fixed some bugs in the EM engine integration code
1795 * changed EM engine code to allow diagonal movement
1796 * changed EM engine code to allow use of separate snap and drop keys
1799 * fixed some redraw bugs when using EM engine
1802 * fixed bug with not converting RND levels which are set to use native
1803 engine to native level structure when loading
1806 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1809 * version number set to 3.2.0
1812 * level data now reset to defaults after attempt to load invalid file
1815 * added use of "editorsetup.conf" for different level sets
1818 * added auto-detection for various types of Emerald Mine level files
1821 * fixed bug with scrollbars getting too small when list is very large
1824 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1827 * added most level editor configuration gadgets for new EMC elements
1830 * added more element and graphic definitions for new EMC elements
1833 * modified native EM engine to use integrated R'n'D sound system
1836 * added SDL support to graphics functions in native EM engine
1837 (by always using generic libgame interface functions)
1840 * fixed bug in frame synchronization in native EM engine
1843 * added code to convert levels between R'n'D and native EM engine
1846 * new Emerald Mine engine can now play levels selected in main menu
1849 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1850 (which creates scaled down graphics for level editor and preview);
1851 there's still a memory leak somewhere in the artwork handling code
1852 * added "scale image up" functionality to X11 version of zoom function
1855 * first attempts to integrate new, native Emerald Mine Club engine
1858 * fixed bug in gadget code which caused reset of CEs in level editor
1859 (example: pressing 'b' [grab brush] on CE config page erased values)
1860 (solution: check if gadgets in ClickOnGadget() are really mapped)
1861 * improved level change detection in editor (settings now also checked)
1862 * fixed bug with "can move into acid" and "don't collide with" state
1865 * fixed maze runner style CEs to use the configured move delay value
1868 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1871 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1872 * fixed the above fix because it broke level set "machine" (*sigh*)
1873 * fixed random element placement in level editor to work as expected
1874 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1877 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1880 * fixed bug (missing array boundary check) which caused broken tapes
1881 * fixed bug (when loading level template) which caused broken levels
1882 * fixed bug with new block last field code when using non-yellow player
1885 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1886 * internal change of how the player blocks the last field when moving
1887 * fixed blocking delay of last field for EM and SP style block delay
1888 * fixed bug where the player had to wait for the usual move delay after
1889 unsuccessfully trying to move, when he directly could move after that
1890 * the last two changes should make original Supaplex level 93 solvable
1891 * improved use of random number generator to make it less predictable
1892 * fixed behaviour of slippery SP elements to let slip left, then right
1895 * fixed bug with wrong door state after trying to quickload empty tape
1896 * fixed waste of static memory usage of the binary, making it smaller
1897 * fixed very little graphical bug in Supaplex explosion
1900 * version number set to 3.1.1
1903 * version 3.1.0 released
1906 * fixed bug with crash when writing user levelinfo.conf the first time
1909 * added option "convert LEVELDIR [NR]" to command line batch commands
1910 * re-converted Supaplex levels to apply latest engine fixes
1911 * changed "use graphic/sound of element" to "use graphic of element"
1912 due to compatibility problems with some levels ("bug machine" etc.)
1915 * fixed bug with CE change replacing player with same or other player
1918 * fixed bug with opaque font in envelope with background graphic when
1919 background graphic is not transparent itself
1922 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1923 * corrected original Supaplex level loading code to use these new ports
1924 * also corrected Supaplex loader to auto-count infotrons if set to zero
1927 * fixed bug with missing initialization of "modified" flag for GEs
1930 * fixed bug that caused endless recursion loop when relocating player
1931 * fixed tape recorder bug in "step mode" when using "pause before end"
1932 * fixed tape recorder bug when changing from "warp forward" mode
1935 * fixed bug with "when touching" for pushed elements at last position
1938 * fixed bug that caused two activated toolbox buttons in level editor
1939 * fixed bug with exploding dynabomb under player due to other explosion
1942 * fixed bug with creating walkable custom element under player (again)
1943 * fixed bug with not copying explosion type when copying CEs in editor
1944 * fixed graphical bug when drawing player in setup menu (input devices)
1945 * fixed graphical bug when the player is pushing an accessible element
1946 * fixed bug with classic switchable elements triggering CE changes
1947 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1948 * fixed crash bug when CE leaves behind the trigger player element
1951 * fixed bug with broken tubes after placing/exploding dynamite in them
1952 * fixed bug with exploding dynamite under player due to other explosion
1953 * fixed bug with not resetting push delay under certain circumstances
1956 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1957 * added network multiplayer code for Windows (thanks to Niko Böhm)
1960 * added option "reachable despite gravity" for gravity movement
1961 * changed gravity movement of most classic walkable and passable
1962 elements back to "not reachable" (for compatibility reasons)
1965 * fixed (removed) "indestructible" / "can explode" dependency in editor
1966 * fixed (removed) "accessible inside" / "protected" dependency
1967 * fixed (removed) "step mode" / "shield time" dependency
1970 * fixed dynabombs exploding now into anything diggable
1971 * fixed Supaplex style gravity movement into buggy base now impossible
1972 * added pressing key "space" as valid action to select menu options
1975 * added "replace when walkable" to relocate player to walkable element
1976 * added "enter"/"leave" event for elements affected by relocation
1977 * fixed "direct"/"indirect" change order also for "when change" event
1978 * fixed graphical bug when pushing things from elements walkable inside
1981 * fixed graphic bug when player is snapping while moving in old levels
1982 * fixed bug when a moving custom element leaves a player element behind
1983 * fixed bug with mole not disappearing when moving into acid pool
1984 * fixed bug with incomplete path setting when using "--basepath" option
1985 * moving CE can now leave walkable elements behind under the player
1986 * when relocating, player can be set on walkable element now
1987 * fixed another gravity movement bug
1990 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1993 * added "collectible" and "removable" to extended replacement types
1994 (where "removable" replaces "diggable" and "collectible" elements)
1995 * added "collectible & throwable" (to throw element to the next field)
1996 * fixed bug with CEs digging elements that are just about to explode
1997 * changed mouse cursor now always being visible when game is paused
2000 * added possibility to push/press accessible elements from a side that
2002 * fixed bug with not setting actual date when appending to tape
2005 * fixed bug with incorrectly initialized custom element editor graphics
2008 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2009 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2012 * fixed bug with destroyed robot wheel still attracting robots forever
2013 * fixed bug with time gate switch deactivating after robot wheel time
2014 (while the time gate itself is not affected by this misbehaviour)
2015 * changed behaviour of BD style amoeba to always get blocked by player
2016 (before it was different when there were non-BD elements in level)
2017 * fixed bug with player destroying indestructable elements with shield
2020 * added option to make growing elements grow into anything diggable
2021 (for the various amoeba types, biomaze and "game of life")
2024 * fixed bug with movable elements not moving after left behind by CEs
2025 * changed gravity movement to anything diggable, not only sand/base
2026 * optionally allowing passing to walkable element, not only empty space
2027 * added option "can pass to walkable element" for players
2028 * finally fixed gravity movement (hopefully)
2031 * fixed bug with movable elements not moving anymore after falling down
2034 * fixed another bug with custom elements digging and leaving elements
2035 * fixed bug with "along left/right side" and automatic start direction
2036 * trigger elements now also displayed when "more custom" deactivated
2037 * fixed bug with clipboard element initialized when loading new level
2038 * added option "drop delay" to set delay before dropping next element
2041 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2044 * added copy and paste functions for custom change pages
2045 * enhanced graphical display and functionality of tape recorder
2046 * fixed bug with custom elements digging and leaving elements
2049 * added move speed faster than "very fast" for custom elements
2050 * fixed bug with 3+3 style explosions and missing border content
2051 * fixed little bug when copying custom elements in the editor
2052 * enhanced custom element changes by more side trigger actions
2055 * added option "no scrolling when relocating" for instant teleporting
2056 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2059 * added trigger element and trigger player to use as target elements
2060 * added copy and paste functions for custom and group elements
2063 * fixed graphical bug when displaying explosion animations
2064 * fixed bug when appending to tapes, resulting in broken tapes
2065 * re-recorded a few tapes broken by fixing gravity checking bug
2068 * "can move into acid" property now for all elements independently
2069 * "can fall into acid" property for player stored in same bitfield now
2070 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2071 * version number set to 3.1.0 (finally!)
2074 * changed tape recording to only record input, not programmed actions
2077 * fixed totally broken (every 8th frame skipped) step-by-step recording
2078 * fixed bug with requester not displayed when quick-loading interrupted
2079 * added option "can fall into acid (with gravity)" for players
2080 * fixed bug with player not falling when snapping down with gravity
2083 * fixed bug which messed up key config when using keypad number keys
2086 * fixed bug which allowed moving upwards even when gravity was active
2087 * fixed bug with missing error handling when dumping levels or tapes
2090 * added different colored editor graphics for Supaplex gravity tubes
2093 * fixed bug that allowed solvable tapes for unsolvable levels
2096 * use unlimited number of droppable elements when "count" set to zero
2097 * added option to use step limit instead of time limit for level
2100 * added player and change page as trigger for custom element change
2103 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2106 * fixed bug with dark yamyam changing to acid when moving over acid
2107 * fixed handling of levels with more than 999 seconds level time
2108 (example: level 76 of "Denmine")
2111 * "spring push bug" reintroduced as configurable element property
2112 * fixed bug with missing properties for "mole"
2113 * fixed bug that showed up when fixing the above "mole" properties bug
2114 * added option "can move into acid" for all movable elements
2115 * fixed graphical bug for elements moving into acid
2116 * changed event handling to handle all pending events before going on
2119 * fixed bug which caused all CE change pages to be ignored which had
2120 the same change event, but used a different element side
2121 (reported by Simon Forsberg)
2123 * fixed bug which caused elements that can move and fall and that are
2124 transported by a conveyor belt to continue moving into that direction
2125 after leaving the conveyor belt, regardless of their own movement
2126 type; only elements which can not move are transported now
2127 (reported by Simon Forsberg)
2129 * fixed bug which could cause an array overflow in RelocatePlayer()
2130 (reported by Niko Böhm)
2132 * changed Emerald Mine style "passable / over" elements to "protected"
2133 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2135 * added new option to select from which side a "walkable/passable"
2136 element can be entered
2139 * added explosion and ignition delay for elements that can explode
2142 * fixed bug which caused player not being protected against enemies
2143 when a CE was "walkable / inside" and was not "indestructible"
2144 * added "walkable/passable" fields to be "protected/unprotected"
2145 against enemies, even if not accessible "inside" but "over/under"
2148 * corrected move pattern to 32 bit and initial move direction to 8 bit
2151 * added second custom element base configuration page
2154 * added some special EMC mappings to Emerald Mine level loader
2155 (also covering previously unknown element in level 0 of "Bondmine 8")
2158 * added option to block last field when player is moving (for Supaplex)
2159 * adjusted push delay of Supaplex elements
2160 * removed delays for envelopes etc. when replaying with maximum speed
2161 * fixed bug when dropping element on a field that just changed to empty
2164 * fixed bug: infotrons can now smash yellow disks
2165 * fixed bug: when gravity active, port above player can now be entered
2166 * removed "one white dot" mouse pointer which irritated some people
2169 * added "choice type" for group element selection
2172 * fixed bug with initial invulnerability of non-yellow player
2175 * added level loader for loading native Supaplex packed levels
2176 (including multi-part levels like the "splvls99" levels)
2179 * fixed bug which allowed creating emeralds by escaping explosions
2182 * custom elements can change (limited) or leave (unlimited) elements
2183 * finally added multiple matches using group elements
2184 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2187 * added new start movement type "previous" for continued CE movement
2188 * added new start movement type "random" for random CE movement start
2191 * added new element "sokoban_field_player" needed for Sokoban levels
2192 (thanks to Ed Booker for pointing this out!)
2195 * added elements that can be digged or left behind by custom elements
2198 * added group elements for multiple matches and random element creation
2201 * fixed some graphical errors displayed in old levels
2204 * fixed wrong double speed movement after passing closing gates
2207 * added level loader for loading native Emerald Mine levels
2210 * changes for "shooting" style CE movement
2213 * Happy New Year! ;-)
2216 * changed default snap/drop keys from left/right Shift to Control keys
2219 * fixed bug with dead player getting reanimated from custom element
2222 * fixed bug with wrong penguin graphics (when entering exit)
2225 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2228 * version number set to 3.0.9
2231 * version 3.0.8 released
2234 * added function checked_free()
2237 * fixed bug with double nut cracking sound
2238 (by eliminating "default element action sound" assignment in init.c)
2241 * fixed crash when no music info files are available
2244 * fixed boring and sleeping sounds
2247 * added "maze runner" and "maze hunter" movement types
2248 * added extended collision conditions for custom elements
2251 * added warnings for undefined token values in artwork config files
2254 * added menu entry for level set information to the info screen
2257 * fixed bug with wrong default impact sound for colored emeralds
2260 * added several sub-screens for the info screen
2261 * menu text now also clickable (not only blue/red sphere left of it)
2264 * added configurable "bored" and "sleeping" animations for the player
2265 * added "awakening" sound for player when waking up after sleeping
2268 * added "copy" and "exchange" functions for custom elements to editor
2271 * added configurable element animations for info screen
2274 * added configurable music credits for info screen
2277 * finally fixed tape recording when player is created from CE change
2280 * added "editorsetup.conf" for editor element list configuration
2283 * added "musicinfo.conf" for menu and level music configuration
2286 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2287 (that only showed up on Linux, but not on Windows systems)
2290 * fixed turning movement of butterflies and fireflies (no frame reset)
2291 * enhanced sniksnak turning movement (two steps instead of only one)
2294 * version number set to 3.0.8
2297 * version 3.0.7 released
2300 * fixed reset of player animation frame when, for example,
2301 walking, digging or collecting share the same animation
2302 * fixed CE with "deadly when touching" exploding when touching amoeba
2305 * fixed tape recording when player is created from CE element change
2308 * introduced "turning..." action graphic for elements with move delay
2309 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2310 * added turning animations for bug, spaceship and sniksnak
2313 * prevent "extended" changed elements from delay change in same frame
2316 * fixed bug when pushing element that can move away to the side
2317 (like pushing falling elements, but now with moving elements)
2320 * finally fixed serious bug in code for delayed element pushing (again)
2323 * unavailable setup options now marked as "n/a" instead of "off"
2324 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2325 to "true", levels are always played with the latest game engine,
2326 which is desired for levels that are imported from other games; all
2327 other levels are played with the engine version stored in level file
2328 (which is normally the engine version the level was created with)
2331 * fixed serious bug in code for delayed element pushing
2332 * fixed little bug in animation frame selection for pushed elements
2333 * speed-up of reading config file for verbose output
2336 * added configuration option for opening and closing Supaplex exit
2337 * added configuration option for moving up/down animation for Murphy
2338 * fixed incorrectly displayed animation for attacking dragon
2339 * fixed bug with not setting initial gravity for each new game
2340 * fixed bug with teleportation of player by custom element change
2341 * fixed bug with player not getting smashed by rock sometimes
2344 * version number set to 3.0.7
2347 * version 3.0.6 released
2350 * added support for MP3 music for SDL version through SMPEG library
2353 * fixed bug when initializing font graphic structure
2354 * fixed bug with animation mode "pingpong" when using only 1 frame
2355 * fixed bug with extended change target introduced in 3.0.5
2356 * fixed bug where passing over moving element doubles player speed
2357 * fixed bug with elements continuing to move into push direction
2358 * fixed bug with duplicated player when dropping bomb with shield on
2359 * added "switching" event for custom elements ("pressing" only once)
2360 * fixed switching bug (resetting flag when not switching but not idle)
2363 * fixed element tokens for certain file elements with ".active" etc.
2366 * version number set to 3.0.6
2369 * version 3.0.5 released
2372 * now four envelope elements available
2373 * font, background, animation and sound for envelope now configurable
2374 * main menu doors opening/closing animation type now configurable
2377 * active/inactive sides configurable for custom element changes
2378 * new movement type "move when pushed" available for custom elements
2381 * fixed bug in multiple config pages loader code that caused crashes
2384 * enhanced (remaining low-resolution) Supaplex graphics
2387 * version number set to 3.0.5
2390 * version 3.0.4 released
2392 2003-09-12 src/tools.c
2393 * fixed bug in custom definition of crumbled element graphics
2395 2003-09-11 src/files.c
2396 * fixed bug in multiple config pages code that caused crashes
2399 * version number set to 3.0.4
2402 * version 3.0.3 released
2405 * added music to Supaplex classic level set
2407 2003-09-07 src/libgame/misc.c
2408 * added support for loading various music formats through SDL_mixer
2410 2003-09-06 (various source files)
2411 * fixed several nasty bugs that may have caused crashes on some systems
2412 * added envelope content which gets displayed when collecting envelope
2413 * added multiple change event pages for custom elements
2415 2003-08-24 src/game.c
2416 * fixed problem with player animation when snapping and moving
2418 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2419 * fixed problem with flickering when drawing toon animations
2421 2003-08-23 src/libgame/sdl.c
2422 * fixed problem with setting mouse cursor in SDL version in fullscreen
2424 2003-08-23 src/game.c
2425 * fixed bug (missing array boundary check) which could crash the game
2428 * version number set to 3.0.3
2431 * version 3.0.2 released
2433 2003-08-21 src/game.c
2434 * fixed bug with creating inaccessible elements at player position
2436 2003-08-20 src/init.c
2437 * fixed bug with not finding current level artwork directory
2439 2003-08-20 src/files.c
2440 * fixed bug with choosing wrong engine version when playing tapes
2441 * fixed bug with messing up custom element properties in 3.0.0 levels
2444 * version number set to 3.0.2
2447 * version 3.0.1 released
2449 2003-08-17 (no source files affected)
2450 * changed all "classic" PCX image files with 16 colors or less to
2451 256 color (8 bit) storage format, because the Allegro game library
2452 cannot handle PCX files with less than 256 colors (contributed
2453 graphics are not affected and might look wrong in the DOS version)
2455 2003-08-16 src/init.c
2456 * fixed bug which (for example) crashed the level editor when defining
2457 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2458 (only set to default) -- invalid graphics now set to default graphic
2460 2003-08-16 src/init.c
2461 * fixed graphical bug of player digging/collecting/snapping element
2462 when no corresponding graphic/animation is defined for this action,
2463 resulting in player being drawn as EL_EMPTY (which should only be
2464 done to elements being collected, but not to the player)
2466 2003-08-16 src/game.c
2467 * fixed small graphical bug of player not totally moving into exit
2469 2003-08-16 src/libgame/setup.c
2470 * fixed bug with wrong MS-DOS 8.3 filename conversion
2472 2003-08-16 src/tools.c
2473 * fixed bug with invisible mouse cursor when pressing ESC while playing
2475 2003-08-16 (various source files)
2476 * added another 128 custom elements (disabled in editor by default)
2478 2003-08-16 src/editor.c
2479 * fixed NULL string bug causing Solaris to crash in sprintf()
2481 2003-08-16 src/screen.c
2482 * fixed drawing over scrollbar on level selection with custom fonts
2484 2003-08-15 src/game.c
2485 * cleanup of simple sounds / loop sounds / music settings
2487 2003-08-08 (various source files)
2488 * added custom element property for dropping collected elements
2490 2003-08-08 src/conf_gfx.c
2491 * fixed bug with missing graphic for active red disk bomb
2493 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2494 * extended variable "level.gravity" to "level.initial_gravity" and
2495 "game.current_gravity" to prevent level setting from being changed
2496 by playing the level (keeping the runtime value after playing)
2498 * fixed graphics bug when digging element that has 'crumbled' graphic
2499 definition, but not 'diggable' graphic definition
2502 * version number set to 3.0.1
2505 * version 3.0.0 released
2508 * various bug fixes; among others:
2509 - fixed bug with pushing spring over empty space
2510 - fixed bug with leaving tube while placing dynamite
2511 - fixed bug with explosion of smashed penguins
2512 - allow Murphy player graphic in levels with non-Supaplex elements
2516 * I have forgotten to document changes for some time
2519 * pre-release version 2.2.0rc1 released
2521 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2522 * Level series artwork now configurable via level series config file.
2523 "levelinfo.conf" may now contain directives "graphics_set",
2524 "sounds_set" and "music_set" to select artwork sets which are
2525 globally defined or which are included into other level series.
2528 * version number set to 2.1.2
2531 * version 2.1.1 released
2533 2002-08-10 src/libgame/system.h
2534 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2535 and keypad enter key -- Macs seem not to distinguish between left
2536 and right modifier keys (both generate scan code for left key). :-(
2538 2002-08-10 src/libgame/sound.c
2539 * Fixed small NetBSD compilation bug.
2540 Thanks to Adam Ciarcinski for the bug report.
2542 2002-08-10 src/libgame/sound.c
2543 * Added support for audio device "/dev/sound/dsp" (devfs).
2544 Thanks to Christoph Bauer for the corresponding report.
2546 2002-08-10 src/libgame/sound.c
2547 * Bug fixed that caused regular crashes under SDL/Windows version.
2548 Mixer_InsertSound(): Always stop music before playing new music,
2549 else "mixer_active_channels" can get fucked up.
2550 Thanks to Keith Peterston for the bug report.
2553 * version number set to 2.1.1
2556 * version 2.1.0 released
2558 2002-05-31 src/libgame/image.c
2559 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2560 and "image" after converting loaded PCX image file to X11 Pixmap.
2561 This really showed up when reloading custom artwork several times.
2563 2002-05-20 src/libgame/sound.c
2564 * added support for 16 bit WAV sound files
2567 * version number set to 2.1.0
2569 2002-04-03 to 2002-05-19 (various source files)
2570 * graphics, sounds and music now fully configurable
2571 * bug fixed that prevented walking through tubes when gravity on
2572 * added support for TrueColor PCX graphics files
2573 * enhanced sound system (especially regarding stereo and loop sounds)
2575 2002-04-02 src/events.c, src/editor.c
2576 * Make Escape key less aggressive when playing or when editing level.
2577 This can be configured as an option in the setup menu. (Default is
2578 "less aggressive" which means "ask user if something can be lost"
2579 when pressing the Escape key.)
2581 2002-04-02 src/screen.c
2582 * Added "graphics setup" screen.
2584 2002-04-01 src/screen.c
2585 * Changed "choose level" setup screen stuff to be more generic (to
2586 make it easier to add more "choose from generic tree" setup screens).
2588 2002-04-01 src/config.c, src/timestamp.h
2589 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2590 automatically gets created by "src/Makefile" and contains an actual
2591 compile-time timestamp to identify development versions of the game).
2593 2002-04-01 src/libgame/misc.c
2594 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2595 for orthogonality. When really needed, this function must be
2596 extended accordingly (analog to "getKeyFromX11KeyName()").
2598 2002-04-01 src/libgame/setup.c
2599 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2600 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2601 (This was needed for custom key setup handling in "src/screens.c".)
2603 2002-03-31 src/tape.c, src/events.c
2604 * Added quick game/tape save/load functions to tape stuff which can be
2605 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2606 loads previously recorded tape and directly goes into recording mode
2607 from the end of the tape (therefore appending to the tape).
2609 2002-03-31 src/tape.c
2610 * Added "index mark" function to tape recorder. When playing or
2611 recording, "eject" button changes to "index" button. Setting index
2612 mark is not yet implemented, but pressing index button when playing
2613 allows very quick advancing to end of tape (when normal playing),
2614 very fast forward mode (when playing with normal fast forward) or
2615 very fast reaching of "pause before end of tape" (when playing with
2616 "pause before end" playing mode).
2618 2002-03-30 src/cartoons.c
2619 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2621 2002-03-30 src/libgame/toons.c
2622 * New libgame source file "toons.c" for the program independant part
2625 2002-03-29 src/screen.c
2626 * Changed setup screen stuff to be more generic (to make it easier
2627 to add more setup screens).
2629 2002-03-29 src/libgame/setup.c
2630 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2631 with level sub-directories are recognized, but also directories
2632 that directly contain level files.
2634 2002-03-29 src/libgame/sound.c
2635 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2636 (This was a bug that showed up only when in mono audio mode.)
2638 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2639 * Changed image loading code to not exit on error, but set error by
2640 using "SetError()" accordingly. Image loading errors must now be
2641 catched by above layers (src/init.c for example).
2643 2002-03-24 src/libgame/misc.c
2644 * New functions "SetError()" and "GetError()" to provide more
2645 flexible error handling.
2647 2002-03-23 src/main.c, src/main.h
2648 * Various changes due to the introduction of the new libgame files
2649 "setup.c" and "joystick.c".
2651 2002-03-23 src/files.c
2652 * Generic parts of "src/files.c" (mainly setup and level directory
2653 stuff) moved to new libgame file "src/libgame/setup.c".
2655 2002-03-23 src/joystick.c
2656 * File "src/joystick.c" moved to libgame source tree, with
2657 correspondig changes.
2659 2002-03-23 src/libgame/system.c, src/libgame/system.h
2660 * Various changes due to the introduction of the new files "setup.c"
2663 2002-03-23 src/libgame/setup.c
2664 * New libgame source file "setup.c" that contains now most setup and
2665 level directory stuff previously handled in "src/files.c".
2667 2002-03-23 src/libgame/joystick.c
2668 * New libgame source file "joystick.c" that contains now all joystick
2669 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2671 2002-03-22 src/screens.c
2672 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2673 (Wrong level series information displayed when entering main group.)
2675 2002-03-22 src/editor.c
2676 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2678 2002-03-22 src/editor.c
2679 * Changed behaviour of "Escape" key in level editor to be more
2680 intuitive: When in "Element Properties" or "Level Info" mode,
2681 return to "Drawing Mode" instead of leaving the level editor.
2683 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2684 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2685 to specify alternative sound and music directories. (The former
2686 shortcut "-s" for "--serveronly" has changed accordingly.)
2688 2002-03-22 src/libgame/gadgets.c
2689 * Added new gadget events for displaying gadget info texts:
2690 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2691 the info text callback function was only called when entering
2692 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2693 was never erased. This can now be done by checking the event type
2694 in the info callback function.
2696 2002-03-21 src/game.c, src/editor.c, src/files.c
2697 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2698 gems (emeralds, diamonds, ...) slipping down from normal wall,
2699 steel wall and growing wall (as in E.M.C. style levels). Although
2700 the behaviour of contributed and private levels wasn't changed (due
2701 to the use of "level.game_version"; see previous entry), editing
2702 those levels will (of course) change the behaviour accordingly.
2704 This change seems a bit too hard after thinking about it, because
2705 the EM style behaviour is not the "expected" behaviour (gems would
2706 normally only slip down from "rounded" walls). Therefore this was
2707 now changed to an element property for gem style elements, with the
2708 default setting "off" (which means: no special EM style behaviour).
2709 To fix older converted levels, this flag is set to "on" for pre-2.0
2710 levels that are neither contributed nor private levels.
2712 2002-03-20 src/files.h
2713 * Corrected settings for "level.game_version" depending of level type.
2714 (Contributed and private levels always get played with game engine
2715 version they were created with, while converted levels always get
2716 played with the most recent version of the game engine, to let new
2717 corrections of the emulation behaviour take effect.)
2719 2002-03-20 src/main.h
2720 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2721 compiling the SDL version on some systems.
2722 Thanks to the several people who pointed this out.
2724 2002-03-20 src/libgame/gadgets.c
2725 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2726 this caused problems especially on PowerPC architecture (although
2727 it is wrong on i386 and other architectures, too)
2729 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2730 * Added support for loading and displaying true-color PCX files.
2732 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2733 * Added command line option "-g" / "--graphics" to specify an
2734 alternative graphics directory.
2737 * Version number set to 2.0.2.
2740 * Version 2.0.1 released.
2742 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2743 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2744 to libgame source files; needed for SDL fullscreen bug workaround
2747 2002-03-18 src/screens.c
2748 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2750 2002-03-18 src/files.c [src/libgame/misc.c]
2751 * Moved some common functions from src/files.c to src/libgame/misc.c.
2753 2002-03-18 src/files.c [src/libgame/misc.c]
2754 * Changed permissions for new directories and saved files (especially
2755 score files) according to suggestions of Debian users and mantainers.
2756 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2758 2002-03-18 src/libgame/misc.c [src/files.c]
2759 * Moved some common functions from src/files.c to src/libgame/misc.c.
2761 2002-03-18 src/libgame/misc.c [src/files.c]
2762 * Changed permissions for new directories and saved files (especially
2763 score files) according to suggestions of Debian users and mantainers.
2764 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2766 2002-03-17 src/files.c
2767 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2768 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2769 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2770 for levels and "TAPE" for tapes). Old "cookie" style format is
2771 still supported for reading. New level and tape files are written
2774 * New IFF chunk "VERS" contains version numbers for file and game
2775 (where "game version" is the version of the program that wrote the
2776 file, and "file version" is a version number to distinguish files
2777 with different format, for example after adding new features).
2779 2002-03-17 src/libgame/sound.c
2780 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2781 even when sound not available.
2782 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2784 2002-03-15 src/screen.c
2785 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2786 (Before, you heard a mixture of the in-game music and the
2787 hall-of-fame music.)
2789 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2790 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2791 /dev/audio (ulaw) based Unix audio interface).
2792 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2794 2002-03-15 src/libgame/sdl.c
2795 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2796 in the currently actual version 1.2.3) by using "standard" screen
2797 resolutions like 800x600 and mapping all input (mouse events) and
2798 output (screen drawing) accordingly.
2800 2002-03-14 src/events.c
2801 * Function "DumpTape()" (files.c) now available by pressing 't' from
2802 main menu (when in DEBUG mode).
2804 2002-03-14 src/game.c
2805 * "GameWon()": When game was won playing a tape, now there is no delay
2806 raising the score and no corresponding sound is played.
2808 2002-03-14 src/files.c
2809 * Changed "LoadTape()" for real chunk support and also adjusted
2810 "SaveTape()" accordingly.
2812 2002-03-14 src/game.c, src/tape.c, src/files.c
2813 * Important changes to tape format: The old tape format stored all
2814 actions with a real effect with a corresponding delay between the
2815 stored actions. This had some major disadvantages (for example,
2816 push delays had to be ignored, pressing a button for some seconds
2817 mutated to several single button presses because of the non-action
2818 delays between two action frames etc.). The new tape format just
2819 stupidly records all device actions and replays them later. I really
2820 don't know why I haven't solved it that way before?! Old-style tapes
2821 (with tape file version less than 2.0) get converted to the new
2822 format on-the-fly when loading and can therefore still be played;
2823 only some minor parts of the old-style tape handling code was needed.
2824 (A perfect conversion is not possible, because there is information
2825 missing about the device actions between two action frames.)
2827 2002-03-14 src/files.c
2828 * New function "DumpTape()" to dump the contents of the current tape
2829 in a human readable format.
2831 2002-03-14 src/game.c
2832 * Small tape bug fixed: When automatically advancing to next level
2833 after a game was won, the tape from the previous level still was
2834 loaded as a tape for the new level.
2836 2002-03-14 src/tape.c
2837 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2838 tape, cartoons did not get completely removed because
2839 StopAnimation() was not called.
2841 2002-03-13 src/files.c
2842 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2843 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2844 size even when using 16-bit elements). Added new chunk "CNT2" for
2845 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2846 chunk even when content was 16-bit element). "CNT2" should now be
2847 able to store content for arbitrary elements (up to eight blocks of
2848 3 x 3 element arrays). All "CNT2" elements will always be stored as
2849 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2851 2002-03-13 src/files.c
2852 * Changed "LoadLevel()" for real chunk support.
2854 2002-03-12 src/game.c
2855 * Fixed problem (introduced after 2.0.0 release) with penguins
2856 not getting killed by enemies
2858 2002-02-28 src/libgame/sound.c
2859 * Fixed small problem with new SDL_Mixer 1.2.1:
2860 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2861 or it has no effect.
2863 2002-02-24 src/game.c, src/main.h
2864 * Added "player->is_moving"; now "player->last_move_dir" does
2865 not contain any information if the player is just moving at
2867 Before, "player->last_move_dir" was misused for this purpose
2868 for the robot stuff (robots don't kill players when they are
2869 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2870 broke tapes when walking through pipes!
2871 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2872 in a continuous movement. This fact is ignored for friends and