2 * fixed layout for "level set info" to support custom playfield size
5 * fixed bug with not updating default bitmap pointer for scaled images
6 * fixed redraw/fade bugs when redefining the playfield size or position
9 * fixed some smaller issues with loading custom artwork
12 * added warnings when using undefined element and graphic names in
13 custom artwork definitions (like ".crumbled_like" or ".clone_from")
14 * added setting default filenames for all cloned graphics in static
15 graphics configuration on startup (to be able to fall back later)
18 * fixed using buttons on main screen with size other than 32x32 pixels
19 * fixed some initialization bugs for scrollbars and main screen buttons
20 * fixed bug when drawing non-element graphics (without separate in-game
21 graphic/bitmap defined) while non-standard game tile size is defined
24 * removed some remaining unused X11 stuff
25 * fixed bug with potentially suppressed exit error message on startup
28 * fixed bug not loading tape when selecting level from level selection
29 screen (thanks to filbo for finding this bug and supplying a patch)
32 * fixed menu display bugs (drawing outside menu area with draw offset)
33 * fixed menu key navigation bugs (when using smaller menu list size)
36 * added support for animated door parts during opening/closing movement
39 * added automatic detection of normal/steel character elements in level
40 editor when drawing text (depending on currently selected element)
43 * eliminated historical ISO-8859-1 characters from source code files
44 (but still using them internally for special character encodings)
45 * changed output of special character for level sketch brushes to UTF-8
48 * added handling of unselectable selectbox options and option headlines
51 * fixed bug when changing between graphic sets with different tile size
52 * cleanup of handling the various graphic sizes for different purposes
53 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
56 * added virtual keyboard on Android port when entering player name
59 * fixed "quick menu doors" and sounds for door and envelope requests
62 * fixed display bugs with certain custom menu definitions regarding the
63 hall of fame (high scores) and setup screens that require scrolling
64 (these display bugs showed up with custom menu graphics of R'n'D jue)
67 * fixed bug with animation frames per line with non-standard tile size
68 (relevant for example for 64x64 sized frames continued on next row)
71 * removed checking of file identifier tokens for configuration files
74 * fixed bug where player actions were only mapped in team mode
75 (this broke four tapes in automatic game engine unit test where
76 old levels contained a non-yellow player, like rnd_abby_king, 011)
79 * removed large parts of the preprocessor hell of old and unused code
82 * updated source file headers (mainly author contact information)
85 * added key shortcuts for window scaling and toggling fullscreen mode:
86 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
87 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
90 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
91 * added some performance improvements when handling SDL surface scaling
94 * added custom graphics property "game.tile_size" to define in-game tile
95 size (this defines the tile size actually displayed on the playfield);
96 tile graphics will either be scaled to the defined game tile size or
97 have to be specified with the same image size (using ".tile_size")
100 * added custom graphics property ".tile_size" to define tile image size
101 for game element graphics (like "custom_1.tile_size"); non-standard
102 sized images will then be scaled accordingly to standard tile size
105 * fixed music still being played in Android version when in background
108 * added Android "menu" button to be treated as "yes" requester button
109 (while the Android "back" button was already treated as "no" button)
112 * added command line options "--version" / "-V" to show program version
113 (also shows SDL library versions when prefixed with "--debug" option)
116 * error file set to unbuffered to prevent truncation in case of crashes
119 * fixed bug causing wrong screen updates while playing (whole screen
120 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
121 * fixed nasty (typo) bug in native EM engine causing broken player
122 graphics when using different (redefined) playfield size
125 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
126 to be displayed incorrectly (with broken scaling) when switching
127 between small and normal game graphics (thanks a lot to filbo for
128 analyzing and describing how to exactly reproduce this bug)
131 * removed MS-DOS support
132 * removed native X11 support (X11 now only supported via SDL/SDL2)
135 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
138 * fixed level redraw after quick-loading tape with small tile graphics
141 * added compatibility code for existing request door animation settings
144 * added ultra-generic, ultra-flexible request door animation handling
147 * fixed major bugs in handling single-player and multi-player tapes
148 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
151 * fixed various problems with playfield and requester/tape/editor doors
152 defined to be at non-standard screen positions in artwork config file
155 * added envelope style requester dialog (alternative to door requester)
158 * fixed problems with window scaling and updating related setup value
159 * added setup option to select anti-aliasing quality of scaled windows
162 * improved speed of displaying progress when loading levels and artwork
163 * changed fullscreen and window scaling changes in setup menu to have
164 immediate effect (instead of being effective after leaving setup menu)
167 * fixed toons stopping on continuous touch events on Mac OS X
170 * fixed bug when displaying game envelope with even sized playfield
171 * added graphic configuration options for request (dialog) buttons
174 * fixed some redraw bugs with window scaling under Mac OS X
177 * fixed problems with window scaling and updating related setup value
180 * fixed problems related to fullscreen switching and window scaling
183 * fixed inconsistent custom artwork constants numbering in src/main.h,
184 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
185 (this bug caused custom artwork definition to set wrong variable)
188 * fixed using fullscreen mode on Android instead of pseudo-window mode
189 * fixed keeping desktop fullscreen mode when changing viewport size
192 * fixed remaining text input problems for non-ASCII keys with modifier
193 * added window scaling options to graphics setup menu
196 * fixed key code problems with certain keys for SDL2
197 (keypad keys not being in numerical order; number of function keys)
198 * fixed text input problems for text characters using modifier keys
201 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
204 * fixed graphical bugs when using renderer/texture based graphics
207 * fixed playing certain sounds (menu navigation sound and counting
208 score sound after solving a level) when "normal sounds" are disabled
211 * continued porting Rocks'n'Diamonds to Android (levels now playable)
214 * added SDL2 renderer/texture based graphics frame handling to allow for
215 "desktop" style fullscreen mode and scaling of game screen/window
218 * removed limitation of artwork files to selected file types (this means
219 that every file type supported by SDL_image and SDL_mixer can be used)
220 * changed default graphics from PCX to PNG (needed for Android version
221 to prevent painfully slow image loading, although not compressing PCX
222 files in the assets directory of the APK package might also work fine)
223 * fixed bug with SDL_BlitSurface creating garbage when source and target
224 surface are the same (this bug also existed in versions of SDL 1.2.x)
227 * started porting Rocks'n'Diamonds to Android (already shows main menu)
230 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
233 * version number set to 3.3.1.3
236 * version 3.3.1.2 released
239 * improved error handling: display error message on screen (not only in
240 the error file or on the console), and display path of the error file
243 * fixed problem with R'n'D restarting with same level set that may have
244 caused a problem (and therefore failing again and again); after an
245 error, the last level set is now deactivated in file "levelsetup.conf"
246 to restart with default level set (which should work without error)
249 * fixed determining main game data directory on Mac OS X "Mavericks"
252 * version number set to 3.3.1.2
255 * version 3.3.1.1 released
258 * added scripts directory to distribution package to enable building
259 element definitions after editing artwork config source code files
262 * added volume controls for sounds, loops and music to sound setup
265 * version number set to 3.3.1.1
268 * version 3.3.1.0 released
271 * version number set to 3.3.1.0
274 * fixed display of level time switching from ascending to descending
275 when making use of the "time orb bug" (see element setting in editor)
276 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
277 * fixed graphics performance problems (especially on Mac OS X) by using
278 whole-playfield redraw on SDL target, while still using the previous
279 single-tile redraw method on X11 target (using redraw tiles threshold)
282 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
283 (by replacing all "long" types by "int" types)
286 * fixed nasty bug (affecting crumbled graphics) after adding new special
287 graphics suffix ".TAPE" (and messing some things up in src/main.c)
290 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
291 (this caused fonts in envelope config in level editor being invisible)
294 * fixed some problems with half tile size and even tile sized playfields
297 * added level selection screen (when clicking on main menu level number)
298 * added level tracing (played, solved) for use in level selection screen
299 (to display already played or solved levels in different font color)
302 * added alternative game mode for playing with half size playfield tiles
303 * fixed another memory violation bug in the native Supaplex game engine
304 (this potential memory bug was also in the original Megaplex code, but
305 apparently only occured under rare conditions triggered by using the
306 additional added preceding playfield memory area to make a few strange
307 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
308 solvable (this all worked fine in the classic DOS version, of course))
311 * added graphics performance optimization to native Supaplex game engine
312 * fixed bug with accidentally removing preceding buffer in SP engine
313 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
314 (to prevent compatibility mapping of these newer graphics to older
315 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
318 * added separately configurable game panel background to graphics config
319 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
322 * added tape panel graphics and screen positions to graphics config
325 * added compatibility stuff for redefined "global.door" (which affects
326 all parts of that image that have their own graphics definition now)
329 * added sound button graphics to graphics config
332 * added tape button graphics and screen positions to graphics config
335 * improved single step mode in R'n'D, EM and SP engines
338 * version number set to 3.3.0.2
341 * version 3.3.0.1 released
344 * added configurable key shortcuts for snap+direction player actions
345 (probably most useful for recording tool-assisted speedrun (TAS)
346 tapes using the single-step mode of the tape recorder)
349 * version number set to 3.3.0.1
352 * version 3.3.0.0 released
355 * fixed missing memory allocation in SP engine when saving engine data
356 for non-SP game engine snapshots (which also stores SP engine part)
359 * fixed problem with scrolling in native EM engine in multi-user mode
360 (this bug was just introduced with the experimental viewport stuff)
361 * fixed animation of splashing acid in EM engine with classic artwork
362 * fixed animation of cracking nut in EM engine with classic artwork
363 * fixed (implemented) single step mode in native EM and SP engines
364 * fixed "latest_engine" flag in classic levels (moved to single sets)
365 * updated SDL library DLLs for Windows to the latest release versions
366 (this fixed some mysterious crashes of the game on Windows systems)
367 * replaced EM and SP set in classic level set with native level files
368 * finally added a newly written "CREDITS" file to the game package
369 * removed sampled music loops from classic music set
372 * changed native Emerald Mine engine to support different viewport sizes
375 * changed native Supaplex engine to support different viewport sizes
378 * added initial, experimental support for different viewport properties
379 (with "viewports" being menu/playfield area and doors; currently the
380 size of the menu/playfield area and door positions can be redefined)
383 * added initial, experimental support for different window sizes
386 * added support for native Sokoban solution files in pure 'udlrUDLR'
387 format with extension ".sln" instead of ".tape" for solution tapes
390 * added image config suffix ".class" to be able to define classes of
391 crumbled elements which are then separated against each others when
392 drawing crumbled borders (class names can freely be defined)
393 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
394 emc_grass" results in sand and emc_grass being crumbled separately,
395 even if directly adjacent on the playfield.)
396 * added image config suffix ".style" to use two new features for
398 - "accurate_borders": try to draw correctly crumbled corners (which
399 means that a row of crumbled elements does not have two crumbled
400 corners for each element in the row, but only at the "real" corners
401 at the start and the end of the row of elements)
402 - "inner_corners": also draw inner corners in concave constructions
403 of several crumbled elements -- this is currently a big kludge: the
404 number of frames for crumbled graphic must be "2", with the first
405 frame as usual (crumbled graphic), while the second frame contains
406 the graphic with inner (crumbled) corners for the crumbled graphic
407 (These two features are mainly intended for bevelled walls, not for
408 diggable elements like sand; "inner_corners" only works reliably for
409 static walls, not for in-game dynamically changing walls using CEs.)
412 * finished code cleanup of native Supaplex game engine
415 * started code cleanup of native Supaplex game engine
418 * integrated playing sound effects into native Supaplex game engine
421 * added configurable key shortcuts for the tape recorder buttons
424 * added (hidden) function to save native Supaplex levels with tape as
425 native *.sp file containing level with demo (saved with a file name
426 similar to native R'n'D levels, but with ".sp" extension instead of
427 ".level"); to use this functionality, enter ":save-native-level" or
428 ":snl" from the main menu with the native Supaplex level loaded and
429 the appropriate tape loaded to the tape recorder
430 * fixed potential crash bug caused by illegal array access in engine
431 snapshot loading and saving code
432 * changed setting permissions of score files to be world-writable if
433 the program is not installed and running setgid to allow the program
434 to modify existing score files when run as a different user (which
435 allows cheating, of course, as the score files are not protected
436 against modification in this case)
437 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
438 the top level Makefile for Debian / Ubuntu installations
439 * added saving read-only levels from editor into personal level set
440 (thanks to Bela Lubkin for the above four patches)
443 * added updating of game values on the panel to Supaplex game engine
446 * finished integrating R'n'D graphics engine into Supaplex game engine
447 (although some animations do not support full customizability yet)
450 * done integrating R'n'D graphics engine into file "Infotron.c"
451 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
454 * integrated engine snapshot functionality into Supaplex game engine
457 * fixed bug in native Supaplex engine that broke several demo solutions
458 * fixed bug with re-initializing already existing elements in function
459 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
460 counted a second time, making the currently playing level unsolvable)
461 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
462 * done integrating R'n'D graphics engine into file "Electrons.c"
463 * done integrating R'n'D graphics engine into file "Zonk.c"
466 * done integrating R'n'D graphics engine into file "Murphy.c"
467 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
470 * started integrating R'n'D graphics engine into Supaplex game engine
473 * added small kludge that allows transparent pushing animation over
474 non-black background (by using "game.use_masked_pushing: true")
475 * added editor flag to Sokoban field/object elements to automatically
476 finish solved Sokoban style levels (even if they contain non-Sokoban
477 elements, which prevents auto-enabling this feature for such levels)
480 * added new element "from_level_template" which is replaced by element
481 from level template at same playfield position when loaded (currently
482 not accessible from level editor, but only used for special Sokoban
483 level conversion when using "special_flags: load_xsb_to_ces")
484 * added special behaviour for "special_flags: load_xsb_to_ces": global
485 settings of individual level files are overwritten by template level
486 (except playfield size, level name, level author and template flag)
489 * added handling of gravity ports when converting Supaplex style R'n'D
490 levels to native Supaplex levels for playing with Supaplex engine
493 * fixed bug in Supaplex engine regarding initial screen scroll position
496 * fixed EMC style pushing animations in the R'n'D graphics engine (when
497 using ".2nd_movement_tile" for animations having start and end tile)
498 * for this to work (look) properly for two-tile pushing animations with
499 non-black (i.e. opaque) background, the pushing graphics drawing order
500 was changed to first draw the pushed element, then the player (maybe
501 this should be controlled by an ".anim_mode" flag yet to be added)
502 * two-tile animations for moving or pushing should have 7 frames for
503 normal speed, 15 frames for half speed etc. to display correct frames
504 * two-tile animations are also displayed correctly with different speed
505 settings for the player (for pushing animations) or moving elements
508 * added searching for template level (file "template.level") not only
509 inside the level set directory, but also in above level directories;
510 this makes is possible to use the same single template level file
511 (placed in a level group directory) for many level sub-directories
514 * fixed bug with steel exit being destructible during opening phase
515 * added token "special_flags" to "levelinfo.conf" (currently with the
516 only recognized value "load_xsb_to_ces", doing the same as the flag
517 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
518 converting all elements in native (XSB) Sokoban level files to CEs)
521 * fixed some problems with Supaplex engine when compiling for Windows
524 * added special mode to convert elements of Sokoban XSB levels to CEs
525 by adding "-Dload_xsb_to_ces" to the command line starting the game
526 (also adding a dependency to a template level file "template.level")
529 * added reading native Sokoban levels and level packages (XSB files)
532 * fixed bugs in (auto)scrolling behaviour when passing ports or when
533 wrapping around the playfield through "holes" in the playfield border
536 * changed internal playfield bitmap handling from playfield sized bitmap
537 to screen sized bitmap (visible scrolling area), therefore speeding up
538 graphics operations (by eliminating bitmap updates in invisible areas)
539 and removing playfield size limitations due to increasing bitmap size
540 for larger playfield sizes (while the new implementation always uses
541 a fixed playfield bitmap size for arbitrary internal playfield sizes)
544 * fixed bug with single step mode (there were some cases where the game
545 did not automatically return to pause mode, e.g. when trying to push
546 things that cannot be pushed or when trying to run against a wall)
549 * added support for loading Supaplex levels in MPX level file format
552 * fixed SP engine to set "game over" not before lead out counter done
555 * fixed (potential) compile error when using GCC option "-std=gnu99"
556 (thanks to Tom "spot" Callaway)
559 * fixed array allocation in native Supaplex engine to correctly handle
560 preceding scratch buffers (needed because of missing border checking)
561 * fixed playfield initialization to correctly add raw header bytes as
562 subsequent scratch buffer (needed because of missing border checking)
565 * most important parts of native Supaplex engine integration working:
566 - native Supaplex levels can be played in native Supaplex engine
567 - native Supaplex level/demo files ("*.sp" files) can be re-played
568 - all 111 classic original Supaplex levels automatically solvable
569 - native Supaplex engine can be selected and used from level editor
570 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
573 * fixed another translation problem from VisualBasic to C (where "int"
574 should be "short") causing unsolvable demos with bugs and terminals
575 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
578 * fixed bug when reading Supaplex single level files (preventing loader
579 from seeking to level position like in Supaplex level package files)
582 * first classic Supaplex level running and solved by solution/demo tape
585 * started with integration of native Supaplex engine, using source code
586 of Megaplex from Frank Schindler, based on original Supaplex engine
589 * version number set to 3.2.6.2
592 * version 3.2.6.1 released
595 * fixed bug with element_info[e].gfx_element not being initialized in
596 early game stage, causing native graphics in EMC level sets to be
597 mapped completely to EL_EMPTY (causing a blank screen when playing)
598 (this only happened when starting the program with an EMC set with
599 native graphics, but not when switching to such a set at runtime)
602 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
603 and using self-compiled, patched SDL.dll that solves this problem
604 (interim solution until release of SDL 1.2.14 that should fix this)
607 * extended backwards compatibility mode to allow already fixed bug with
608 change actions (see "2008-02-05") for existing levels (especially the
609 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
612 * reactivated workaround to prevent program crashes due to blitting to
613 the same SDL surface that apparently only occurs on Windows systems
614 (this is no final solution; this problem needs further investigation)
617 * version number set to 3.2.6.1
620 * version 3.2.6.0 released
623 * fixed behaviour of player option "no centering when relocating" which
624 was incorrect when disabled and relocation target inside visible area
625 and "no scrolling when relocating" enabled at the same time
628 * fixed problems with re-mapping players on playfield to input devices:
629 previously, players found on the level playfield were changed to the
630 players connected to input devices (for example, player 3 in the level
631 was changed to player 1 (using artwork of player 3, to be able to use
632 a player with a different color)); this had the disadvantage that CE
633 conditions using player elements did not work (because the players in
634 the level definition are different to those effectively used in-game);
635 the new system uses the same player elements as defined in the level
636 playfield and re-maps the input devices of connected players to the
637 corresponding player elements when playing the level (in the above
638 example, player 3 now really exists in the game and is moved using the
639 events from input device 1); level tapes still store the events from
640 input devices 1 to 4, which are then re-mapped to players accordingly
641 when re-playing the tape (just as it is done when playing the level)
644 * fixed bug with player relocation while the player switches an element
647 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
648 not walkable (and did not let the player enter) when in process of
649 opening, but not fully open yet (which can cause the player not being
650 able to enter the exit in EM/DC style levels in time)
653 * fixed some bugs regarding the new level/CE random seed reset options
656 * moved "level settings" and "editor settings" to two tabbed screens in
657 level editor to gain space for additional level property settings
658 * added level setting to start a level with always the same random seed
659 * added CE action "set random seed" to re-initialize random seed in game
660 (this is the only CE action that gets executed before the CE changes,
661 which is needed to use the newly set random seed during the CE change)
664 * fixed redraw problem of special editor door when playing from editor
667 * fixed initialization of gfx_element for level sketch image creation
670 * added switch for EM style dynamite "[ ] explodes with chain reaction"
671 (with default set to "on" for existing levels, but "off" for all new
672 levels), as EM style dynamite does not chain-explode in original EM
675 * added optional initial inventory for players (pre-collected elements)
676 * added change page actions "set player inventory" and "set CE artwork"
677 * added recognition of "player" parameter on change pages when player
678 actions are defined, but no trigger player in corresponding condition
679 (this resulted in actions that only affected the first player before)
680 * fixed bug with change actions being executed for newly created custom
681 elements resulting from custom element changes, when the intention was
682 only to check for change actions for the previous custom element
685 * changed design and size of element drawing area in level editor
686 * added "element used as action parameter" to element change actions
689 * added possibility to reanimate player immediately after his death
690 (for example, by "change to <player> when explosion of <player>")
693 * fixed bug with "gray" white door not being uncovered by magnifier
694 * added score for collecting (any) key to the white key config page
697 * added condition "deadly when <getting hit by>" for custom elements
698 that behaves a bit like the existing "deadly when <colliding with>",
699 but with the following differences:
700 - it only kills players or friends when it was moving before it hits
701 - it does not kill players or friends that try to run into it
704 * fixed the following change conditions where a player element is used
705 as the "element that is triggering the custom element change":
708 - explosion of <element>
710 (the last two conditions already worked partially, but only for the
711 first player, and not for the "Murphy" player when using "move of")
714 * fixed crash bug caused by accessing invalid element (with value -1)
715 in UpdateGameControlValues()
716 * fixed graphical bug when using two-tile movement animations with EMC
717 game engine without explicitly using native EMC graphics engine
720 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
721 try to push something (due to push delay) does not cause a dig action
724 * fixed bug with reference elements used as trigger elements on custom
725 element change pages not being recognized
726 * fixed bug with reference elements not being removed from the playfield
727 * added engine functionality that allows custom elements that "can dig"
728 other elements not only to do so when moving by themselves, but also
729 when being pushed by the player (therefore adding the functionality to
730 push one element over another element, replacing it with the new one)
733 * added command line function to write level sketch images to directory
736 * merged override and auto-override options into new override options
737 with a new data type than can take the values "no", "yes" and "auto"
740 * fixed growing steel wall to also leave behind steel wall instead of
741 normal, destructible wall
742 * fixed handling of rocks falling through stacks of quicksand with
743 different speed (before, the rocks just got stuck in the quicksand)
746 * fixed nasty bug with auto-override and normal override not working on
747 program startup (especially when current level set has custom artwork)
750 * version 3.2.5 released as special edition "R'n'D jue"
753 * fixed X11 crash bug when blitting masked title screens over background
756 * changed build system to support special editions (like "R'n'D jue")
757 * added (hardcoded) loading graphics for "R'n'D jue" special edition
758 * fixed X11 crash bug when scaling images with width/height less than 32
761 * added "background.PLAYING" (only visible as two-pixel border in game)
762 * added default level set for first start of special R'n'D version
763 * changed door animations for editor always behaving like "quick doors"
766 * added new custom artwork setup option "auto-override non-CE sets" for
767 automatic artwork override that is only used for level sets without
768 custom element artwork (as it does not make much sense to override
769 any artwork that redefines custom element artwork for sets using CEs)
770 * fixed default artwork for "special" R'n'D versions always using the
771 "classic" artwork as the base if base artwork is not explicitly
772 defined in "levelinfo.conf", regardless of different default artwork
773 used by the special R'n'D version -- this is needed because any such
774 custom artwork is designed using the "classic" artwork definitions as
775 the base (including menu definitions and screen positions etc., which
776 would otherwise be taken from the different special default artwork)
779 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
780 for both EMC and R'n'D graphics engine (heavy workarounds needed due
781 to massively broken handling of quicksand in R'n'D game engine)
782 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
783 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
786 * fixed small bug in toon drawing (introduced when fixing the crash bug)
789 * added graphics definition "game.panel.highscore" to display the
790 current levels current high score in the game panel
793 * version number set to 3.2.5
796 * version 3.2.4 released
799 * fixed crash bug in toon drawing functions for large step offset values
802 * fixed some problems with displaying game panel when quick-loading tape
805 * fixed (experimental only) redrawing of every tile per frame (even if
806 unneeded) for the extended (R'n'D based) EMC graphics engine
807 * added optimization to only calculate element count for panel display
808 if really needed (that is, if element count values defined on panel)
809 * fixed problem with special editor door redraw when entering main menu
812 * fixed bug with displaying background for title messages on info screen
813 * some code cleanup for the extended (R'n'D based) EMC graphics engine
816 * fixed bug with CE action "move player" always resulting in player 4
817 if there was a CE action with no trigger player (because the player
818 element was calculated by using log_2() from trigger player bits with
819 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
820 triggering player bit mask and handling all players in "move player"
821 * fixed bug when defined artwork cannot be found for artwork that has
822 default artwork cloned from other artwork (without default filename)
823 * added several fixes to the extended (R'n'D based) EMC graphics engine
826 * fixed broken editor copy and paste for custom elements between levels
829 * title messages are now also searched in graphics artwork directory;
830 those found in graphics directory have precendence over those found
831 in level directory -- this handles title messages stored in graphics
832 directories as part of the artwork set, just like title images; this
833 makes sense, as corresponding special font definitions for messages
834 are usually defined in the same graphics artwork directory, and also
835 because title images and title messages that are combined in a level
836 set introduction should usually not be separated when the level set
837 is used with a different artwork set (e.g. using "override graphics")
838 * fixed problem with door borders on main screen by first drawing doors
839 and then the corresponding border masks, but not vice versa
840 * fixed problem with artwork config entries using the value "[DEFAULT]";
841 this does not what one might expect, but sets the value to an invalid
842 value -- solution: simply ignore such entries, which results in this
843 value keeping its previous (real) default value (in general, entries
844 that should use their default value should just not be defined here)
845 * fixed problem with wrong fading area size from main menu to setup menu
848 * fixed problem with broken crumbled graphics after level set changes
849 when using R'n'D custom artwork with level sets using the EMC engine
852 * fixed invisible "joysticks deactivated ..." text on setup input screen
855 * added use of hashes created from static lists (element tokens, image
856 config, font tokens) to speed up lookup of configuration parameters
857 * fixed bug where element and graphic config token lookup was mixed up
860 * added "busy" animation when initializing program and loading artwork
861 * added initialization profiling for program startup (debugging only)
864 * fixed(?) very strange bug apparently triggered by memset() when code
865 was cross-compiled with MinGW cross-compiler for Windows XP platform
866 (this only happened when using SDL.dll also self-compiled with MinGW)
869 * added graphics engine directive "border.draw_masked_when_fading" that
870 enables/disables drawing of border mask over screen that is just faded
873 * fixed small problem with separate fading definition for game screen
876 * added additional configuration directives for setup screen draw offset
877 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
878 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
879 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
880 used to define draw offset on custom artwork selection screens and
881 "CHOOSE_OTHER" is used on all other list style selection screens, like
882 choosing game speed or screen mode for fullscreen mode)
883 * added additional configuration directives to define main menu buttons:
884 - menu.button_name and menu.button_name.active
885 - menu.button_levels and menu.button_levels.active
886 - menu.button_scores and menu.button_scores.active
887 - menu.button_editor and menu.button_editor.active
888 - menu.button_info and menu.button_info.active
889 - menu.button_game and menu.button_game.active
890 - menu.button_setup and menu.button_setup.active
891 - menu.button_quit and menu.button_quit.active
892 * added eight pure decoration graphic definitions for the game panel
895 * added support for accessing native Diamond Caves II level packages
896 * fixed displaying of game panel values for Emerald Mine game engine
897 * fixed displaying end-of-level time and score values on new game panel
900 * added game panel control to display arbitrary elements on game panel
901 * added game panel control to display custom element score (globally
902 unique for identical custom elements) either as value or as element
903 * added ".draw_masked" and ".draw_order" to game panel control drawing
906 * fixed some general bugs with handling of ".active" elements and fonts
909 * cleanup of game panel elements (some elements were not really needed)
910 * added displaying of gravity state (on/off) as new game panel control
911 * added animation for game panel elements (similar to game elements)
914 * added new pseudo game mode "PANEL" to define panel fonts and graphics
915 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
916 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
917 (else graphics would have to use ".PLAYING", which would be confusing)
918 * fixed bug when fading out to game screen with border mask defined
921 * added attribute ".tile_size" for element style game panel controls
924 * added <space> key as additional valid key to use for confirm requester
927 * improved menu fading, adding separate fading definitions for entering
928 and leaving a "content" screen (in general), and optional definitions
929 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
932 * added (currently invisible) setup option to define scroll delay value
933 * fixed small bug in priority handling when auto-detecting level start
934 position in levels without player element (but player from CE etc.)
935 * added option "game.forced_scroll_delay_value" to override user choice
936 of scroll delay value for certain level sets with "graphicsinfo.conf"
937 * replaced setup option "scroll delay: on/off" by new setup option that
938 directly allows selecting the desired scroll delay value from 0 to 8
941 * added displaying of most game panel control elements (not animated)
944 * added new configuration directives to display additional game engine
945 values on the game control panel, like the following examples:
946 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
947 - game.panel.penguins - number of penguins to rescue
948 - game.panel.level_name - level name of current level
951 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
954 * added new player option "no centering when relocating" for "invisible"
955 teleportations to level areas that look exactly the same, giving the
956 illusion that the player did not relocate at all (this was the default
957 since 3.2.3, but caused visual problems with room creation in "Zelda")
958 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
961 * improved menu fading, adding separate fading definitions for entering
962 and leaving a menu and for fading between menu and "content" screens
963 * fixed small bug with recognizing also ".font_xyz" style definitions
966 * improved menu fading, adding separate fading definitions for fading
967 between menu screens and fading between menu and "destination" screens
970 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
971 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
972 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
973 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
975 * improved title fading, allowing fading animation types "none", "fade"
976 and "crossfade" (including cross-fading of last title to main menu)
979 * added configurability of graphics, sounds and music for title screens,
980 which are separated into initial title screens (only shown once at
981 program startup) and title screens shown for a given level set; these
982 title screens can be composed of up to five title images and up to
983 five title text messages (each drawn using an optional background
984 image), also using background music and/or sounds; aspects like
985 background images, sounds and music of title screens can either be
986 defined generally (valid for all title screens) or specifically (and
987 therefore differently for each title screen) using these directives:
989 to define a background image, sound or music file for all screens:
990 - background.TITLE_INITIAL (for all title screens for game startup)
991 - background.TITLE (for all title screens for level sets)
993 to define a background image, sound or music file for a single screen:
994 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
995 - background.titlescreen_x (with x in 1,2,3,4,5)
996 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
997 - background.titlemessage_x (with x in 1,2,3,4,5)
999 to define the title screen images:
1000 - titlescreen_initial_x (with x in 1,2,3,4,5)
1001 - titlescreen_x (with x in 1,2,3,4,5)
1003 to define the title text messages, place text files into the level set
1004 directory that have the following file names:
1005 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1006 - titlemessage_x.txt (with x in 1,2,3,4,5)
1008 to define the properties of the text messages, either use directives
1009 that affect all text messages:
1010 - [titlemessage_initial].<suffix>
1011 - [titlemessage].<suffix>
1012 or use directives that affect single text messages:
1013 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1014 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1016 valid values for <suffix> are the same as for readme.<suffix> below;
1017 use ".sort_priority" (default: 0) to define an arbitrary order for
1018 title images and title messages (which can therefore be mixed)
1021 * added full configurability of "readme.txt" screen appearance:
1022 - readme.x: <left position used with alignment>
1023 - readme.y: <top position>
1024 - readme.width: <maximim text width in pixels>
1025 - readme.height: <maximum text height in pixels>
1026 - readme.chars: <maximum number of chars per line>
1027 - readme.lines: <maximum number of lines displayed>
1028 - readme.align: left,center,right (default: center)
1029 - readme.top: top,middle,bottom (default: top)
1030 - readme.font: font name
1031 - readme.autowrap: true,false (default: true)
1032 - readme.centered: true,false (default: false)
1033 - readme.parse_comments: true,false (default: true)
1034 - readme.sort_priority: (not used here, but only for title screens)
1035 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1036 default), they are automatically determined from "readme.width" and
1037 "readme.height" accordingly; when they are not "-1", they have
1038 precedence over "readme.width" and "readme.height"
1039 * added internal ad-hoc config settings for displaying text files like
1040 title messages or "readme.txt" style level set info files:
1041 - .font: font name (default: readme.font)
1042 - .autowrap: true,false (default: readme.autowrap)
1043 - .centered: true,false (default: readme.centered)
1044 - .parse_comments: true,false (default: readme.parse_comments)
1045 (the leading '.' and the separating ':' are mandatory here); to use
1046 these ad-hoc settings, they have to be written inside a comment, like
1047 "# .autowrap: false" or "# .centered: true"; these settings then
1048 override the above global settings (they can even be used more than
1049 once, like "# .centered: true", then some text that should be drawn
1050 centered, then "# .centered: false" to go back to non-centered text;
1051 important note: after using "# .parse_comments: false", or when using
1052 "readme.parse_comments: false", detecting and parsing comments inside
1053 the file is disabled and comments are just printed like normal text;
1054 also be aware that all automatic text size calculations are done with
1055 the font defined in "readme.font", while using different fonts using
1056 "# .font: <font>" inside the text file may cause unexpected results
1059 * changed some numerical limits in the level editor from 255 to 999
1062 * added option "system.sdl_videodriver" to select SDL video driver
1063 * added output of SDL video and audio driver to "version info" page
1066 * added group element drawing to IntelliDraw drawing functions
1067 * fixed animation resetting problem again (last try broke Snake Bite)
1068 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1071 * added new (special) "include: <filename>" directive that works in all
1072 configuration files (like "graphicsinfo.conf") and that has the same
1073 effect as if that directive would be replaced with the content of the
1074 specified file (this can be useful to split large configuration files
1075 into several smaller ones and include them from one main file, or to
1076 store configuration settings that always stay the same into a separate
1077 file, while including it and only add those parts that really change)
1080 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1083 * fixed bug in "InitMovingField()" where treating an integer array as
1084 boolean caused wrong resetting of animations while elements are moving
1085 * fixed problem with resetting animations when starting element change
1088 * added sort priority for order of title screens and title messages
1091 * changed end of game again: do not wait for the user to press a key
1092 anymore, but directly ask/confirm tape saving and go to hall of fame
1093 * re-enabled quitting of lost game by pressing space or return again
1094 * added blanking of mouse pointer when displaying title screens
1095 * added remaining menu draw offset definitions for info sub-screens
1098 * added setup option to select game speed (from very slow to very fast)
1099 * improved handling of title text messages (initial and for level set)
1102 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1105 * fixed displaying and typing of player name when it is centered
1106 * added special characters to be allowed for player name (not only A-Z)
1109 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1110 (newer versions of the SDL library seem to not like this anymore)
1113 * added code for configuration directives for control of game panel
1116 * fixed small cosmetical bug with underlining property tabs in editor
1119 * fixed small drawing bug in X11FadeRectangle
1120 * added new elements for newly supported Diamond Caves II levels:
1121 - EM/DC style exits that disappear after passing
1122 - white key and gate (one white key needed for each white gate)
1123 - fake gate (there is no key to open/pass this kind of gate!)
1124 - extended magic wall which also handles pearls and crystals
1128 * changed maximum value for endless loop detection to a higher value
1129 (some levels really used very deep recursion without being endless)
1132 * added new elements for newly supported Diamond Caves II levels:
1133 - growing steel walls
1134 - snappable land mine
1137 * added new elements for newly supported Diamond Caves II levels:
1138 - steel text elements
1141 * added level file loader for native Diamond Caves II levels
1144 * version number set to 3.2.4
1147 * version 3.2.3 released
1150 * fixed malloc/free bug when updating EMC artwork entries in level list
1151 * added workaround (warning and request to quit the current game) when
1152 changing elements cause endless recursion loop (which would otherwise
1153 freeze the game, causing a crash-like program exit on some systems)
1156 * fixed nasty string overflow bug when entering too long envelope text
1159 * added feedback sounds for menu navigation "menu.item.activating" and
1160 "menu.item.selecting" (for highlighting and executing menu entries)
1163 * improved "no scrolling when relocating" to also consider scroll delay
1164 (meaning that the player is not automatically centered in this case;
1165 this makes it possible to "invisibly" relocate the player to a region
1166 of the level playfield which looks the same as the old level region)
1167 * fixed bug with not recognizing "main.input.name.align" when active
1170 * fixed bug with displaying masked borders over title screens when
1171 screen fading is disabled
1174 * fixed infinite loop / crash bug when killing the player while having
1175 a CE with the setting "kill player X when explosion of <player X>"
1176 * added special editor graphic for "char_space" to distinguish it from
1177 "empty_space" when editing a level (in-game graphics still the same)
1180 * fixed nasty bug with initialization only done for the first player
1183 * small change to handle loading empty element/content list micro chunks
1186 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1189 * some optimizations on startup speed by reducing initial text output
1192 * added caching of custom artwork information for faster startup times
1195 * fixed graphical bug when using fewer menu entries on level selection
1196 screen than usual (with "menu.list_size.LEVELS" directive)
1197 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1198 the backbuffer to the backbuffer by error (with identical rectangle)
1201 * fixed bug when displaying titlescreen with size less than element tile
1202 * fixed bug that caused elements with "change when digging <e>" event
1203 to change for _every_ digged element, not only those specified in <e>
1204 * fixed bug that caused impact style collision when dropping element one
1205 tile over the player that can both fall down and smash players
1206 * fixed bug that caused impact style collision when element changed to
1207 falling/smashing element over the player immediately after movement
1210 * fixed bug that allowed making engine snapshots from the level editor
1213 * fixed bugs with player name and current level positions on main screen
1216 * added configuration directives for control of title screens:
1217 - "title.fade_delay" for fading time
1218 - "title.post_delay" for pause between screens (when not crossfading)
1219 - "title.auto_delay" to automatically continue after some time
1220 these settings can each be overridden by specifying them with titles:
1221 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1222 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1223 fading mode can also be specified:
1224 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1225 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1226 default is using normal fading for menues and initial title screens,
1227 while using cross-fading for level set title screens
1228 * fixed bug with background not drawn in Hall of Fame after game was won
1231 * added configuration directives for the remaining main menu items
1234 * added additional configuration directives for info screen draw offset:
1235 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1236 * added additional configuration directives for preview info text
1237 * limited mouse wheel sensitive screen area to scrollable screen area
1240 * added highlighted menu text entries to menu navigation when selected
1243 * fixed bug that prevented player from correctly being created in the
1244 top left corner by a custom element change in a level without player
1245 * fixed bug that prevented player from being killed when indestructible,
1246 non-walkable element is placed on player position by extended change
1247 * added configurable menu button, text and input positions to main menu
1250 * added page fading effects for remaining info sub-screens
1251 * fixed small bug that caused some delays when answering door request
1254 * added directives "border.draw_masked.*" for menu/playfield area and
1255 door areas to display overlapping/masked borders from "global.border"
1258 * fixed bug with CE with move speed "not moving" not being animated
1259 * when changing player artwork by CE action, reset animation frame
1262 * fixed bug with not unmapping main menu screen gadgets on other screens
1263 * fixed bug with un-pausing a paused game by releasing still pressed key
1264 * fixed bug with not redrawing screen when toggling to/from fullscreen
1265 mode while fast reloading tape (without redrawing playfield contents)
1266 * fixed bug with quick-saving tape snapshot despite answering with "no"
1269 * version number set to 3.2.3
1272 * version 3.2.2 released
1275 * fixed bug with redrawing screen in fullscreen mode after quick tape
1276 reloading when using the EMC game engine
1277 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1280 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1283 * added engine snapshot functionality for instant tape reloading (this
1284 only works for the last tape saved using "quick save", and does not
1285 work across program restarts, because it completely works in memory)
1288 * version number set to 3.2.2
1291 * version 3.2.1 released
1294 * fixed nasty bugs with handling error message file on Mac OS X systems
1297 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1300 * fixed bug that caused broken tapes when manually appending to tapes
1301 using the "pause before death" functionality, followed by recording
1302 * added setup option to disable fading of screens for faster testing
1305 * code cleanup of new fading functions
1308 * changed behaviour after solved game -- do not immediately stop engine
1309 * added some more smooth screen fadings (game start, hall of fame etc.)
1312 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1315 * added configurable level preview position, tile size and dimensions
1316 * added configurable game panel value positions (gems, time, score etc.)
1319 * fixed small bug with time displayed incorrectly when collecting CEs
1322 * fixed bug with bumpy scrolling with EM engine in double player mode
1325 * added compatibility code to fix "Snake Bite" style levels that were
1326 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1329 * fixed bug with scrollbars inside editor when using the Windows mouse
1330 enhancement tool "True X-Mouse" (which injects key events to the event
1331 queue to insert selected stuff into the Windows clipboard, which gets
1332 confused with the "Insert" key for jumping to the last editor cascade
1333 block in the element list)
1334 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1335 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1338 * added selection of preferred fullscreen mode to setup / graphics menu
1339 (useful if default mode 800 x 600 does not match screen aspect ratio)
1342 * improved down-scaling of images for better editor and preview graphics
1343 * changed user data directory for Mac OS X from Unix style to new place
1346 * improved level number selection in main menu and player selection in
1347 setup menu (input devices section) by using standard button gadgets
1348 * added support for mouse scroll wheel (caused buggy behaviour before)
1349 * added support for scrolling horizontal scrollbars with mouse wheel by
1350 holding "Shift" key pressed while scrolling the wheel
1351 * added support for single step mouse wheel scrolling by holding "Alt"
1352 key pressed while scrolling the wheel (can be combined with "Shift")
1353 * changed output file "stderr.txt" on Windows platform now always to be
1354 created in the R'n'D sub-directory of the personal documents directory
1355 * added Windows message box to direct to "stderr.txt" after error aborts
1358 * improved general scrollbar handling (when jump-scrolling scrollbars)
1361 * changed scrollbars to always show last line as first after scrolling
1362 (that means jumping n - 1 screen lines instead of n screen lines)
1365 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1366 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1367 * fixed special handling of vertically stacked acid becoming fake acid
1370 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1371 affect multiple instances of the same CE, although this kind of
1372 change condition usually only affects one single custom element
1375 * version number set to 3.2.1
1378 * version 3.2.0 released
1381 * reorganized level editor element list a bit to match engines better
1384 * fixed newly introduced bug with wrongly initializing clipboard element
1387 * fixed bug with displaying visible/invisible level border in editor
1390 * reorganized some elements in the level editor element list
1393 * fixed bug with displaying any player as "yellow" when moving into acid
1394 * fixed bug with displaying running player when player stopped at border
1397 * fixed bug with player exploding when moving into acid
1398 * fixed bug with level settings being reset in editor and when playing
1399 (some compatibility settings being set not only after level loading)
1400 * fixed crash bug when number of custom graphic frames was set to zero
1401 * fixed bug with teleporting player on walkable tile not working anymore
1402 * added partial compatibility support for pre-release-only "CONF" chunk
1403 (to make Alan Bond's "color cycle" demo work again :-) )
1406 * fixed some bugs when displaying title screens from info screen menu
1407 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1410 * changed file major version to 3 to reflect level file format changes
1411 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1414 * added new chunk "NAME" to level file format for level name settings
1415 * added new chunk "NOTE" to level file format for envelope settings
1416 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1417 * updated magic(5) file to recognize changed and new level file chunks
1418 * removed change events "change when CE value/score changes" as unneeded
1421 * changed gravity (which only affects the player) from level property
1422 to player property (only makes a difference in multi-player levels)
1423 * added change events "change when CE value/score changes"
1424 * added change events "change when CE value/score changes of <element>"
1427 * added new chunk "INFO" to level file format for global level settings
1428 * added all element settings from "HEAD" chunk to "CONF" chunk
1429 * added all global level settings from "HEAD" chunk to "INFO" chunk
1432 * changed level file format by adding two new chunks "CUSX" (for custom
1433 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1434 elements, replacing the previous "GRP1" chunk); these new IFF style
1435 chunks use the new and flexible "micro chunks inside chunks" technique
1436 already used with the new "CONF" chunk (for normal element properties)
1437 which makes it possible to easily extend the existing level format
1438 (instead of using fixed-length chunks like before, which are either
1439 too big due to reserved bytes for future use, or too small when those
1440 reserved bytes have all been used and even more data should be stored,
1441 requiring the replacement by new and larger chunks just like it went
1442 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1445 * added credits pages to the "credits" section that were really missing
1446 * added some missing element descriptions to the level editor
1447 * added down position of switchgate switch to the level editor
1448 and allowed the use of both switch positions at the same time
1449 * changed use of "Insert" and "Delete" keys to navigate element list in
1450 level editor to start of previous or next cascading block of elements
1453 * added the possibility to view the title screen to the info screen menu
1454 * fixed some minor bugs with viewing title screens
1457 * fixed bug with title (cross)fading in/out when using fullscreen mode
1460 * fixed bug that forced re-defining of menu settings in local graphics
1461 config file which are already defined in existing base config file
1462 * fixed small bug that caused door sounds playing when music is enabled
1465 * added the possibility to define up to five title screens for each
1466 level set that are displayed after loading using (cross)fading in/out
1467 (this was added to display the various start images of the EMC sets)
1470 * added "CE score gets zero [of]" to custom element trigger conditions
1471 * added setup option to display element token name in level editor
1474 * added compatibility code for Juergen Bonhagen's menu artwork settings
1477 * fixed bug with displaying wrong animation frame 0 after CE changes
1478 * fixed bug with creating invisible elements when light switch is on
1481 * added selection between ECS and AGA graphics for EMC levels to setup
1484 * adjusted font handling for various narrow EMC style fonts
1487 * changed EM engine behaviour back to re-allow initial rolling springs
1490 * fixed handling of over-large selectboxes (less error-prone now)
1491 * fixed bug when creating GE with walkable element under the player
1494 * added use of "Insert" and "Delete" keys to navigate element list in
1495 level editor to start of custom elements or start of group elements
1496 * added virtual elements to access CE value and CE score of elements:
1497 - "CE value of triggering element"
1498 - "CE score of triggering element"
1499 - "CE value of current element"
1500 - "CE score of current element"
1503 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1506 * changed behaviour of network games with internal errors (because of
1507 different client frame counters) from immediately terminating R'n'D
1508 to displaying an error message requester and stopping only the game
1509 (also to prevent impression of crashes under non command-line runs)
1510 * fixed playing network games with the EMC engine (did not work before)
1511 * fixed bug with not scrolling the screen in multi-player mode with the
1512 focus on player 1 when all players are moving in different directions
1513 * fixed bug with keeping pointer to gadget even after its deallocation
1514 * fixed bug with allowing "focus on all players" in network games
1515 * fixed bug with player focus when playing tapes from network games
1518 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1521 * code cleanup for game action control for R'n'D and EMC game engine
1524 * fixed bug in multi-player movement with focus on both players
1525 * added option to control only the focussed player with all input
1528 * added player focus switching to level tape recording and re-playing
1531 * fixed some bugs in player focus switching in EMC and RND game engine
1534 * added special Supaplex animations for Murphy digging and snapping
1535 * added special Supaplex animations for Murphy being bored and sleeping
1538 * added four new yam yams with explicit start direction for EMC engine
1539 * fixed bug in src/libgame/text.c with printing text outside the window
1542 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1545 * added delayed ignition of EM style dynamite when used in R'n'D engine
1546 * added limited movement range to EMC engine when focus on all players
1549 * fixed bug with missing (zero) score values for native Supaplex levels
1552 * added "continuous snapping" (snapping many elements while holding the
1553 snap key pressed, without releasing the snap key after each element)
1554 as a new player setting for more compatibility with the classic games
1557 * finished scrolling for "focus on all players" in EMC graphics engine
1560 * level sets with "levels: 0" are ignored for levels, but not artwork
1561 * fixed bug when scanning empty level group directories (endless loop)
1564 * fixed bug with explosion graphic for player using "Murphy" graphic
1565 * fixed bug with explosion graphic if player leaves explosion in time
1566 * changed some descriptive text in setup menu to use medium-width font
1567 * added key shortcut settings for switching player focus to setup menu
1570 * fixed bug with random value initialization when recording tapes
1571 * fixed bug with playing single player tapes when team mode activated
1574 * fixed little bug when trying to switch to player that does not exist
1577 * added player switching (visual and quick) to R'n'D and EM game engine
1578 * added setup option to select visual or quick in-game player switching
1581 * added use of "Home" and "End" keys to handle element list in editor
1584 * fixed bug with adding score when playing tape with EMC game engine
1585 * added steel wall border for levels using EMC engine without border
1586 * finally fixed delayed scrolling in EMC engine also for small levels
1589 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1592 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1593 * fixed bug when displaying info element without action, but direction
1596 * fixed minor graphical problems with springs smashing and slurping
1597 (when using R'n'D style graphics instead of EMC style graphics)
1600 * added scroll delay (as configured in setup) to EMC graphics engine
1603 * improved screen redraw for EMC graphics engine (faster and smoother)
1604 * when not scrolling, do not redraw the whole playfield if not needed
1607 * added multi-player mode for EMC game engine (with up to four players)
1610 * added android (can clone elements) from EMC engine to R'n'D engine
1613 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1616 * added selectbox for initial player speed to player settings in editor
1619 * version 3.1.2 created that is basically version 3.1.1, but with a
1620 major bug fixed that prevented editing your own private levels
1621 * version 3.1.2 released
1624 * added magic ball (creates elements) from EMC engine to R'n'D engine
1627 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1630 * fixed bug when using "CE can leave behind <trigger element>"
1631 * added new change condition "(after/when) creation of <element>"
1632 * added new change condition "(after/when) digging <element>"
1633 * fixed bug accessing invalid gadget that caused crashes under Windows
1634 * deactivated new possibility for multiple CE changes per frame
1637 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1640 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1641 * fixed bug with not keeping CE value for moving CEs with only action
1642 * changed CE action selectboxes in editor to be only reset when needed
1645 * added option "use artwork from element" for custom player artwork
1646 * added option "use explosion from element" for player explosions
1649 * added cascaded element lists in the level editor
1650 * added persistence for cascaded element lists by "editorcascade.conf"
1651 * added dynamic element list with all elements used in current level
1652 * added possibility for multiple CE changes per frame (experimental)
1655 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1658 * changed "score for each 10 seconds/steps left" to "1 second/step"
1659 * added own score for collecting "extra time" instead of sharing it
1660 * added change events "switched by player" and "player switches <e>"
1661 * added change events "snapped by player" and "player snaps <e>"
1662 * added "set player artwork: <element choice>" to CE action options
1663 * added change event "move of <element>"
1666 * added "set player shield: off / normal / deadly" to CE action options
1667 * added new player option "use level start element" in level editor
1668 to set the correct focus at level start to elements from which the
1669 player is created later (this did not work before for cascaded CE
1670 changes resulting in creation of the player; it is now also possible
1671 to create the player from a yam yam which is smashed at level start)
1674 * added "set player speed: frozen (not moving)" to CE action options
1675 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1678 * added new player option "block snap field" (enabled by default) to
1679 make it possible to show a snapping animation like in Emerald Mine
1682 * added dynamic selectboxes to custom element action settings in editor
1683 * added "CE value" counter for custom elements (instead of "CE count")
1684 * added option to use the last "CE value" after custom element change
1685 * added option to use the "CE value" of other elements in CE actions
1686 * fixed odd behaviour when pressing time orb in levels w/o time limit
1687 * added checkbox "use time orb bug" for older levels that use this bug
1690 * added missing configuration settings for the following elements:
1691 - EL_TIMEGATE_SWITCH (time of open time gate)
1692 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1693 - EL_SHIELD_NORMAL (time of shield duration)
1694 - EL_SHIELD_DEADLY (time of shield duration)
1695 - EL_EXTRA_TIME (time added to level time)
1696 - EL_TIME_ORB_FULL (time added to level time)
1699 * added "wind direction" as a movement pattern for custom elements
1700 * added initial wind direction for balloon / custom elements to editor
1701 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1704 * added parameters for "game of life" and "biomaze" elements to editor
1707 * added level file chunk "CONF" for generic level and element settings
1710 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1713 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1714 * added sound action ".page[1]" to ".page[32]" for each CE change page
1717 * added image config suffix ".clone_from" to copy whole image settings
1718 * fixed bug with invalid ("undefined") CE settings in old level files
1721 * fixed graphical bug with smashing elements falling faster than player
1724 * fixed major bug which prevented private levels from being edited
1725 * fixed bug with precedence of general and special font definitions
1728 * fixed graphical bug with player animation when player moves slowly
1731 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1734 * fixed bug which prevented "global.num_toons: 0" from working
1737 * major code cleanup (removed all these annoying "#if 0" blocks)
1740 * added custom element actions for CE change page in level editor
1743 * fixed music initialization bug in init.c (thanks to David Binderman)
1744 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1745 (this bug must probably be fixed at other places, too)
1748 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1749 (should be '#include <SDL.h>' instead)
1752 * fixed bug which prevented "walkable from no direction" from working
1753 (due to compatibility code overwriting this setting after loading)
1756 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1759 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1760 * version 3.1.1 released
1763 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1764 on 64-bit architecture systems with LP64 data model
1767 * fixed bug with bombs not exploding when hitting the last level line
1768 (introduced after the release of 3.1.0)
1771 * added support for dumping small-sized level sketches from editor
1774 * added recognition of "trigger element" for "change digged element to"
1775 (this is not really what the "trigger element" was made for, but its
1776 use may seem obvious for leaving back digged elements unchanged)
1779 * fixed multiple warnings about failed joystick device initialization
1782 * fixed bug with dynamite dropped on top of just dropped custom element
1783 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1784 dynamite can still be dropped, but drop key must be released before
1787 * fixed bug with wrong start directory when started from file browser
1788 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1791 * fixed bug causing "change when impact" on player not working
1792 * fixed wrong priority of "hitting something" over "hitting <element>"
1793 * fixed wrong priority of "hit by something" over "hit by <element>"
1796 * fixed graphical bug which caused the player (being Murphy) to show
1797 collecting animations although the element was collected by penguin
1800 * fixed two bugs causing wrong door background graphics in system.c
1801 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1804 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1805 * added "no direction" to "walkable/passable from" selectbox options
1808 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1809 * in tape autoplay, not only report broken, but also missing tapes
1812 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1815 * fixed small bug with "linear" animation not working for active lamp
1818 * fixed bug with moving up despite gravity due to "block last field"
1819 * fixed small bug with wrong draw offset when typing name in main menu
1820 * when reading user names from "passwd", ignore data after first comma
1821 * when creating new "levelinfo.conf", only write some selected entries
1824 * fixed displaying "imported from/by" on preview with empty string
1825 * fixed ignoring draw offset for fonts used for level preview texts
1828 * fixed a delay problem with SDL and too many mouse motion events
1829 * added setup option "skip levels" and level skipping functionality
1832 * added move speed "not moving" for non-moving CEs, but with direction
1835 * fixed mapping of obsolete element token names in "editorsetup.conf"
1836 * fixed bug with sound "acid.splashing" treated as a loop sound
1837 * fixed some little sound bugs in native EM engine
1840 * fixed small bug when dragging scrollbars to end positions
1843 * added editor element descriptions written by Aaron Davidson
1846 * improved fallback handling when configured artwork is not available
1847 (now using default artwork instead of exiting when files not found)
1850 * fixed bug on level selection screen when dragging scrollbar
1853 * fixed bug which caused broken tapes when appending to EM engine tapes
1856 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1859 * added code to replace changed artwork config tokens with other tokens
1860 (needed for backwards compatibility, so that older tokens still work)
1863 * added native R'n'D graphics for some new EMC elements in EM engine
1866 * fixed some bugs in the EM engine integration code
1867 * changed EM engine code to allow diagonal movement
1868 * changed EM engine code to allow use of separate snap and drop keys
1871 * fixed some redraw bugs when using EM engine
1874 * fixed bug with not converting RND levels which are set to use native
1875 engine to native level structure when loading
1878 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1881 * version number set to 3.2.0
1884 * level data now reset to defaults after attempt to load invalid file
1887 * added use of "editorsetup.conf" for different level sets
1890 * added auto-detection for various types of Emerald Mine level files
1893 * fixed bug with scrollbars getting too small when list is very large
1896 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1899 * added most level editor configuration gadgets for new EMC elements
1902 * added more element and graphic definitions for new EMC elements
1905 * modified native EM engine to use integrated R'n'D sound system
1908 * added SDL support to graphics functions in native EM engine
1909 (by always using generic libgame interface functions)
1912 * fixed bug in frame synchronization in native EM engine
1915 * added code to convert levels between R'n'D and native EM engine
1918 * new Emerald Mine engine can now play levels selected in main menu
1921 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1922 (which creates scaled down graphics for level editor and preview);
1923 there's still a memory leak somewhere in the artwork handling code
1924 * added "scale image up" functionality to X11 version of zoom function
1927 * first attempts to integrate new, native Emerald Mine Club engine
1930 * fixed bug in gadget code which caused reset of CEs in level editor
1931 (example: pressing 'b' [grab brush] on CE config page erased values)
1932 (solution: check if gadgets in ClickOnGadget() are really mapped)
1933 * improved level change detection in editor (settings now also checked)
1934 * fixed bug with "can move into acid" and "don't collide with" state
1937 * fixed maze runner style CEs to use the configured move delay value
1940 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1943 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1944 * fixed the above fix because it broke level set "machine" (*sigh*)
1945 * fixed random element placement in level editor to work as expected
1946 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1949 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1952 * fixed bug (missing array boundary check) which caused broken tapes
1953 * fixed bug (when loading level template) which caused broken levels
1954 * fixed bug with new block last field code when using non-yellow player
1957 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1958 * internal change of how the player blocks the last field when moving
1959 * fixed blocking delay of last field for EM and SP style block delay
1960 * fixed bug where the player had to wait for the usual move delay after
1961 unsuccessfully trying to move, when he directly could move after that
1962 * the last two changes should make original Supaplex level 93 solvable
1963 * improved use of random number generator to make it less predictable
1964 * fixed behaviour of slippery SP elements to let slip left, then right
1967 * fixed bug with wrong door state after trying to quickload empty tape
1968 * fixed waste of static memory usage of the binary, making it smaller
1969 * fixed very little graphical bug in Supaplex explosion
1972 * version number set to 3.1.1
1975 * version 3.1.0 released
1978 * fixed bug with crash when writing user levelinfo.conf the first time
1981 * added option "convert LEVELDIR [NR]" to command line batch commands
1982 * re-converted Supaplex levels to apply latest engine fixes
1983 * changed "use graphic/sound of element" to "use graphic of element"
1984 due to compatibility problems with some levels ("bug machine" etc.)
1987 * fixed bug with CE change replacing player with same or other player
1990 * fixed bug with opaque font in envelope with background graphic when
1991 background graphic is not transparent itself
1994 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1995 * corrected original Supaplex level loading code to use these new ports
1996 * also corrected Supaplex loader to auto-count infotrons if set to zero
1999 * fixed bug with missing initialization of "modified" flag for GEs
2002 * fixed bug that caused endless recursion loop when relocating player
2003 * fixed tape recorder bug in "step mode" when using "pause before end"
2004 * fixed tape recorder bug when changing from "warp forward" mode
2007 * fixed bug with "when touching" for pushed elements at last position
2010 * fixed bug that caused two activated toolbox buttons in level editor
2011 * fixed bug with exploding dynabomb under player due to other explosion
2014 * fixed bug with creating walkable custom element under player (again)
2015 * fixed bug with not copying explosion type when copying CEs in editor
2016 * fixed graphical bug when drawing player in setup menu (input devices)
2017 * fixed graphical bug when the player is pushing an accessible element
2018 * fixed bug with classic switchable elements triggering CE changes
2019 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2020 * fixed crash bug when CE leaves behind the trigger player element
2023 * fixed bug with broken tubes after placing/exploding dynamite in them
2024 * fixed bug with exploding dynamite under player due to other explosion
2025 * fixed bug with not resetting push delay under certain circumstances
2028 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2029 * added network multiplayer code for Windows (thanks to Niko Böhm)
2032 * added option "reachable despite gravity" for gravity movement
2033 * changed gravity movement of most classic walkable and passable
2034 elements back to "not reachable" (for compatibility reasons)
2037 * fixed (removed) "indestructible" / "can explode" dependency in editor
2038 * fixed (removed) "accessible inside" / "protected" dependency
2039 * fixed (removed) "step mode" / "shield time" dependency
2042 * fixed dynabombs exploding now into anything diggable
2043 * fixed Supaplex style gravity movement into buggy base now impossible
2044 * added pressing key "space" as valid action to select menu options
2047 * added "replace when walkable" to relocate player to walkable element
2048 * added "enter"/"leave" event for elements affected by relocation
2049 * fixed "direct"/"indirect" change order also for "when change" event
2050 * fixed graphical bug when pushing things from elements walkable inside
2053 * fixed graphic bug when player is snapping while moving in old levels
2054 * fixed bug when a moving custom element leaves a player element behind
2055 * fixed bug with mole not disappearing when moving into acid pool
2056 * fixed bug with incomplete path setting when using "--basepath" option
2057 * moving CE can now leave walkable elements behind under the player
2058 * when relocating, player can be set on walkable element now
2059 * fixed another gravity movement bug
2062 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2065 * added "collectible" and "removable" to extended replacement types
2066 (where "removable" replaces "diggable" and "collectible" elements)
2067 * added "collectible & throwable" (to throw element to the next field)
2068 * fixed bug with CEs digging elements that are just about to explode
2069 * changed mouse cursor now always being visible when game is paused
2072 * added possibility to push/press accessible elements from a side that
2074 * fixed bug with not setting actual date when appending to tape
2077 * fixed bug with incorrectly initialized custom element editor graphics
2080 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2081 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2084 * fixed bug with destroyed robot wheel still attracting robots forever
2085 * fixed bug with time gate switch deactivating after robot wheel time
2086 (while the time gate itself is not affected by this misbehaviour)
2087 * changed behaviour of BD style amoeba to always get blocked by player
2088 (before it was different when there were non-BD elements in level)
2089 * fixed bug with player destroying indestructable elements with shield
2092 * added option to make growing elements grow into anything diggable
2093 (for the various amoeba types, biomaze and "game of life")
2096 * fixed bug with movable elements not moving after left behind by CEs
2097 * changed gravity movement to anything diggable, not only sand/base
2098 * optionally allowing passing to walkable element, not only empty space
2099 * added option "can pass to walkable element" for players
2100 * finally fixed gravity movement (hopefully)
2103 * fixed bug with movable elements not moving anymore after falling down
2106 * fixed another bug with custom elements digging and leaving elements
2107 * fixed bug with "along left/right side" and automatic start direction
2108 * trigger elements now also displayed when "more custom" deactivated
2109 * fixed bug with clipboard element initialized when loading new level
2110 * added option "drop delay" to set delay before dropping next element
2113 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2116 * added copy and paste functions for custom change pages
2117 * enhanced graphical display and functionality of tape recorder
2118 * fixed bug with custom elements digging and leaving elements
2121 * added move speed faster than "very fast" for custom elements
2122 * fixed bug with 3+3 style explosions and missing border content
2123 * fixed little bug when copying custom elements in the editor
2124 * enhanced custom element changes by more side trigger actions
2127 * added option "no scrolling when relocating" for instant teleporting
2128 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2131 * added trigger element and trigger player to use as target elements
2132 * added copy and paste functions for custom and group elements
2135 * fixed graphical bug when displaying explosion animations
2136 * fixed bug when appending to tapes, resulting in broken tapes
2137 * re-recorded a few tapes broken by fixing gravity checking bug
2140 * "can move into acid" property now for all elements independently
2141 * "can fall into acid" property for player stored in same bitfield now
2142 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2143 * version number set to 3.1.0 (finally!)
2146 * changed tape recording to only record input, not programmed actions
2149 * fixed totally broken (every 8th frame skipped) step-by-step recording
2150 * fixed bug with requester not displayed when quick-loading interrupted
2151 * added option "can fall into acid (with gravity)" for players
2152 * fixed bug with player not falling when snapping down with gravity
2155 * fixed bug which messed up key config when using keypad number keys
2158 * fixed bug which allowed moving upwards even when gravity was active
2159 * fixed bug with missing error handling when dumping levels or tapes
2162 * added different colored editor graphics for Supaplex gravity tubes
2165 * fixed bug that allowed solvable tapes for unsolvable levels
2168 * use unlimited number of droppable elements when "count" set to zero
2169 * added option to use step limit instead of time limit for level
2172 * added player and change page as trigger for custom element change
2175 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2178 * fixed bug with dark yamyam changing to acid when moving over acid
2179 * fixed handling of levels with more than 999 seconds level time
2180 (example: level 76 of "Denmine")
2183 * "spring push bug" reintroduced as configurable element property
2184 * fixed bug with missing properties for "mole"
2185 * fixed bug that showed up when fixing the above "mole" properties bug
2186 * added option "can move into acid" for all movable elements
2187 * fixed graphical bug for elements moving into acid
2188 * changed event handling to handle all pending events before going on
2191 * fixed bug which caused all CE change pages to be ignored which had
2192 the same change event, but used a different element side
2193 (reported by Simon Forsberg)
2195 * fixed bug which caused elements that can move and fall and that are
2196 transported by a conveyor belt to continue moving into that direction
2197 after leaving the conveyor belt, regardless of their own movement
2198 type; only elements which can not move are transported now
2199 (reported by Simon Forsberg)
2201 * fixed bug which could cause an array overflow in RelocatePlayer()
2202 (reported by Niko Böhm)
2204 * changed Emerald Mine style "passable / over" elements to "protected"
2205 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2207 * added new option to select from which side a "walkable/passable"
2208 element can be entered
2211 * added explosion and ignition delay for elements that can explode
2214 * fixed bug which caused player not being protected against enemies
2215 when a CE was "walkable / inside" and was not "indestructible"
2216 * added "walkable/passable" fields to be "protected/unprotected"
2217 against enemies, even if not accessible "inside" but "over/under"
2220 * corrected move pattern to 32 bit and initial move direction to 8 bit
2223 * added second custom element base configuration page
2226 * added some special EMC mappings to Emerald Mine level loader
2227 (also covering previously unknown element in level 0 of "Bondmine 8")
2230 * added option to block last field when player is moving (for Supaplex)
2231 * adjusted push delay of Supaplex elements
2232 * removed delays for envelopes etc. when replaying with maximum speed
2233 * fixed bug when dropping element on a field that just changed to empty
2236 * fixed bug: infotrons can now smash yellow disks
2237 * fixed bug: when gravity active, port above player can now be entered
2238 * removed "one white dot" mouse pointer which irritated some people
2241 * added "choice type" for group element selection
2244 * fixed bug with initial invulnerability of non-yellow player
2247 * added level loader for loading native Supaplex packed levels
2248 (including multi-part levels like the "splvls99" levels)
2251 * fixed bug which allowed creating emeralds by escaping explosions
2254 * custom elements can change (limited) or leave (unlimited) elements
2255 * finally added multiple matches using group elements
2256 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2259 * added new start movement type "previous" for continued CE movement
2260 * added new start movement type "random" for random CE movement start
2263 * added new element "sokoban_field_player" needed for Sokoban levels
2264 (thanks to Ed Booker for pointing this out!)
2267 * added elements that can be digged or left behind by custom elements
2270 * added group elements for multiple matches and random element creation
2273 * fixed some graphical errors displayed in old levels
2276 * fixed wrong double speed movement after passing closing gates
2279 * added level loader for loading native Emerald Mine levels
2282 * changes for "shooting" style CE movement
2285 * Happy New Year! ;-)
2288 * changed default snap/drop keys from left/right Shift to Control keys
2291 * fixed bug with dead player getting reanimated from custom element
2294 * fixed bug with wrong penguin graphics (when entering exit)
2297 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2300 * version number set to 3.0.9
2303 * version 3.0.8 released
2306 * added function checked_free()
2309 * fixed bug with double nut cracking sound
2310 (by eliminating "default element action sound" assignment in init.c)
2313 * fixed crash when no music info files are available
2316 * fixed boring and sleeping sounds
2319 * added "maze runner" and "maze hunter" movement types
2320 * added extended collision conditions for custom elements
2323 * added warnings for undefined token values in artwork config files
2326 * added menu entry for level set information to the info screen
2329 * fixed bug with wrong default impact sound for colored emeralds
2332 * added several sub-screens for the info screen
2333 * menu text now also clickable (not only blue/red sphere left of it)
2336 * added configurable "bored" and "sleeping" animations for the player
2337 * added "awakening" sound for player when waking up after sleeping
2340 * added "copy" and "exchange" functions for custom elements to editor
2343 * added configurable element animations for info screen
2346 * added configurable music credits for info screen
2349 * finally fixed tape recording when player is created from CE change
2352 * added "editorsetup.conf" for editor element list configuration
2355 * added "musicinfo.conf" for menu and level music configuration
2358 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2359 (that only showed up on Linux, but not on Windows systems)
2362 * fixed turning movement of butterflies and fireflies (no frame reset)
2363 * enhanced sniksnak turning movement (two steps instead of only one)
2366 * version number set to 3.0.8
2369 * version 3.0.7 released
2372 * fixed reset of player animation frame when, for example,
2373 walking, digging or collecting share the same animation
2374 * fixed CE with "deadly when touching" exploding when touching amoeba
2377 * fixed tape recording when player is created from CE element change
2380 * introduced "turning..." action graphic for elements with move delay
2381 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2382 * added turning animations for bug, spaceship and sniksnak
2385 * prevent "extended" changed elements from delay change in same frame
2388 * fixed bug when pushing element that can move away to the side
2389 (like pushing falling elements, but now with moving elements)
2392 * finally fixed serious bug in code for delayed element pushing (again)
2395 * unavailable setup options now marked as "n/a" instead of "off"
2396 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2397 to "true", levels are always played with the latest game engine,
2398 which is desired for levels that are imported from other games; all
2399 other levels are played with the engine version stored in level file
2400 (which is normally the engine version the level was created with)
2403 * fixed serious bug in code for delayed element pushing
2404 * fixed little bug in animation frame selection for pushed elements
2405 * speed-up of reading config file for verbose output
2408 * added configuration option for opening and closing Supaplex exit
2409 * added configuration option for moving up/down animation for Murphy
2410 * fixed incorrectly displayed animation for attacking dragon
2411 * fixed bug with not setting initial gravity for each new game
2412 * fixed bug with teleportation of player by custom element change
2413 * fixed bug with player not getting smashed by rock sometimes
2416 * version number set to 3.0.7
2419 * version 3.0.6 released
2422 * added support for MP3 music for SDL version through SMPEG library
2425 * fixed bug when initializing font graphic structure
2426 * fixed bug with animation mode "pingpong" when using only 1 frame
2427 * fixed bug with extended change target introduced in 3.0.5
2428 * fixed bug where passing over moving element doubles player speed
2429 * fixed bug with elements continuing to move into push direction
2430 * fixed bug with duplicated player when dropping bomb with shield on
2431 * added "switching" event for custom elements ("pressing" only once)
2432 * fixed switching bug (resetting flag when not switching but not idle)
2435 * fixed element tokens for certain file elements with ".active" etc.
2438 * version number set to 3.0.6
2441 * version 3.0.5 released
2444 * now four envelope elements available
2445 * font, background, animation and sound for envelope now configurable
2446 * main menu doors opening/closing animation type now configurable
2449 * active/inactive sides configurable for custom element changes
2450 * new movement type "move when pushed" available for custom elements
2453 * fixed bug in multiple config pages loader code that caused crashes
2456 * enhanced (remaining low-resolution) Supaplex graphics
2459 * version number set to 3.0.5
2462 * version 3.0.4 released
2464 2003-09-12 src/tools.c
2465 * fixed bug in custom definition of crumbled element graphics
2467 2003-09-11 src/files.c
2468 * fixed bug in multiple config pages code that caused crashes
2471 * version number set to 3.0.4
2474 * version 3.0.3 released
2477 * added music to Supaplex classic level set
2479 2003-09-07 src/libgame/misc.c
2480 * added support for loading various music formats through SDL_mixer
2482 2003-09-06 (various source files)
2483 * fixed several nasty bugs that may have caused crashes on some systems
2484 * added envelope content which gets displayed when collecting envelope
2485 * added multiple change event pages for custom elements
2487 2003-08-24 src/game.c
2488 * fixed problem with player animation when snapping and moving
2490 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2491 * fixed problem with flickering when drawing toon animations
2493 2003-08-23 src/libgame/sdl.c
2494 * fixed problem with setting mouse cursor in SDL version in fullscreen
2496 2003-08-23 src/game.c
2497 * fixed bug (missing array boundary check) which could crash the game
2500 * version number set to 3.0.3
2503 * version 3.0.2 released
2505 2003-08-21 src/game.c
2506 * fixed bug with creating inaccessible elements at player position
2508 2003-08-20 src/init.c
2509 * fixed bug with not finding current level artwork directory
2511 2003-08-20 src/files.c
2512 * fixed bug with choosing wrong engine version when playing tapes
2513 * fixed bug with messing up custom element properties in 3.0.0 levels
2516 * version number set to 3.0.2
2519 * version 3.0.1 released
2521 2003-08-17 (no source files affected)
2522 * changed all "classic" PCX image files with 16 colors or less to
2523 256 color (8 bit) storage format, because the Allegro game library
2524 cannot handle PCX files with less than 256 colors (contributed
2525 graphics are not affected and might look wrong in the DOS version)
2527 2003-08-16 src/init.c
2528 * fixed bug which (for example) crashed the level editor when defining
2529 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2530 (only set to default) -- invalid graphics now set to default graphic
2532 2003-08-16 src/init.c
2533 * fixed graphical bug of player digging/collecting/snapping element
2534 when no corresponding graphic/animation is defined for this action,
2535 resulting in player being drawn as EL_EMPTY (which should only be
2536 done to elements being collected, but not to the player)
2538 2003-08-16 src/game.c
2539 * fixed small graphical bug of player not totally moving into exit
2541 2003-08-16 src/libgame/setup.c
2542 * fixed bug with wrong MS-DOS 8.3 filename conversion
2544 2003-08-16 src/tools.c
2545 * fixed bug with invisible mouse cursor when pressing ESC while playing
2547 2003-08-16 (various source files)
2548 * added another 128 custom elements (disabled in editor by default)
2550 2003-08-16 src/editor.c
2551 * fixed NULL string bug causing Solaris to crash in sprintf()
2553 2003-08-16 src/screen.c
2554 * fixed drawing over scrollbar on level selection with custom fonts
2556 2003-08-15 src/game.c
2557 * cleanup of simple sounds / loop sounds / music settings
2559 2003-08-08 (various source files)
2560 * added custom element property for dropping collected elements
2562 2003-08-08 src/conf_gfx.c
2563 * fixed bug with missing graphic for active red disk bomb
2565 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2566 * extended variable "level.gravity" to "level.initial_gravity" and
2567 "game.current_gravity" to prevent level setting from being changed
2568 by playing the level (keeping the runtime value after playing)
2570 * fixed graphics bug when digging element that has 'crumbled' graphic
2571 definition, but not 'diggable' graphic definition
2574 * version number set to 3.0.1
2577 * version 3.0.0 released
2580 * various bug fixes; among others:
2581 - fixed bug with pushing spring over empty space
2582 - fixed bug with leaving tube while placing dynamite
2583 - fixed bug with explosion of smashed penguins
2584 - allow Murphy player graphic in levels with non-Supaplex elements
2588 * I have forgotten to document changes for some time
2591 * pre-release version 2.2.0rc1 released
2593 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2594 * Level series artwork now configurable via level series config file.
2595 "levelinfo.conf" may now contain directives "graphics_set",
2596 "sounds_set" and "music_set" to select artwork sets which are
2597 globally defined or which are included into other level series.
2600 * version number set to 2.1.2
2603 * version 2.1.1 released
2605 2002-08-10 src/libgame/system.h
2606 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2607 and keypad enter key -- Macs seem not to distinguish between left
2608 and right modifier keys (both generate scan code for left key). :-(
2610 2002-08-10 src/libgame/sound.c
2611 * Fixed small NetBSD compilation bug.
2612 Thanks to Adam Ciarcinski for the bug report.
2614 2002-08-10 src/libgame/sound.c
2615 * Added support for audio device "/dev/sound/dsp" (devfs).
2616 Thanks to Christoph Bauer for the corresponding report.
2618 2002-08-10 src/libgame/sound.c
2619 * Bug fixed that caused regular crashes under SDL/Windows version.
2620 Mixer_InsertSound(): Always stop music before playing new music,
2621 else "mixer_active_channels" can get fucked up.
2622 Thanks to Keith Peterston for the bug report.
2625 * version number set to 2.1.1
2628 * version 2.1.0 released
2630 2002-05-31 src/libgame/image.c
2631 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2632 and "image" after converting loaded PCX image file to X11 Pixmap.
2633 This really showed up when reloading custom artwork several times.
2635 2002-05-20 src/libgame/sound.c
2636 * added support for 16 bit WAV sound files
2639 * version number set to 2.1.0
2641 2002-04-03 to 2002-05-19 (various source files)
2642 * graphics, sounds and music now fully configurable
2643 * bug fixed that prevented walking through tubes when gravity on
2644 * added support for TrueColor PCX graphics files
2645 * enhanced sound system (especially regarding stereo and loop sounds)
2647 2002-04-02 src/events.c, src/editor.c
2648 * Make Escape key less aggressive when playing or when editing level.
2649 This can be configured as an option in the setup menu. (Default is
2650 "less aggressive" which means "ask user if something can be lost"
2651 when pressing the Escape key.)
2653 2002-04-02 src/screen.c
2654 * Added "graphics setup" screen.
2656 2002-04-01 src/screen.c
2657 * Changed "choose level" setup screen stuff to be more generic (to
2658 make it easier to add more "choose from generic tree" setup screens).
2660 2002-04-01 src/config.c, src/timestamp.h
2661 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2662 automatically gets created by "src/Makefile" and contains an actual
2663 compile-time timestamp to identify development versions of the game).
2665 2002-04-01 src/libgame/misc.c
2666 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2667 for orthogonality. When really needed, this function must be
2668 extended accordingly (analog to "getKeyFromX11KeyName()").
2670 2002-04-01 src/libgame/setup.c
2671 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2672 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2673 (This was needed for custom key setup handling in "src/screens.c".)
2675 2002-03-31 src/tape.c, src/events.c
2676 * Added quick game/tape save/load functions to tape stuff which can be
2677 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2678 loads previously recorded tape and directly goes into recording mode
2679 from the end of the tape (therefore appending to the tape).
2681 2002-03-31 src/tape.c
2682 * Added "index mark" function to tape recorder. When playing or
2683 recording, "eject" button changes to "index" button. Setting index
2684 mark is not yet implemented, but pressing index button when playing
2685 allows very quick advancing to end of tape (when normal playing),
2686 very fast forward mode (when playing with normal fast forward) or
2687 very fast reaching of "pause before end of tape" (when playing with
2688 "pause before end" playing mode).
2690 2002-03-30 src/cartoons.c
2691 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2693 2002-03-30 src/libgame/toons.c
2694 * New libgame source file "toons.c" for the program independant part
2697 2002-03-29 src/screen.c
2698 * Changed setup screen stuff to be more generic (to make it easier
2699 to add more setup screens).
2701 2002-03-29 src/libgame/setup.c
2702 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2703 with level sub-directories are recognized, but also directories
2704 that directly contain level files.
2706 2002-03-29 src/libgame/sound.c
2707 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2708 (This was a bug that showed up only when in mono audio mode.)
2710 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2711 * Changed image loading code to not exit on error, but set error by
2712 using "SetError()" accordingly. Image loading errors must now be
2713 catched by above layers (src/init.c for example).
2715 2002-03-24 src/libgame/misc.c
2716 * New functions "SetError()" and "GetError()" to provide more
2717 flexible error handling.
2719 2002-03-23 src/main.c, src/main.h
2720 * Various changes due to the introduction of the new libgame files
2721 "setup.c" and "joystick.c".
2723 2002-03-23 src/files.c
2724 * Generic parts of "src/files.c" (mainly setup and level directory
2725 stuff) moved to new libgame file "src/libgame/setup.c".
2727 2002-03-23 src/joystick.c
2728 * File "src/joystick.c" moved to libgame source tree, with
2729 correspondig changes.
2731 2002-03-23 src/libgame/system.c, src/libgame/system.h
2732 * Various changes due to the introduction of the new files "setup.c"
2735 2002-03-23 src/libgame/setup.c
2736 * New libgame source file "setup.c" that contains now most setup and
2737 level directory stuff previously handled in "src/files.c".
2739 2002-03-23 src/libgame/joystick.c
2740 * New libgame source file "joystick.c" that contains now all joystick
2741 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2743 2002-03-22 src/screens.c
2744 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2745 (Wrong level series information displayed when entering main group.)
2747 2002-03-22 src/editor.c
2748 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2750 2002-03-22 src/editor.c
2751 * Changed behaviour of "Escape" key in level editor to be more
2752 intuitive: When in "Element Properties" or "Level Info" mode,
2753 return to "Drawing Mode" instead of leaving the level editor.
2755 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2756 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2757 to specify alternative sound and music directories. (The former
2758 shortcut "-s" for "--serveronly" has changed accordingly.)
2760 2002-03-22 src/libgame/gadgets.c
2761 * Added new gadget events for displaying gadget info texts:
2762 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2763 the info text callback function was only called when entering
2764 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2765 was never erased. This can now be done by checking the event type
2766 in the info callback function.
2768 2002-03-21 src/game.c, src/editor.c, src/files.c
2769 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2770 gems (emeralds, diamonds, ...) slipping down from normal wall,
2771 steel wall and growing wall (as in E.M.C. style levels). Although
2772 the behaviour of contributed and private levels wasn't changed (due
2773 to the use of "level.game_version"; see previous entry), editing
2774 those levels will (of course) change the behaviour accordingly.
2776 This change seems a bit too hard after thinking about it, because
2777 the EM style behaviour is not the "expected" behaviour (gems would
2778 normally only slip down from "rounded" walls). Therefore this was
2779 now changed to an element property for gem style elements, with the
2780 default setting "off" (which means: no special EM style behaviour).
2781 To fix older converted levels, this flag is set to "on" for pre-2.0
2782 levels that are neither contributed nor private levels.
2784 2002-03-20 src/files.h
2785 * Corrected settings for "level.game_version" depending of level type.
2786 (Contributed and private levels always get played with game engine
2787 version they were created with, while converted levels always get
2788 played with the most recent version of the game engine, to let new
2789 corrections of the emulation behaviour take effect.)
2791 2002-03-20 src/main.h
2792 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2793 compiling the SDL version on some systems.
2794 Thanks to the several people who pointed this out.
2796 2002-03-20 src/libgame/gadgets.c
2797 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2798 this caused problems especially on PowerPC architecture (although
2799 it is wrong on i386 and other architectures, too)
2801 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2802 * Added support for loading and displaying true-color PCX files.
2804 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2805 * Added command line option "-g" / "--graphics" to specify an
2806 alternative graphics directory.
2809 * Version number set to 2.0.2.
2812 * Version 2.0.1 released.
2814 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2815 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2816 to libgame source files; needed for SDL fullscreen bug workaround
2819 2002-03-18 src/screens.c
2820 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2822 2002-03-18 src/files.c [src/libgame/misc.c]
2823 * Moved some common functions from src/files.c to src/libgame/misc.c.
2825 2002-03-18 src/files.c [src/libgame/misc.c]
2826 * Changed permissions for new directories and saved files (especially
2827 score files) according to suggestions of Debian users and mantainers.
2828 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2830 2002-03-18 src/libgame/misc.c [src/files.c]
2831 * Moved some common functions from src/files.c to src/libgame/misc.c.
2833 2002-03-18 src/libgame/misc.c [src/files.c]
2834 * Changed permissions for new directories and saved files (especially
2835 score files) according to suggestions of Debian users and mantainers.
2836 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2838 2002-03-17 src/files.c
2839 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2840 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2841 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2842 for levels and "TAPE" for tapes). Old "cookie" style format is
2843 still supported for reading. New level and tape files are written
2846 * New IFF chunk "VERS" contains version numbers for file and game
2847 (where "game version" is the version of the program that wrote the
2848 file, and "file version" is a version number to distinguish files
2849 with different format, for example after adding new features).
2851 2002-03-17 src/libgame/sound.c
2852 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2853 even when sound not available.
2854 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2856 2002-03-15 src/screen.c
2857 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2858 (Before, you heard a mixture of the in-game music and the
2859 hall-of-fame music.)
2861 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2862 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2863 /dev/audio (ulaw) based Unix audio interface).
2864 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2866 2002-03-15 src/libgame/sdl.c
2867 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2868 in the currently actual version 1.2.3) by using "standard" screen
2869 resolutions like 800x600 and mapping all input (mouse events) and
2870 output (screen drawing) accordingly.
2872 2002-03-14 src/events.c
2873 * Function "DumpTape()" (files.c) now available by pressing 't' from
2874 main menu (when in DEBUG mode).
2876 2002-03-14 src/game.c
2877 * "GameWon()": When game was won playing a tape, now there is no delay
2878 raising the score and no corresponding sound is played.
2880 2002-03-14 src/files.c
2881 * Changed "LoadTape()" for real chunk support and also adjusted
2882 "SaveTape()" accordingly.
2884 2002-03-14 src/game.c, src/tape.c, src/files.c
2885 * Important changes to tape format: The old tape format stored all
2886 actions with a real effect with a corresponding delay between the
2887 stored actions. This had some major disadvantages (for example,
2888 push delays had to be ignored, pressing a button for some seconds
2889 mutated to several single button presses because of the non-action
2890 delays between two action frames etc.). The new tape format just
2891 stupidly records all device actions and replays them later. I really
2892 don't know why I haven't solved it that way before?! Old-style tapes
2893 (with tape file version less than 2.0) get converted to the new
2894 format on-the-fly when loading and can therefore still be played;
2895 only some minor parts of the old-style tape handling code was needed.
2896 (A perfect conversion is not possible, because there is information
2897 missing about the device actions between two action frames.)
2899 2002-03-14 src/files.c
2900 * New function "DumpTape()" to dump the contents of the current tape
2901 in a human readable format.
2903 2002-03-14 src/game.c
2904 * Small tape bug fixed: When automatically advancing to next level
2905 after a game was won, the tape from the previous level still was
2906 loaded as a tape for the new level.
2908 2002-03-14 src/tape.c
2909 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2910 tape, cartoons did not get completely removed because
2911 StopAnimation() was not called.
2913 2002-03-13 src/files.c
2914 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2915 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2916 size even when using 16-bit elements). Added new chunk "CNT2" for
2917 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2918 chunk even when content was 16-bit element). "CNT2" should now be
2919 able to store content for arbitrary elements (up to eight blocks of
2920 3 x 3 element arrays). All "CNT2" elements will always be stored as
2921 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2923 2002-03-13 src/files.c
2924 * Changed "LoadLevel()" for real chunk support.
2926 2002-03-12 src/game.c
2927 * Fixed problem (introduced after 2.0.0 release) with penguins
2928 not getting killed by enemies
2930 2002-02-28 src/libgame/sound.c
2931 * Fixed small problem with new SDL_Mixer 1.2.1:
2932 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2933 or it has no effect.
2935 2002-02-24 src/game.c, src/main.h
2936 * Added "player->is_moving"; now "player->last_move_dir" does
2937 not contain any information if the player is just moving at
2939 Before, "player->last_move_dir" was misused for this purpose
2940 for the robot stuff (robots don't kill players when they are
2941 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2942 broke tapes when walking through pipes!
2943 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2944 in a continuous movement. This fact is ignored for friends and