2 * added step-based engine snapshots to undo/redo single steps in game
5 * fixed (swapped) editor zoom directions for '-' and '+' (keypad) keys
8 * added dynamically configurable graphics and layout of editor gadgets
11 * fixed (swapped) editor zoom directions for left and right mouse button
14 * added main menu backlink to level set selection screen
17 * added support for gadget-like pressable menu buttons on main screen
20 * added classic graphics, sounds and music to git repository
21 * added classic level sets to git repository
22 * added element description files to git repository
23 * changed mouse cursor on title screens not being always invisible
24 * added manually edited non-preset audio volume values to select list
25 (if sound, loops or music volume was manually edited in "setup.conf")
28 * fixed using "background.TOOLBOX", which was simply ignored before
31 * added key pad '-', '+' and '0' keys to zoom function in level editor
32 * changed editor key shortcut for undo/redo to 'u' and 'Shift-u'
33 * fixed using 'PageUp' and 'PageDown' keys for element list in editor
36 * added 1%, 2% and 5% to volume controls for sound and music settings
39 * fixed bug with editor border element not adjusted after resizing level
40 * changed unused playfield from "default" to "empty" after loading level
41 * increased number of undo/redo steps in level editor from 10 to 64
44 * added zoom functionality for playfield drawing area to level editor
45 (use left, right and middle mouse buttons on new "zoom" toolbox button
46 or use keys '-', '+' and '0' to zoom out, in or reset to default size)
49 * fixed bug not updating game panel values in visible warp forward mode
52 * changed position of CE/GE use/save template gadgets to be visually
53 separated from other CE/GE gadgets (to prevent accidental use)
54 * fixed bug in editor when using undo after rotating level repeatedly
55 * added 'redo' functionality to editor (by pressing 'undo' with right
56 mouse button or by using key shortcut "Shift-R")
59 * added configurability of editor control buttons (toolbox buttons)
62 * finished configurability of tape date and time display positions
63 * fixed bug with game buttons in tape area not properly redrawn
64 * fixed small graphical bug with default tape time display position
65 * added optionally configurable game frame counter to tape display
68 * fixed configurability of editor element palette (for columns != 4)
71 * improved configurability of tape date and time display positions
72 * added configurability of element properties button in editor
73 * added build dependency for auto-conf files
76 * added looking for editor element descriptions in level set directory
77 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
80 * moved "element properties" button in editor from toolbox to palette
81 * added "zoom level tile size" button in editor to toolbox (currently
82 no function behind it; will be used to zoom level editor playfield)
83 * added key shortcuts '1' to '3' to view properties of drawing elements
84 * fixed gadget display bug in editor (door 1 area) after test playing
85 * fixed bugs when changing drawing area gadgets (like group elements)
88 * re-enabled editor palette element options in setup configuration file
91 * fixed loading custom PCX image files with default artwork file names
92 (like "RocksDoor.pcx") which are not redefined in artwork config file
93 (this is a special fix for Zelda 2 and probably some other existing
94 level sets which use new graphics which are not defined in the file
95 "graphicsinfo.conf", but use a file name of one of default graphics
96 (like "RocksScreen.pcx"); this did not work anymore for PCX files
97 since the default graphics files have been changed to PNG files, so
98 different file names are checked now (like "RocksScreen.png"), so if
99 the PNG files cannot be found, the old PCX files are also checked)
102 * added some more graphics customization options for the level editor:
103 - editor.button.prev_level (position)
104 - editor.button.next_level (position)
105 - editor.input.level_number (position)
106 - editor.palette.tile_size (tile size for palette elements)
107 - editor.palette.element_left.tile_size (draw element tile size)
108 - editor.palette.element_middle.tile_size (draw element tile size)
109 - editor.palette.element_right.tile_size (draw element tile size)
110 - editor.input.gfx.level_number (current level number input field)
113 * fixed menu display bugs caused by drawing outside menu area (again)
116 * fixed broken door animations when switching between custom graphics
119 * fixed layout for "level set info" to support custom playfield size
120 * fixed changing from title to info screen with custom playfield size
123 * fixed bug with not updating default bitmap pointer for scaled images
124 * fixed redraw/fade bugs when redefining the playfield size or position
127 * fixed some smaller issues with loading custom artwork
130 * added warnings when using undefined element and graphic names in
131 custom artwork definitions (like ".crumbled_like" or ".clone_from")
132 * added setting default filenames for all cloned graphics in static
133 graphics configuration on startup (to be able to fall back later)
136 * fixed using buttons on main screen with size other than 32x32 pixels
137 * fixed some initialization bugs for scrollbars and main screen buttons
138 * fixed bug when drawing non-element graphics (without separate in-game
139 graphic/bitmap defined) while non-standard game tile size is defined
142 * removed some remaining unused X11 stuff
143 * fixed bug with potentially suppressed exit error message on startup
146 * fixed bug not loading tape when selecting level from level selection
147 screen (thanks to filbo for finding this bug and supplying a patch)
150 * fixed menu display bugs (drawing outside menu area with draw offset)
151 * fixed menu key navigation bugs (when using smaller menu list size)
154 * added support for animated door parts during opening/closing movement
157 * added automatic detection of normal/steel character elements in level
158 editor when drawing text (depending on currently selected element)
161 * eliminated historical ISO-8859-1 characters from source code files
162 (but still using them internally for special character encodings)
163 * changed output of special character for level sketch brushes to UTF-8
166 * added handling of unselectable selectbox options and option headlines
169 * fixed bug when changing between graphic sets with different tile size
170 * cleanup of handling the various graphic sizes for different purposes
171 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
174 * added virtual keyboard on Android port when entering player name
177 * fixed "quick menu doors" and sounds for door and envelope requests
180 * fixed display bugs with certain custom menu definitions regarding the
181 hall of fame (high scores) and setup screens that require scrolling
182 (these display bugs showed up with custom menu graphics of R'n'D jue)
185 * fixed bug with animation frames per line with non-standard tile size
186 (relevant for example for 64x64 sized frames continued on next row)
189 * removed checking of file identifier tokens for configuration files
192 * fixed bug where player actions were only mapped in team mode
193 (this broke four tapes in automatic game engine unit test where
194 old levels contained a non-yellow player, like rnd_abby_king, 011)
197 * removed large parts of the preprocessor hell of old and unused code
200 * updated source file headers (mainly author contact information)
203 * added key shortcuts for window scaling and toggling fullscreen mode:
204 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
205 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
208 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
209 * added some performance improvements when handling SDL surface scaling
212 * added custom graphics property "game.tile_size" to define in-game tile
213 size (this defines the tile size actually displayed on the playfield);
214 tile graphics will either be scaled to the defined game tile size or
215 have to be specified with the same image size (using ".tile_size")
218 * added custom graphics property ".tile_size" to define tile image size
219 for game element graphics (like "custom_1.tile_size"); non-standard
220 sized images will then be scaled accordingly to standard tile size
223 * fixed music still being played in Android version when in background
226 * added Android "menu" button to be treated as "yes" requester button
227 (while the Android "back" button was already treated as "no" button)
230 * added command line options "--version" / "-V" to show program version
231 (also shows SDL library versions when prefixed with "--debug" option)
234 * error file set to unbuffered to prevent truncation in case of crashes
237 * fixed bug causing wrong screen updates while playing (whole screen
238 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
239 * fixed nasty (typo) bug in native EM engine causing broken player
240 graphics when using different (redefined) playfield size
243 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
244 to be displayed incorrectly (with broken scaling) when switching
245 between small and normal game graphics (thanks a lot to filbo for
246 analyzing and describing how to exactly reproduce this bug)
249 * removed MS-DOS support
250 * removed native X11 support (X11 now only supported via SDL/SDL2)
253 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
256 * fixed level redraw after quick-loading tape with small tile graphics
259 * added compatibility code for existing request door animation settings
262 * added ultra-generic, ultra-flexible request door animation handling
265 * fixed major bugs in handling single-player and multi-player tapes
266 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
269 * fixed various problems with playfield and requester/tape/editor doors
270 defined to be at non-standard screen positions in artwork config file
273 * added envelope style requester dialog (alternative to door requester)
276 * fixed problems with window scaling and updating related setup value
277 * added setup option to select anti-aliasing quality of scaled windows
280 * improved speed of displaying progress when loading levels and artwork
281 * changed fullscreen and window scaling changes in setup menu to have
282 immediate effect (instead of being effective after leaving setup menu)
285 * fixed toons stopping on continuous touch events on Mac OS X
288 * fixed bug when displaying game envelope with even sized playfield
289 * added graphic configuration options for request (dialog) buttons
292 * fixed some redraw bugs with window scaling under Mac OS X
295 * fixed problems with window scaling and updating related setup value
298 * fixed problems related to fullscreen switching and window scaling
301 * fixed inconsistent custom artwork constants numbering in src/main.h,
302 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
303 (this bug caused custom artwork definition to set wrong variable)
306 * fixed using fullscreen mode on Android instead of pseudo-window mode
307 * fixed keeping desktop fullscreen mode when changing viewport size
310 * fixed remaining text input problems for non-ASCII keys with modifier
311 * added window scaling options to graphics setup menu
314 * fixed key code problems with certain keys for SDL2
315 (keypad keys not being in numerical order; number of function keys)
316 * fixed text input problems for text characters using modifier keys
319 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
322 * fixed graphical bugs when using renderer/texture based graphics
325 * fixed playing certain sounds (menu navigation sound and counting
326 score sound after solving a level) when "normal sounds" are disabled
329 * continued porting Rocks'n'Diamonds to Android (levels now playable)
332 * added SDL2 renderer/texture based graphics frame handling to allow for
333 "desktop" style fullscreen mode and scaling of game screen/window
336 * removed limitation of artwork files to selected file types (this means
337 that every file type supported by SDL_image and SDL_mixer can be used)
338 * changed default graphics from PCX to PNG (needed for Android version
339 to prevent painfully slow image loading, although not compressing PCX
340 files in the assets directory of the APK package might also work fine)
341 * fixed bug with SDL_BlitSurface creating garbage when source and target
342 surface are the same (this bug also existed in versions of SDL 1.2.x)
345 * started porting Rocks'n'Diamonds to Android (already shows main menu)
348 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
351 * version number set to 3.3.1.3
354 * version 3.3.1.2 released
357 * improved error handling: display error message on screen (not only in
358 the error file or on the console), and display path of the error file
361 * fixed problem with R'n'D restarting with same level set that may have
362 caused a problem (and therefore failing again and again); after an
363 error, the last level set is now deactivated in file "levelsetup.conf"
364 to restart with default level set (which should work without error)
367 * fixed determining main game data directory on Mac OS X "Mavericks"
370 * version number set to 3.3.1.2
373 * version 3.3.1.1 released
376 * added scripts directory to distribution package to enable building
377 element definitions after editing artwork config source code files
380 * added volume controls for sounds, loops and music to sound setup
383 * version number set to 3.3.1.1
386 * version 3.3.1.0 released
389 * version number set to 3.3.1.0
392 * fixed display of level time switching from ascending to descending
393 when making use of the "time orb bug" (see element setting in editor)
394 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
395 * fixed graphics performance problems (especially on Mac OS X) by using
396 whole-playfield redraw on SDL target, while still using the previous
397 single-tile redraw method on X11 target (using redraw tiles threshold)
400 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
401 (by replacing all "long" types by "int" types)
404 * fixed nasty bug (affecting crumbled graphics) after adding new special
405 graphics suffix ".TAPE" (and messing some things up in src/main.c)
408 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
409 (this caused fonts in envelope config in level editor being invisible)
412 * fixed some problems with half tile size and even tile sized playfields
415 * added level selection screen (when clicking on main menu level number)
416 * added level tracing (played, solved) for use in level selection screen
417 (to display already played or solved levels in different font color)
420 * added alternative game mode for playing with half size playfield tiles
421 * fixed another memory violation bug in the native Supaplex game engine
422 (this potential memory bug was also in the original Megaplex code, but
423 apparently only occured under rare conditions triggered by using the
424 additional added preceding playfield memory area to make a few strange
425 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
426 solvable (this all worked fine in the classic DOS version, of course))
429 * added graphics performance optimization to native Supaplex game engine
430 * fixed bug with accidentally removing preceding buffer in SP engine
431 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
432 (to prevent compatibility mapping of these newer graphics to older
433 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
436 * added separately configurable game panel background to graphics config
437 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
440 * added tape panel graphics and screen positions to graphics config
443 * added compatibility stuff for redefined "global.door" (which affects
444 all parts of that image that have their own graphics definition now)
447 * added sound button graphics to graphics config
450 * added tape button graphics and screen positions to graphics config
453 * improved single step mode in R'n'D, EM and SP engines
456 * version number set to 3.3.0.2
459 * version 3.3.0.1 released
462 * added configurable key shortcuts for snap+direction player actions
463 (probably most useful for recording tool-assisted speedrun (TAS)
464 tapes using the single-step mode of the tape recorder)
467 * version number set to 3.3.0.1
470 * version 3.3.0.0 released
473 * fixed missing memory allocation in SP engine when saving engine data
474 for non-SP game engine snapshots (which also stores SP engine part)
477 * fixed problem with scrolling in native EM engine in multi-user mode
478 (this bug was just introduced with the experimental viewport stuff)
479 * fixed animation of splashing acid in EM engine with classic artwork
480 * fixed animation of cracking nut in EM engine with classic artwork
481 * fixed (implemented) single step mode in native EM and SP engines
482 * fixed "latest_engine" flag in classic levels (moved to single sets)
483 * updated SDL library DLLs for Windows to the latest release versions
484 (this fixed some mysterious crashes of the game on Windows systems)
485 * replaced EM and SP set in classic level set with native level files
486 * finally added a newly written "CREDITS" file to the game package
487 * removed sampled music loops from classic music set
490 * changed native Emerald Mine engine to support different viewport sizes
493 * changed native Supaplex engine to support different viewport sizes
496 * added initial, experimental support for different viewport properties
497 (with "viewports" being menu/playfield area and doors; currently the
498 size of the menu/playfield area and door positions can be redefined)
501 * added initial, experimental support for different window sizes
504 * added support for native Sokoban solution files in pure 'udlrUDLR'
505 format with extension ".sln" instead of ".tape" for solution tapes
508 * added image config suffix ".class" to be able to define classes of
509 crumbled elements which are then separated against each others when
510 drawing crumbled borders (class names can freely be defined)
511 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
512 emc_grass" results in sand and emc_grass being crumbled separately,
513 even if directly adjacent on the playfield.)
514 * added image config suffix ".style" to use two new features for
516 - "accurate_borders": try to draw correctly crumbled corners (which
517 means that a row of crumbled elements does not have two crumbled
518 corners for each element in the row, but only at the "real" corners
519 at the start and the end of the row of elements)
520 - "inner_corners": also draw inner corners in concave constructions
521 of several crumbled elements -- this is currently a big kludge: the
522 number of frames for crumbled graphic must be "2", with the first
523 frame as usual (crumbled graphic), while the second frame contains
524 the graphic with inner (crumbled) corners for the crumbled graphic
525 (These two features are mainly intended for bevelled walls, not for
526 diggable elements like sand; "inner_corners" only works reliably for
527 static walls, not for in-game dynamically changing walls using CEs.)
530 * finished code cleanup of native Supaplex game engine
533 * started code cleanup of native Supaplex game engine
536 * integrated playing sound effects into native Supaplex game engine
539 * added configurable key shortcuts for the tape recorder buttons
542 * added (hidden) function to save native Supaplex levels with tape as
543 native *.sp file containing level with demo (saved with a file name
544 similar to native R'n'D levels, but with ".sp" extension instead of
545 ".level"); to use this functionality, enter ":save-native-level" or
546 ":snl" from the main menu with the native Supaplex level loaded and
547 the appropriate tape loaded to the tape recorder
548 * fixed potential crash bug caused by illegal array access in engine
549 snapshot loading and saving code
550 * changed setting permissions of score files to be world-writable if
551 the program is not installed and running setgid to allow the program
552 to modify existing score files when run as a different user (which
553 allows cheating, of course, as the score files are not protected
554 against modification in this case)
555 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
556 the top level Makefile for Debian / Ubuntu installations
557 * added saving read-only levels from editor into personal level set
558 (thanks to Bela Lubkin for the above four patches)
561 * added updating of game values on the panel to Supaplex game engine
564 * finished integrating R'n'D graphics engine into Supaplex game engine
565 (although some animations do not support full customizability yet)
568 * done integrating R'n'D graphics engine into file "Infotron.c"
569 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
572 * integrated engine snapshot functionality into Supaplex game engine
575 * fixed bug in native Supaplex engine that broke several demo solutions
576 * fixed bug with re-initializing already existing elements in function
577 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
578 counted a second time, making the currently playing level unsolvable)
579 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
580 * done integrating R'n'D graphics engine into file "Electrons.c"
581 * done integrating R'n'D graphics engine into file "Zonk.c"
584 * done integrating R'n'D graphics engine into file "Murphy.c"
585 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
588 * started integrating R'n'D graphics engine into Supaplex game engine
591 * added small kludge that allows transparent pushing animation over
592 non-black background (by using "game.use_masked_pushing: true")
593 * added editor flag to Sokoban field/object elements to automatically
594 finish solved Sokoban style levels (even if they contain non-Sokoban
595 elements, which prevents auto-enabling this feature for such levels)
598 * added new element "from_level_template" which is replaced by element
599 from level template at same playfield position when loaded (currently
600 not accessible from level editor, but only used for special Sokoban
601 level conversion when using "special_flags: load_xsb_to_ces")
602 * added special behaviour for "special_flags: load_xsb_to_ces": global
603 settings of individual level files are overwritten by template level
604 (except playfield size, level name, level author and template flag)
607 * added handling of gravity ports when converting Supaplex style R'n'D
608 levels to native Supaplex levels for playing with Supaplex engine
611 * fixed bug in Supaplex engine regarding initial screen scroll position
614 * fixed EMC style pushing animations in the R'n'D graphics engine (when
615 using ".2nd_movement_tile" for animations having start and end tile)
616 * for this to work (look) properly for two-tile pushing animations with
617 non-black (i.e. opaque) background, the pushing graphics drawing order
618 was changed to first draw the pushed element, then the player (maybe
619 this should be controlled by an ".anim_mode" flag yet to be added)
620 * two-tile animations for moving or pushing should have 7 frames for
621 normal speed, 15 frames for half speed etc. to display correct frames
622 * two-tile animations are also displayed correctly with different speed
623 settings for the player (for pushing animations) or moving elements
626 * added searching for template level (file "template.level") not only
627 inside the level set directory, but also in above level directories;
628 this makes is possible to use the same single template level file
629 (placed in a level group directory) for many level sub-directories
632 * fixed bug with steel exit being destructible during opening phase
633 * added token "special_flags" to "levelinfo.conf" (currently with the
634 only recognized value "load_xsb_to_ces", doing the same as the flag
635 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
636 converting all elements in native (XSB) Sokoban level files to CEs)
639 * fixed some problems with Supaplex engine when compiling for Windows
642 * added special mode to convert elements of Sokoban XSB levels to CEs
643 by adding "-Dload_xsb_to_ces" to the command line starting the game
644 (also adding a dependency to a template level file "template.level")
647 * added reading native Sokoban levels and level packages (XSB files)
650 * fixed bugs in (auto)scrolling behaviour when passing ports or when
651 wrapping around the playfield through "holes" in the playfield border
654 * changed internal playfield bitmap handling from playfield sized bitmap
655 to screen sized bitmap (visible scrolling area), therefore speeding up
656 graphics operations (by eliminating bitmap updates in invisible areas)
657 and removing playfield size limitations due to increasing bitmap size
658 for larger playfield sizes (while the new implementation always uses
659 a fixed playfield bitmap size for arbitrary internal playfield sizes)
662 * fixed bug with single step mode (there were some cases where the game
663 did not automatically return to pause mode, e.g. when trying to push
664 things that cannot be pushed or when trying to run against a wall)
667 * added support for loading Supaplex levels in MPX level file format
670 * fixed SP engine to set "game over" not before lead out counter done
673 * fixed (potential) compile error when using GCC option "-std=gnu99"
674 (thanks to Tom "spot" Callaway)
677 * fixed array allocation in native Supaplex engine to correctly handle
678 preceding scratch buffers (needed because of missing border checking)
679 * fixed playfield initialization to correctly add raw header bytes as
680 subsequent scratch buffer (needed because of missing border checking)
683 * most important parts of native Supaplex engine integration working:
684 - native Supaplex levels can be played in native Supaplex engine
685 - native Supaplex level/demo files ("*.sp" files) can be re-played
686 - all 111 classic original Supaplex levels automatically solvable
687 - native Supaplex engine can be selected and used from level editor
688 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
691 * fixed another translation problem from VisualBasic to C (where "int"
692 should be "short") causing unsolvable demos with bugs and terminals
693 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
696 * fixed bug when reading Supaplex single level files (preventing loader
697 from seeking to level position like in Supaplex level package files)
700 * first classic Supaplex level running and solved by solution/demo tape
703 * started with integration of native Supaplex engine, using source code
704 of Megaplex from Frank Schindler, based on original Supaplex engine
707 * version number set to 3.2.6.2
710 * version 3.2.6.1 released
713 * fixed bug with element_info[e].gfx_element not being initialized in
714 early game stage, causing native graphics in EMC level sets to be
715 mapped completely to EL_EMPTY (causing a blank screen when playing)
716 (this only happened when starting the program with an EMC set with
717 native graphics, but not when switching to such a set at runtime)
720 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
721 and using self-compiled, patched SDL.dll that solves this problem
722 (interim solution until release of SDL 1.2.14 that should fix this)
725 * extended backwards compatibility mode to allow already fixed bug with
726 change actions (see "2008-02-05") for existing levels (especially the
727 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
730 * reactivated workaround to prevent program crashes due to blitting to
731 the same SDL surface that apparently only occurs on Windows systems
732 (this is no final solution; this problem needs further investigation)
735 * version number set to 3.2.6.1
738 * version 3.2.6.0 released
741 * fixed behaviour of player option "no centering when relocating" which
742 was incorrect when disabled and relocation target inside visible area
743 and "no scrolling when relocating" enabled at the same time
746 * fixed problems with re-mapping players on playfield to input devices:
747 previously, players found on the level playfield were changed to the
748 players connected to input devices (for example, player 3 in the level
749 was changed to player 1 (using artwork of player 3, to be able to use
750 a player with a different color)); this had the disadvantage that CE
751 conditions using player elements did not work (because the players in
752 the level definition are different to those effectively used in-game);
753 the new system uses the same player elements as defined in the level
754 playfield and re-maps the input devices of connected players to the
755 corresponding player elements when playing the level (in the above
756 example, player 3 now really exists in the game and is moved using the
757 events from input device 1); level tapes still store the events from
758 input devices 1 to 4, which are then re-mapped to players accordingly
759 when re-playing the tape (just as it is done when playing the level)
762 * fixed bug with player relocation while the player switches an element
765 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
766 not walkable (and did not let the player enter) when in process of
767 opening, but not fully open yet (which can cause the player not being
768 able to enter the exit in EM/DC style levels in time)
771 * fixed some bugs regarding the new level/CE random seed reset options
774 * moved "level settings" and "editor settings" to two tabbed screens in
775 level editor to gain space for additional level property settings
776 * added level setting to start a level with always the same random seed
777 * added CE action "set random seed" to re-initialize random seed in game
778 (this is the only CE action that gets executed before the CE changes,
779 which is needed to use the newly set random seed during the CE change)
782 * fixed redraw problem of special editor door when playing from editor
785 * fixed initialization of gfx_element for level sketch image creation
788 * added switch for EM style dynamite "[ ] explodes with chain reaction"
789 (with default set to "on" for existing levels, but "off" for all new
790 levels), as EM style dynamite does not chain-explode in original EM
793 * added optional initial inventory for players (pre-collected elements)
794 * added change page actions "set player inventory" and "set CE artwork"
795 * added recognition of "player" parameter on change pages when player
796 actions are defined, but no trigger player in corresponding condition
797 (this resulted in actions that only affected the first player before)
798 * fixed bug with change actions being executed for newly created custom
799 elements resulting from custom element changes, when the intention was
800 only to check for change actions for the previous custom element
803 * changed design and size of element drawing area in level editor
804 * added "element used as action parameter" to element change actions
807 * added possibility to reanimate player immediately after his death
808 (for example, by "change to <player> when explosion of <player>")
811 * fixed bug with "gray" white door not being uncovered by magnifier
812 * added score for collecting (any) key to the white key config page
815 * added condition "deadly when <getting hit by>" for custom elements
816 that behaves a bit like the existing "deadly when <colliding with>",
817 but with the following differences:
818 - it only kills players or friends when it was moving before it hits
819 - it does not kill players or friends that try to run into it
822 * fixed the following change conditions where a player element is used
823 as the "element that is triggering the custom element change":
826 - explosion of <element>
828 (the last two conditions already worked partially, but only for the
829 first player, and not for the "Murphy" player when using "move of")
832 * fixed crash bug caused by accessing invalid element (with value -1)
833 in UpdateGameControlValues()
834 * fixed graphical bug when using two-tile movement animations with EMC
835 game engine without explicitly using native EMC graphics engine
838 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
839 try to push something (due to push delay) does not cause a dig action
842 * fixed bug with reference elements used as trigger elements on custom
843 element change pages not being recognized
844 * fixed bug with reference elements not being removed from the playfield
845 * added engine functionality that allows custom elements that "can dig"
846 other elements not only to do so when moving by themselves, but also
847 when being pushed by the player (therefore adding the functionality to
848 push one element over another element, replacing it with the new one)
851 * added command line function to write level sketch images to directory
854 * merged override and auto-override options into new override options
855 with a new data type than can take the values "no", "yes" and "auto"
858 * fixed growing steel wall to also leave behind steel wall instead of
859 normal, destructible wall
860 * fixed handling of rocks falling through stacks of quicksand with
861 different speed (before, the rocks just got stuck in the quicksand)
864 * fixed nasty bug with auto-override and normal override not working on
865 program startup (especially when current level set has custom artwork)
868 * version 3.2.5 released as special edition "R'n'D jue"
871 * fixed X11 crash bug when blitting masked title screens over background
874 * changed build system to support special editions (like "R'n'D jue")
875 * added (hardcoded) loading graphics for "R'n'D jue" special edition
876 * fixed X11 crash bug when scaling images with width/height less than 32
879 * added "background.PLAYING" (only visible as two-pixel border in game)
880 * added default level set for first start of special R'n'D version
881 * changed door animations for editor always behaving like "quick doors"
884 * added new custom artwork setup option "auto-override non-CE sets" for
885 automatic artwork override that is only used for level sets without
886 custom element artwork (as it does not make much sense to override
887 any artwork that redefines custom element artwork for sets using CEs)
888 * fixed default artwork for "special" R'n'D versions always using the
889 "classic" artwork as the base if base artwork is not explicitly
890 defined in "levelinfo.conf", regardless of different default artwork
891 used by the special R'n'D version -- this is needed because any such
892 custom artwork is designed using the "classic" artwork definitions as
893 the base (including menu definitions and screen positions etc., which
894 would otherwise be taken from the different special default artwork)
897 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
898 for both EMC and R'n'D graphics engine (heavy workarounds needed due
899 to massively broken handling of quicksand in R'n'D game engine)
900 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
901 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
904 * fixed small bug in toon drawing (introduced when fixing the crash bug)
907 * added graphics definition "game.panel.highscore" to display the
908 current levels current high score in the game panel
911 * version number set to 3.2.5
914 * version 3.2.4 released
917 * fixed crash bug in toon drawing functions for large step offset values
920 * fixed some problems with displaying game panel when quick-loading tape
923 * fixed (experimental only) redrawing of every tile per frame (even if
924 unneeded) for the extended (R'n'D based) EMC graphics engine
925 * added optimization to only calculate element count for panel display
926 if really needed (that is, if element count values defined on panel)
927 * fixed problem with special editor door redraw when entering main menu
930 * fixed bug with displaying background for title messages on info screen
931 * some code cleanup for the extended (R'n'D based) EMC graphics engine
934 * fixed bug with CE action "move player" always resulting in player 4
935 if there was a CE action with no trigger player (because the player
936 element was calculated by using log_2() from trigger player bits with
937 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
938 triggering player bit mask and handling all players in "move player"
939 * fixed bug when defined artwork cannot be found for artwork that has
940 default artwork cloned from other artwork (without default filename)
941 * added several fixes to the extended (R'n'D based) EMC graphics engine
944 * fixed broken editor copy and paste for custom elements between levels
947 * title messages are now also searched in graphics artwork directory;
948 those found in graphics directory have precendence over those found
949 in level directory -- this handles title messages stored in graphics
950 directories as part of the artwork set, just like title images; this
951 makes sense, as corresponding special font definitions for messages
952 are usually defined in the same graphics artwork directory, and also
953 because title images and title messages that are combined in a level
954 set introduction should usually not be separated when the level set
955 is used with a different artwork set (e.g. using "override graphics")
956 * fixed problem with door borders on main screen by first drawing doors
957 and then the corresponding border masks, but not vice versa
958 * fixed problem with artwork config entries using the value "[DEFAULT]";
959 this does not what one might expect, but sets the value to an invalid
960 value -- solution: simply ignore such entries, which results in this
961 value keeping its previous (real) default value (in general, entries
962 that should use their default value should just not be defined here)
963 * fixed problem with wrong fading area size from main menu to setup menu
966 * fixed problem with broken crumbled graphics after level set changes
967 when using R'n'D custom artwork with level sets using the EMC engine
970 * fixed invisible "joysticks deactivated ..." text on setup input screen
973 * added use of hashes created from static lists (element tokens, image
974 config, font tokens) to speed up lookup of configuration parameters
975 * fixed bug where element and graphic config token lookup was mixed up
978 * added "busy" animation when initializing program and loading artwork
979 * added initialization profiling for program startup (debugging only)
982 * fixed(?) very strange bug apparently triggered by memset() when code
983 was cross-compiled with MinGW cross-compiler for Windows XP platform
984 (this only happened when using SDL.dll also self-compiled with MinGW)
987 * added graphics engine directive "border.draw_masked_when_fading" that
988 enables/disables drawing of border mask over screen that is just faded
991 * fixed small problem with separate fading definition for game screen
994 * added additional configuration directives for setup screen draw offset
995 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
996 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
997 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
998 used to define draw offset on custom artwork selection screens and
999 "CHOOSE_OTHER" is used on all other list style selection screens, like
1000 choosing game speed or screen mode for fullscreen mode)
1001 * added additional configuration directives to define main menu buttons:
1002 - menu.button_name and menu.button_name.active
1003 - menu.button_levels and menu.button_levels.active
1004 - menu.button_scores and menu.button_scores.active
1005 - menu.button_editor and menu.button_editor.active
1006 - menu.button_info and menu.button_info.active
1007 - menu.button_game and menu.button_game.active
1008 - menu.button_setup and menu.button_setup.active
1009 - menu.button_quit and menu.button_quit.active
1010 * added eight pure decoration graphic definitions for the game panel
1013 * added support for accessing native Diamond Caves II level packages
1014 * fixed displaying of game panel values for Emerald Mine game engine
1015 * fixed displaying end-of-level time and score values on new game panel
1018 * added game panel control to display arbitrary elements on game panel
1019 * added game panel control to display custom element score (globally
1020 unique for identical custom elements) either as value or as element
1021 * added ".draw_masked" and ".draw_order" to game panel control drawing
1024 * fixed some general bugs with handling of ".active" elements and fonts
1027 * cleanup of game panel elements (some elements were not really needed)
1028 * added displaying of gravity state (on/off) as new game panel control
1029 * added animation for game panel elements (similar to game elements)
1032 * added new pseudo game mode "PANEL" to define panel fonts and graphics
1033 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
1034 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
1035 (else graphics would have to use ".PLAYING", which would be confusing)
1036 * fixed bug when fading out to game screen with border mask defined
1039 * added attribute ".tile_size" for element style game panel controls
1042 * added <space> key as additional valid key to use for confirm requester
1045 * improved menu fading, adding separate fading definitions for entering
1046 and leaving a "content" screen (in general), and optional definitions
1047 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
1050 * added (currently invisible) setup option to define scroll delay value
1051 * fixed small bug in priority handling when auto-detecting level start
1052 position in levels without player element (but player from CE etc.)
1053 * added option "game.forced_scroll_delay_value" to override user choice
1054 of scroll delay value for certain level sets with "graphicsinfo.conf"
1055 * replaced setup option "scroll delay: on/off" by new setup option that
1056 directly allows selecting the desired scroll delay value from 0 to 8
1059 * added displaying of most game panel control elements (not animated)
1062 * added new configuration directives to display additional game engine
1063 values on the game control panel, like the following examples:
1064 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1065 - game.panel.penguins - number of penguins to rescue
1066 - game.panel.level_name - level name of current level
1069 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1072 * added new player option "no centering when relocating" for "invisible"
1073 teleportations to level areas that look exactly the same, giving the
1074 illusion that the player did not relocate at all (this was the default
1075 since 3.2.3, but caused visual problems with room creation in "Zelda")
1076 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1079 * improved menu fading, adding separate fading definitions for entering
1080 and leaving a menu and for fading between menu and "content" screens
1081 * fixed small bug with recognizing also ".font_xyz" style definitions
1084 * improved menu fading, adding separate fading definitions for fading
1085 between menu screens and fading between menu and "destination" screens
1088 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1089 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1090 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1091 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1093 * improved title fading, allowing fading animation types "none", "fade"
1094 and "crossfade" (including cross-fading of last title to main menu)
1097 * added configurability of graphics, sounds and music for title screens,
1098 which are separated into initial title screens (only shown once at
1099 program startup) and title screens shown for a given level set; these
1100 title screens can be composed of up to five title images and up to
1101 five title text messages (each drawn using an optional background
1102 image), also using background music and/or sounds; aspects like
1103 background images, sounds and music of title screens can either be
1104 defined generally (valid for all title screens) or specifically (and
1105 therefore differently for each title screen) using these directives:
1107 to define a background image, sound or music file for all screens:
1108 - background.TITLE_INITIAL (for all title screens for game startup)
1109 - background.TITLE (for all title screens for level sets)
1111 to define a background image, sound or music file for a single screen:
1112 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1113 - background.titlescreen_x (with x in 1,2,3,4,5)
1114 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1115 - background.titlemessage_x (with x in 1,2,3,4,5)
1117 to define the title screen images:
1118 - titlescreen_initial_x (with x in 1,2,3,4,5)
1119 - titlescreen_x (with x in 1,2,3,4,5)
1121 to define the title text messages, place text files into the level set
1122 directory that have the following file names:
1123 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1124 - titlemessage_x.txt (with x in 1,2,3,4,5)
1126 to define the properties of the text messages, either use directives
1127 that affect all text messages:
1128 - [titlemessage_initial].<suffix>
1129 - [titlemessage].<suffix>
1130 or use directives that affect single text messages:
1131 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1132 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1134 valid values for <suffix> are the same as for readme.<suffix> below;
1135 use ".sort_priority" (default: 0) to define an arbitrary order for
1136 title images and title messages (which can therefore be mixed)
1139 * added full configurability of "readme.txt" screen appearance:
1140 - readme.x: <left position used with alignment>
1141 - readme.y: <top position>
1142 - readme.width: <maximim text width in pixels>
1143 - readme.height: <maximum text height in pixels>
1144 - readme.chars: <maximum number of chars per line>
1145 - readme.lines: <maximum number of lines displayed>
1146 - readme.align: left,center,right (default: center)
1147 - readme.top: top,middle,bottom (default: top)
1148 - readme.font: font name
1149 - readme.autowrap: true,false (default: true)
1150 - readme.centered: true,false (default: false)
1151 - readme.parse_comments: true,false (default: true)
1152 - readme.sort_priority: (not used here, but only for title screens)
1153 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1154 default), they are automatically determined from "readme.width" and
1155 "readme.height" accordingly; when they are not "-1", they have
1156 precedence over "readme.width" and "readme.height"
1157 * added internal ad-hoc config settings for displaying text files like
1158 title messages or "readme.txt" style level set info files:
1159 - .font: font name (default: readme.font)
1160 - .autowrap: true,false (default: readme.autowrap)
1161 - .centered: true,false (default: readme.centered)
1162 - .parse_comments: true,false (default: readme.parse_comments)
1163 (the leading '.' and the separating ':' are mandatory here); to use
1164 these ad-hoc settings, they have to be written inside a comment, like
1165 "# .autowrap: false" or "# .centered: true"; these settings then
1166 override the above global settings (they can even be used more than
1167 once, like "# .centered: true", then some text that should be drawn
1168 centered, then "# .centered: false" to go back to non-centered text;
1169 important note: after using "# .parse_comments: false", or when using
1170 "readme.parse_comments: false", detecting and parsing comments inside
1171 the file is disabled and comments are just printed like normal text;
1172 also be aware that all automatic text size calculations are done with
1173 the font defined in "readme.font", while using different fonts using
1174 "# .font: <font>" inside the text file may cause unexpected results
1177 * changed some numerical limits in the level editor from 255 to 999
1180 * added option "system.sdl_videodriver" to select SDL video driver
1181 * added output of SDL video and audio driver to "version info" page
1184 * added group element drawing to IntelliDraw drawing functions
1185 * fixed animation resetting problem again (last try broke Snake Bite)
1186 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1189 * added new (special) "include: <filename>" directive that works in all
1190 configuration files (like "graphicsinfo.conf") and that has the same
1191 effect as if that directive would be replaced with the content of the
1192 specified file (this can be useful to split large configuration files
1193 into several smaller ones and include them from one main file, or to
1194 store configuration settings that always stay the same into a separate
1195 file, while including it and only add those parts that really change)
1198 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1201 * fixed bug in "InitMovingField()" where treating an integer array as
1202 boolean caused wrong resetting of animations while elements are moving
1203 * fixed problem with resetting animations when starting element change
1206 * added sort priority for order of title screens and title messages
1209 * changed end of game again: do not wait for the user to press a key
1210 anymore, but directly ask/confirm tape saving and go to hall of fame
1211 * re-enabled quitting of lost game by pressing space or return again
1212 * added blanking of mouse pointer when displaying title screens
1213 * added remaining menu draw offset definitions for info sub-screens
1216 * added setup option to select game speed (from very slow to very fast)
1217 * improved handling of title text messages (initial and for level set)
1220 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1223 * fixed displaying and typing of player name when it is centered
1224 * added special characters to be allowed for player name (not only A-Z)
1227 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1228 (newer versions of the SDL library seem to not like this anymore)
1231 * added code for configuration directives for control of game panel
1234 * fixed small cosmetical bug with underlining property tabs in editor
1237 * fixed small drawing bug in X11FadeRectangle
1238 * added new elements for newly supported Diamond Caves II levels:
1239 - EM/DC style exits that disappear after passing
1240 - white key and gate (one white key needed for each white gate)
1241 - fake gate (there is no key to open/pass this kind of gate!)
1242 - extended magic wall which also handles pearls and crystals
1246 * changed maximum value for endless loop detection to a higher value
1247 (some levels really used very deep recursion without being endless)
1250 * added new elements for newly supported Diamond Caves II levels:
1251 - growing steel walls
1252 - snappable land mine
1255 * added new elements for newly supported Diamond Caves II levels:
1256 - steel text elements
1259 * added level file loader for native Diamond Caves II levels
1262 * version number set to 3.2.4
1265 * version 3.2.3 released
1268 * fixed malloc/free bug when updating EMC artwork entries in level list
1269 * added workaround (warning and request to quit the current game) when
1270 changing elements cause endless recursion loop (which would otherwise
1271 freeze the game, causing a crash-like program exit on some systems)
1274 * fixed nasty string overflow bug when entering too long envelope text
1277 * added feedback sounds for menu navigation "menu.item.activating" and
1278 "menu.item.selecting" (for highlighting and executing menu entries)
1281 * improved "no scrolling when relocating" to also consider scroll delay
1282 (meaning that the player is not automatically centered in this case;
1283 this makes it possible to "invisibly" relocate the player to a region
1284 of the level playfield which looks the same as the old level region)
1285 * fixed bug with not recognizing "main.input.name.align" when active
1288 * fixed bug with displaying masked borders over title screens when
1289 screen fading is disabled
1292 * fixed infinite loop / crash bug when killing the player while having
1293 a CE with the setting "kill player X when explosion of <player X>"
1294 * added special editor graphic for "char_space" to distinguish it from
1295 "empty_space" when editing a level (in-game graphics still the same)
1298 * fixed nasty bug with initialization only done for the first player
1301 * small change to handle loading empty element/content list micro chunks
1304 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1307 * some optimizations on startup speed by reducing initial text output
1310 * added caching of custom artwork information for faster startup times
1313 * fixed graphical bug when using fewer menu entries on level selection
1314 screen than usual (with "menu.list_size.LEVELS" directive)
1315 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1316 the backbuffer to the backbuffer by error (with identical rectangle)
1319 * fixed bug when displaying titlescreen with size less than element tile
1320 * fixed bug that caused elements with "change when digging <e>" event
1321 to change for _every_ digged element, not only those specified in <e>
1322 * fixed bug that caused impact style collision when dropping element one
1323 tile over the player that can both fall down and smash players
1324 * fixed bug that caused impact style collision when element changed to
1325 falling/smashing element over the player immediately after movement
1328 * fixed bug that allowed making engine snapshots from the level editor
1331 * fixed bugs with player name and current level positions on main screen
1334 * added configuration directives for control of title screens:
1335 - "title.fade_delay" for fading time
1336 - "title.post_delay" for pause between screens (when not crossfading)
1337 - "title.auto_delay" to automatically continue after some time
1338 these settings can each be overridden by specifying them with titles:
1339 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1340 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1341 fading mode can also be specified:
1342 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1343 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1344 default is using normal fading for menues and initial title screens,
1345 while using cross-fading for level set title screens
1346 * fixed bug with background not drawn in Hall of Fame after game was won
1349 * added configuration directives for the remaining main menu items
1352 * added additional configuration directives for info screen draw offset:
1353 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1354 * added additional configuration directives for preview info text
1355 * limited mouse wheel sensitive screen area to scrollable screen area
1358 * added highlighted menu text entries to menu navigation when selected
1361 * fixed bug that prevented player from correctly being created in the
1362 top left corner by a custom element change in a level without player
1363 * fixed bug that prevented player from being killed when indestructible,
1364 non-walkable element is placed on player position by extended change
1365 * added configurable menu button, text and input positions to main menu
1368 * added page fading effects for remaining info sub-screens
1369 * fixed small bug that caused some delays when answering door request
1372 * added directives "border.draw_masked.*" for menu/playfield area and
1373 door areas to display overlapping/masked borders from "global.border"
1376 * fixed bug with CE with move speed "not moving" not being animated
1377 * when changing player artwork by CE action, reset animation frame
1380 * fixed bug with not unmapping main menu screen gadgets on other screens
1381 * fixed bug with un-pausing a paused game by releasing still pressed key
1382 * fixed bug with not redrawing screen when toggling to/from fullscreen
1383 mode while fast reloading tape (without redrawing playfield contents)
1384 * fixed bug with quick-saving tape snapshot despite answering with "no"
1387 * version number set to 3.2.3
1390 * version 3.2.2 released
1393 * fixed bug with redrawing screen in fullscreen mode after quick tape
1394 reloading when using the EMC game engine
1395 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1398 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1401 * added engine snapshot functionality for instant tape reloading (this
1402 only works for the last tape saved using "quick save", and does not
1403 work across program restarts, because it completely works in memory)
1406 * version number set to 3.2.2
1409 * version 3.2.1 released
1412 * fixed nasty bugs with handling error message file on Mac OS X systems
1415 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1418 * fixed bug that caused broken tapes when manually appending to tapes
1419 using the "pause before death" functionality, followed by recording
1420 * added setup option to disable fading of screens for faster testing
1423 * code cleanup of new fading functions
1426 * changed behaviour after solved game -- do not immediately stop engine
1427 * added some more smooth screen fadings (game start, hall of fame etc.)
1430 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1433 * added configurable level preview position, tile size and dimensions
1434 * added configurable game panel value positions (gems, time, score etc.)
1437 * fixed small bug with time displayed incorrectly when collecting CEs
1440 * fixed bug with bumpy scrolling with EM engine in double player mode
1443 * added compatibility code to fix "Snake Bite" style levels that were
1444 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1447 * fixed bug with scrollbars inside editor when using the Windows mouse
1448 enhancement tool "True X-Mouse" (which injects key events to the event
1449 queue to insert selected stuff into the Windows clipboard, which gets
1450 confused with the "Insert" key for jumping to the last editor cascade
1451 block in the element list)
1452 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1453 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1456 * added selection of preferred fullscreen mode to setup / graphics menu
1457 (useful if default mode 800 x 600 does not match screen aspect ratio)
1460 * improved down-scaling of images for better editor and preview graphics
1461 * changed user data directory for Mac OS X from Unix style to new place
1464 * improved level number selection in main menu and player selection in
1465 setup menu (input devices section) by using standard button gadgets
1466 * added support for mouse scroll wheel (caused buggy behaviour before)
1467 * added support for scrolling horizontal scrollbars with mouse wheel by
1468 holding "Shift" key pressed while scrolling the wheel
1469 * added support for single step mouse wheel scrolling by holding "Alt"
1470 key pressed while scrolling the wheel (can be combined with "Shift")
1471 * changed output file "stderr.txt" on Windows platform now always to be
1472 created in the R'n'D sub-directory of the personal documents directory
1473 * added Windows message box to direct to "stderr.txt" after error aborts
1476 * improved general scrollbar handling (when jump-scrolling scrollbars)
1479 * changed scrollbars to always show last line as first after scrolling
1480 (that means jumping n - 1 screen lines instead of n screen lines)
1483 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1484 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1485 * fixed special handling of vertically stacked acid becoming fake acid
1488 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1489 affect multiple instances of the same CE, although this kind of
1490 change condition usually only affects one single custom element
1493 * version number set to 3.2.1
1496 * version 3.2.0 released
1499 * reorganized level editor element list a bit to match engines better
1502 * fixed newly introduced bug with wrongly initializing clipboard element
1505 * fixed bug with displaying visible/invisible level border in editor
1508 * reorganized some elements in the level editor element list
1511 * fixed bug with displaying any player as "yellow" when moving into acid
1512 * fixed bug with displaying running player when player stopped at border
1515 * fixed bug with player exploding when moving into acid
1516 * fixed bug with level settings being reset in editor and when playing
1517 (some compatibility settings being set not only after level loading)
1518 * fixed crash bug when number of custom graphic frames was set to zero
1519 * fixed bug with teleporting player on walkable tile not working anymore
1520 * added partial compatibility support for pre-release-only "CONF" chunk
1521 (to make Alan Bond's "color cycle" demo work again :-) )
1524 * fixed some bugs when displaying title screens from info screen menu
1525 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1528 * changed file major version to 3 to reflect level file format changes
1529 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1532 * added new chunk "NAME" to level file format for level name settings
1533 * added new chunk "NOTE" to level file format for envelope settings
1534 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1535 * updated magic(5) file to recognize changed and new level file chunks
1536 * removed change events "change when CE value/score changes" as unneeded
1539 * changed gravity (which only affects the player) from level property
1540 to player property (only makes a difference in multi-player levels)
1541 * added change events "change when CE value/score changes"
1542 * added change events "change when CE value/score changes of <element>"
1545 * added new chunk "INFO" to level file format for global level settings
1546 * added all element settings from "HEAD" chunk to "CONF" chunk
1547 * added all global level settings from "HEAD" chunk to "INFO" chunk
1550 * changed level file format by adding two new chunks "CUSX" (for custom
1551 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1552 elements, replacing the previous "GRP1" chunk); these new IFF style
1553 chunks use the new and flexible "micro chunks inside chunks" technique
1554 already used with the new "CONF" chunk (for normal element properties)
1555 which makes it possible to easily extend the existing level format
1556 (instead of using fixed-length chunks like before, which are either
1557 too big due to reserved bytes for future use, or too small when those
1558 reserved bytes have all been used and even more data should be stored,
1559 requiring the replacement by new and larger chunks just like it went
1560 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1563 * added credits pages to the "credits" section that were really missing
1564 * added some missing element descriptions to the level editor
1565 * added down position of switchgate switch to the level editor
1566 and allowed the use of both switch positions at the same time
1567 * changed use of "Insert" and "Delete" keys to navigate element list in
1568 level editor to start of previous or next cascading block of elements
1571 * added the possibility to view the title screen to the info screen menu
1572 * fixed some minor bugs with viewing title screens
1575 * fixed bug with title (cross)fading in/out when using fullscreen mode
1578 * fixed bug that forced re-defining of menu settings in local graphics
1579 config file which are already defined in existing base config file
1580 * fixed small bug that caused door sounds playing when music is enabled
1583 * added the possibility to define up to five title screens for each
1584 level set that are displayed after loading using (cross)fading in/out
1585 (this was added to display the various start images of the EMC sets)
1588 * added "CE score gets zero [of]" to custom element trigger conditions
1589 * added setup option to display element token name in level editor
1592 * added compatibility code for Juergen Bonhagen's menu artwork settings
1595 * fixed bug with displaying wrong animation frame 0 after CE changes
1596 * fixed bug with creating invisible elements when light switch is on
1599 * added selection between ECS and AGA graphics for EMC levels to setup
1602 * adjusted font handling for various narrow EMC style fonts
1605 * changed EM engine behaviour back to re-allow initial rolling springs
1608 * fixed handling of over-large selectboxes (less error-prone now)
1609 * fixed bug when creating GE with walkable element under the player
1612 * added use of "Insert" and "Delete" keys to navigate element list in
1613 level editor to start of custom elements or start of group elements
1614 * added virtual elements to access CE value and CE score of elements:
1615 - "CE value of triggering element"
1616 - "CE score of triggering element"
1617 - "CE value of current element"
1618 - "CE score of current element"
1621 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1624 * changed behaviour of network games with internal errors (because of
1625 different client frame counters) from immediately terminating R'n'D
1626 to displaying an error message requester and stopping only the game
1627 (also to prevent impression of crashes under non command-line runs)
1628 * fixed playing network games with the EMC engine (did not work before)
1629 * fixed bug with not scrolling the screen in multi-player mode with the
1630 focus on player 1 when all players are moving in different directions
1631 * fixed bug with keeping pointer to gadget even after its deallocation
1632 * fixed bug with allowing "focus on all players" in network games
1633 * fixed bug with player focus when playing tapes from network games
1636 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1639 * code cleanup for game action control for R'n'D and EMC game engine
1642 * fixed bug in multi-player movement with focus on both players
1643 * added option to control only the focussed player with all input
1646 * added player focus switching to level tape recording and re-playing
1649 * fixed some bugs in player focus switching in EMC and RND game engine
1652 * added special Supaplex animations for Murphy digging and snapping
1653 * added special Supaplex animations for Murphy being bored and sleeping
1656 * added four new yam yams with explicit start direction for EMC engine
1657 * fixed bug in src/libgame/text.c with printing text outside the window
1660 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1663 * added delayed ignition of EM style dynamite when used in R'n'D engine
1664 * added limited movement range to EMC engine when focus on all players
1667 * fixed bug with missing (zero) score values for native Supaplex levels
1670 * added "continuous snapping" (snapping many elements while holding the
1671 snap key pressed, without releasing the snap key after each element)
1672 as a new player setting for more compatibility with the classic games
1675 * finished scrolling for "focus on all players" in EMC graphics engine
1678 * level sets with "levels: 0" are ignored for levels, but not artwork
1679 * fixed bug when scanning empty level group directories (endless loop)
1682 * fixed bug with explosion graphic for player using "Murphy" graphic
1683 * fixed bug with explosion graphic if player leaves explosion in time
1684 * changed some descriptive text in setup menu to use medium-width font
1685 * added key shortcut settings for switching player focus to setup menu
1688 * fixed bug with random value initialization when recording tapes
1689 * fixed bug with playing single player tapes when team mode activated
1692 * fixed little bug when trying to switch to player that does not exist
1695 * added player switching (visual and quick) to R'n'D and EM game engine
1696 * added setup option to select visual or quick in-game player switching
1699 * added use of "Home" and "End" keys to handle element list in editor
1702 * fixed bug with adding score when playing tape with EMC game engine
1703 * added steel wall border for levels using EMC engine without border
1704 * finally fixed delayed scrolling in EMC engine also for small levels
1707 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1710 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1711 * fixed bug when displaying info element without action, but direction
1714 * fixed minor graphical problems with springs smashing and slurping
1715 (when using R'n'D style graphics instead of EMC style graphics)
1718 * added scroll delay (as configured in setup) to EMC graphics engine
1721 * improved screen redraw for EMC graphics engine (faster and smoother)
1722 * when not scrolling, do not redraw the whole playfield if not needed
1725 * added multi-player mode for EMC game engine (with up to four players)
1728 * added android (can clone elements) from EMC engine to R'n'D engine
1731 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1734 * added selectbox for initial player speed to player settings in editor
1737 * version 3.1.2 created that is basically version 3.1.1, but with a
1738 major bug fixed that prevented editing your own private levels
1739 * version 3.1.2 released
1742 * added magic ball (creates elements) from EMC engine to R'n'D engine
1745 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1748 * fixed bug when using "CE can leave behind <trigger element>"
1749 * added new change condition "(after/when) creation of <element>"
1750 * added new change condition "(after/when) digging <element>"
1751 * fixed bug accessing invalid gadget that caused crashes under Windows
1752 * deactivated new possibility for multiple CE changes per frame
1755 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1758 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1759 * fixed bug with not keeping CE value for moving CEs with only action
1760 * changed CE action selectboxes in editor to be only reset when needed
1763 * added option "use artwork from element" for custom player artwork
1764 * added option "use explosion from element" for player explosions
1767 * added cascaded element lists in the level editor
1768 * added persistence for cascaded element lists by "editorcascade.conf"
1769 * added dynamic element list with all elements used in current level
1770 * added possibility for multiple CE changes per frame (experimental)
1773 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1776 * changed "score for each 10 seconds/steps left" to "1 second/step"
1777 * added own score for collecting "extra time" instead of sharing it
1778 * added change events "switched by player" and "player switches <e>"
1779 * added change events "snapped by player" and "player snaps <e>"
1780 * added "set player artwork: <element choice>" to CE action options
1781 * added change event "move of <element>"
1784 * added "set player shield: off / normal / deadly" to CE action options
1785 * added new player option "use level start element" in level editor
1786 to set the correct focus at level start to elements from which the
1787 player is created later (this did not work before for cascaded CE
1788 changes resulting in creation of the player; it is now also possible
1789 to create the player from a yam yam which is smashed at level start)
1792 * added "set player speed: frozen (not moving)" to CE action options
1793 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1796 * added new player option "block snap field" (enabled by default) to
1797 make it possible to show a snapping animation like in Emerald Mine
1800 * added dynamic selectboxes to custom element action settings in editor
1801 * added "CE value" counter for custom elements (instead of "CE count")
1802 * added option to use the last "CE value" after custom element change
1803 * added option to use the "CE value" of other elements in CE actions
1804 * fixed odd behaviour when pressing time orb in levels w/o time limit
1805 * added checkbox "use time orb bug" for older levels that use this bug
1808 * added missing configuration settings for the following elements:
1809 - EL_TIMEGATE_SWITCH (time of open time gate)
1810 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1811 - EL_SHIELD_NORMAL (time of shield duration)
1812 - EL_SHIELD_DEADLY (time of shield duration)
1813 - EL_EXTRA_TIME (time added to level time)
1814 - EL_TIME_ORB_FULL (time added to level time)
1817 * added "wind direction" as a movement pattern for custom elements
1818 * added initial wind direction for balloon / custom elements to editor
1819 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1822 * added parameters for "game of life" and "biomaze" elements to editor
1825 * added level file chunk "CONF" for generic level and element settings
1828 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1831 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1832 * added sound action ".page[1]" to ".page[32]" for each CE change page
1835 * added image config suffix ".clone_from" to copy whole image settings
1836 * fixed bug with invalid ("undefined") CE settings in old level files
1839 * fixed graphical bug with smashing elements falling faster than player
1842 * fixed major bug which prevented private levels from being edited
1843 * fixed bug with precedence of general and special font definitions
1846 * fixed graphical bug with player animation when player moves slowly
1849 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1852 * fixed bug which prevented "global.num_toons: 0" from working
1855 * major code cleanup (removed all these annoying "#if 0" blocks)
1858 * added custom element actions for CE change page in level editor
1861 * fixed music initialization bug in init.c (thanks to David Binderman)
1862 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1863 (this bug must probably be fixed at other places, too)
1866 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1867 (should be '#include <SDL.h>' instead)
1870 * fixed bug which prevented "walkable from no direction" from working
1871 (due to compatibility code overwriting this setting after loading)
1874 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1877 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1878 * version 3.1.1 released
1881 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1882 on 64-bit architecture systems with LP64 data model
1885 * fixed bug with bombs not exploding when hitting the last level line
1886 (introduced after the release of 3.1.0)
1889 * added support for dumping small-sized level sketches from editor
1892 * added recognition of "trigger element" for "change digged element to"
1893 (this is not really what the "trigger element" was made for, but its
1894 use may seem obvious for leaving back digged elements unchanged)
1897 * fixed multiple warnings about failed joystick device initialization
1900 * fixed bug with dynamite dropped on top of just dropped custom element
1901 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1902 dynamite can still be dropped, but drop key must be released before
1905 * fixed bug with wrong start directory when started from file browser
1906 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1909 * fixed bug causing "change when impact" on player not working
1910 * fixed wrong priority of "hitting something" over "hitting <element>"
1911 * fixed wrong priority of "hit by something" over "hit by <element>"
1914 * fixed graphical bug which caused the player (being Murphy) to show
1915 collecting animations although the element was collected by penguin
1918 * fixed two bugs causing wrong door background graphics in system.c
1919 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1922 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1923 * added "no direction" to "walkable/passable from" selectbox options
1926 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1927 * in tape autoplay, not only report broken, but also missing tapes
1930 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1933 * fixed small bug with "linear" animation not working for active lamp
1936 * fixed bug with moving up despite gravity due to "block last field"
1937 * fixed small bug with wrong draw offset when typing name in main menu
1938 * when reading user names from "passwd", ignore data after first comma
1939 * when creating new "levelinfo.conf", only write some selected entries
1942 * fixed displaying "imported from/by" on preview with empty string
1943 * fixed ignoring draw offset for fonts used for level preview texts
1946 * fixed a delay problem with SDL and too many mouse motion events
1947 * added setup option "skip levels" and level skipping functionality
1950 * added move speed "not moving" for non-moving CEs, but with direction
1953 * fixed mapping of obsolete element token names in "editorsetup.conf"
1954 * fixed bug with sound "acid.splashing" treated as a loop sound
1955 * fixed some little sound bugs in native EM engine
1958 * fixed small bug when dragging scrollbars to end positions
1961 * added editor element descriptions written by Aaron Davidson
1964 * improved fallback handling when configured artwork is not available
1965 (now using default artwork instead of exiting when files not found)
1968 * fixed bug on level selection screen when dragging scrollbar
1971 * fixed bug which caused broken tapes when appending to EM engine tapes
1974 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1977 * added code to replace changed artwork config tokens with other tokens
1978 (needed for backwards compatibility, so that older tokens still work)
1981 * added native R'n'D graphics for some new EMC elements in EM engine
1984 * fixed some bugs in the EM engine integration code
1985 * changed EM engine code to allow diagonal movement
1986 * changed EM engine code to allow use of separate snap and drop keys
1989 * fixed some redraw bugs when using EM engine
1992 * fixed bug with not converting RND levels which are set to use native
1993 engine to native level structure when loading
1996 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1999 * version number set to 3.2.0
2002 * level data now reset to defaults after attempt to load invalid file
2005 * added use of "editorsetup.conf" for different level sets
2008 * added auto-detection for various types of Emerald Mine level files
2011 * fixed bug with scrollbars getting too small when list is very large
2014 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
2017 * added most level editor configuration gadgets for new EMC elements
2020 * added more element and graphic definitions for new EMC elements
2023 * modified native EM engine to use integrated R'n'D sound system
2026 * added SDL support to graphics functions in native EM engine
2027 (by always using generic libgame interface functions)
2030 * fixed bug in frame synchronization in native EM engine
2033 * added code to convert levels between R'n'D and native EM engine
2036 * new Emerald Mine engine can now play levels selected in main menu
2039 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
2040 (which creates scaled down graphics for level editor and preview);
2041 there's still a memory leak somewhere in the artwork handling code
2042 * added "scale image up" functionality to X11 version of zoom function
2045 * first attempts to integrate new, native Emerald Mine Club engine
2048 * fixed bug in gadget code which caused reset of CEs in level editor
2049 (example: pressing 'b' [grab brush] on CE config page erased values)
2050 (solution: check if gadgets in ClickOnGadget() are really mapped)
2051 * improved level change detection in editor (settings now also checked)
2052 * fixed bug with "can move into acid" and "don't collide with" state
2055 * fixed maze runner style CEs to use the configured move delay value
2058 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2061 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2062 * fixed the above fix because it broke level set "machine" (*sigh*)
2063 * fixed random element placement in level editor to work as expected
2064 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2067 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2070 * fixed bug (missing array boundary check) which caused broken tapes
2071 * fixed bug (when loading level template) which caused broken levels
2072 * fixed bug with new block last field code when using non-yellow player
2075 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2076 * internal change of how the player blocks the last field when moving
2077 * fixed blocking delay of last field for EM and SP style block delay
2078 * fixed bug where the player had to wait for the usual move delay after
2079 unsuccessfully trying to move, when he directly could move after that
2080 * the last two changes should make original Supaplex level 93 solvable
2081 * improved use of random number generator to make it less predictable
2082 * fixed behaviour of slippery SP elements to let slip left, then right
2085 * fixed bug with wrong door state after trying to quickload empty tape
2086 * fixed waste of static memory usage of the binary, making it smaller
2087 * fixed very little graphical bug in Supaplex explosion
2090 * version number set to 3.1.1
2093 * version 3.1.0 released
2096 * fixed bug with crash when writing user levelinfo.conf the first time
2099 * added option "convert LEVELDIR [NR]" to command line batch commands
2100 * re-converted Supaplex levels to apply latest engine fixes
2101 * changed "use graphic/sound of element" to "use graphic of element"
2102 due to compatibility problems with some levels ("bug machine" etc.)
2105 * fixed bug with CE change replacing player with same or other player
2108 * fixed bug with opaque font in envelope with background graphic when
2109 background graphic is not transparent itself
2112 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2113 * corrected original Supaplex level loading code to use these new ports
2114 * also corrected Supaplex loader to auto-count infotrons if set to zero
2117 * fixed bug with missing initialization of "modified" flag for GEs
2120 * fixed bug that caused endless recursion loop when relocating player
2121 * fixed tape recorder bug in "step mode" when using "pause before end"
2122 * fixed tape recorder bug when changing from "warp forward" mode
2125 * fixed bug with "when touching" for pushed elements at last position
2128 * fixed bug that caused two activated toolbox buttons in level editor
2129 * fixed bug with exploding dynabomb under player due to other explosion
2132 * fixed bug with creating walkable custom element under player (again)
2133 * fixed bug with not copying explosion type when copying CEs in editor
2134 * fixed graphical bug when drawing player in setup menu (input devices)
2135 * fixed graphical bug when the player is pushing an accessible element
2136 * fixed bug with classic switchable elements triggering CE changes
2137 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2138 * fixed crash bug when CE leaves behind the trigger player element
2141 * fixed bug with broken tubes after placing/exploding dynamite in them
2142 * fixed bug with exploding dynamite under player due to other explosion
2143 * fixed bug with not resetting push delay under certain circumstances
2146 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2147 * added network multiplayer code for Windows (thanks to Niko Böhm)
2150 * added option "reachable despite gravity" for gravity movement
2151 * changed gravity movement of most classic walkable and passable
2152 elements back to "not reachable" (for compatibility reasons)
2155 * fixed (removed) "indestructible" / "can explode" dependency in editor
2156 * fixed (removed) "accessible inside" / "protected" dependency
2157 * fixed (removed) "step mode" / "shield time" dependency
2160 * fixed dynabombs exploding now into anything diggable
2161 * fixed Supaplex style gravity movement into buggy base now impossible
2162 * added pressing key "space" as valid action to select menu options
2165 * added "replace when walkable" to relocate player to walkable element
2166 * added "enter"/"leave" event for elements affected by relocation
2167 * fixed "direct"/"indirect" change order also for "when change" event
2168 * fixed graphical bug when pushing things from elements walkable inside
2171 * fixed graphic bug when player is snapping while moving in old levels
2172 * fixed bug when a moving custom element leaves a player element behind
2173 * fixed bug with mole not disappearing when moving into acid pool
2174 * fixed bug with incomplete path setting when using "--basepath" option
2175 * moving CE can now leave walkable elements behind under the player
2176 * when relocating, player can be set on walkable element now
2177 * fixed another gravity movement bug
2180 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2183 * added "collectible" and "removable" to extended replacement types
2184 (where "removable" replaces "diggable" and "collectible" elements)
2185 * added "collectible & throwable" (to throw element to the next field)
2186 * fixed bug with CEs digging elements that are just about to explode
2187 * changed mouse cursor now always being visible when game is paused
2190 * added possibility to push/press accessible elements from a side that
2192 * fixed bug with not setting actual date when appending to tape
2195 * fixed bug with incorrectly initialized custom element editor graphics
2198 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2199 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2202 * fixed bug with destroyed robot wheel still attracting robots forever
2203 * fixed bug with time gate switch deactivating after robot wheel time
2204 (while the time gate itself is not affected by this misbehaviour)
2205 * changed behaviour of BD style amoeba to always get blocked by player
2206 (before it was different when there were non-BD elements in level)
2207 * fixed bug with player destroying indestructable elements with shield
2210 * added option to make growing elements grow into anything diggable
2211 (for the various amoeba types, biomaze and "game of life")
2214 * fixed bug with movable elements not moving after left behind by CEs
2215 * changed gravity movement to anything diggable, not only sand/base
2216 * optionally allowing passing to walkable element, not only empty space
2217 * added option "can pass to walkable element" for players
2218 * finally fixed gravity movement (hopefully)
2221 * fixed bug with movable elements not moving anymore after falling down
2224 * fixed another bug with custom elements digging and leaving elements
2225 * fixed bug with "along left/right side" and automatic start direction
2226 * trigger elements now also displayed when "more custom" deactivated
2227 * fixed bug with clipboard element initialized when loading new level
2228 * added option "drop delay" to set delay before dropping next element
2231 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2234 * added copy and paste functions for custom change pages
2235 * enhanced graphical display and functionality of tape recorder
2236 * fixed bug with custom elements digging and leaving elements
2239 * added move speed faster than "very fast" for custom elements
2240 * fixed bug with 3+3 style explosions and missing border content
2241 * fixed little bug when copying custom elements in the editor
2242 * enhanced custom element changes by more side trigger actions
2245 * added option "no scrolling when relocating" for instant teleporting
2246 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2249 * added trigger element and trigger player to use as target elements
2250 * added copy and paste functions for custom and group elements
2253 * fixed graphical bug when displaying explosion animations
2254 * fixed bug when appending to tapes, resulting in broken tapes
2255 * re-recorded a few tapes broken by fixing gravity checking bug
2258 * "can move into acid" property now for all elements independently
2259 * "can fall into acid" property for player stored in same bitfield now
2260 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2261 * version number set to 3.1.0 (finally!)
2264 * changed tape recording to only record input, not programmed actions
2267 * fixed totally broken (every 8th frame skipped) step-by-step recording
2268 * fixed bug with requester not displayed when quick-loading interrupted
2269 * added option "can fall into acid (with gravity)" for players
2270 * fixed bug with player not falling when snapping down with gravity
2273 * fixed bug which messed up key config when using keypad number keys
2276 * fixed bug which allowed moving upwards even when gravity was active
2277 * fixed bug with missing error handling when dumping levels or tapes
2280 * added different colored editor graphics for Supaplex gravity tubes
2283 * fixed bug that allowed solvable tapes for unsolvable levels
2286 * use unlimited number of droppable elements when "count" set to zero
2287 * added option to use step limit instead of time limit for level
2290 * added player and change page as trigger for custom element change
2293 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2296 * fixed bug with dark yamyam changing to acid when moving over acid
2297 * fixed handling of levels with more than 999 seconds level time
2298 (example: level 76 of "Denmine")
2301 * "spring push bug" reintroduced as configurable element property
2302 * fixed bug with missing properties for "mole"
2303 * fixed bug that showed up when fixing the above "mole" properties bug
2304 * added option "can move into acid" for all movable elements
2305 * fixed graphical bug for elements moving into acid
2306 * changed event handling to handle all pending events before going on
2309 * fixed bug which caused all CE change pages to be ignored which had
2310 the same change event, but used a different element side
2311 (reported by Simon Forsberg)
2313 * fixed bug which caused elements that can move and fall and that are
2314 transported by a conveyor belt to continue moving into that direction
2315 after leaving the conveyor belt, regardless of their own movement
2316 type; only elements which can not move are transported now
2317 (reported by Simon Forsberg)
2319 * fixed bug which could cause an array overflow in RelocatePlayer()
2320 (reported by Niko Böhm)
2322 * changed Emerald Mine style "passable / over" elements to "protected"
2323 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2325 * added new option to select from which side a "walkable/passable"
2326 element can be entered
2329 * added explosion and ignition delay for elements that can explode
2332 * fixed bug which caused player not being protected against enemies
2333 when a CE was "walkable / inside" and was not "indestructible"
2334 * added "walkable/passable" fields to be "protected/unprotected"
2335 against enemies, even if not accessible "inside" but "over/under"
2338 * corrected move pattern to 32 bit and initial move direction to 8 bit
2341 * added second custom element base configuration page
2344 * added some special EMC mappings to Emerald Mine level loader
2345 (also covering previously unknown element in level 0 of "Bondmine 8")
2348 * added option to block last field when player is moving (for Supaplex)
2349 * adjusted push delay of Supaplex elements
2350 * removed delays for envelopes etc. when replaying with maximum speed
2351 * fixed bug when dropping element on a field that just changed to empty
2354 * fixed bug: infotrons can now smash yellow disks
2355 * fixed bug: when gravity active, port above player can now be entered
2356 * removed "one white dot" mouse pointer which irritated some people
2359 * added "choice type" for group element selection
2362 * fixed bug with initial invulnerability of non-yellow player
2365 * added level loader for loading native Supaplex packed levels
2366 (including multi-part levels like the "splvls99" levels)
2369 * fixed bug which allowed creating emeralds by escaping explosions
2372 * custom elements can change (limited) or leave (unlimited) elements
2373 * finally added multiple matches using group elements
2374 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2377 * added new start movement type "previous" for continued CE movement
2378 * added new start movement type "random" for random CE movement start
2381 * added new element "sokoban_field_player" needed for Sokoban levels
2382 (thanks to Ed Booker for pointing this out!)
2385 * added elements that can be digged or left behind by custom elements
2388 * added group elements for multiple matches and random element creation
2391 * fixed some graphical errors displayed in old levels
2394 * fixed wrong double speed movement after passing closing gates
2397 * added level loader for loading native Emerald Mine levels
2400 * changes for "shooting" style CE movement
2403 * Happy New Year! ;-)
2406 * changed default snap/drop keys from left/right Shift to Control keys
2409 * fixed bug with dead player getting reanimated from custom element
2412 * fixed bug with wrong penguin graphics (when entering exit)
2415 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2418 * version number set to 3.0.9
2421 * version 3.0.8 released
2424 * added function checked_free()
2427 * fixed bug with double nut cracking sound
2428 (by eliminating "default element action sound" assignment in init.c)
2431 * fixed crash when no music info files are available
2434 * fixed boring and sleeping sounds
2437 * added "maze runner" and "maze hunter" movement types
2438 * added extended collision conditions for custom elements
2441 * added warnings for undefined token values in artwork config files
2444 * added menu entry for level set information to the info screen
2447 * fixed bug with wrong default impact sound for colored emeralds
2450 * added several sub-screens for the info screen
2451 * menu text now also clickable (not only blue/red sphere left of it)
2454 * added configurable "bored" and "sleeping" animations for the player
2455 * added "awakening" sound for player when waking up after sleeping
2458 * added "copy" and "exchange" functions for custom elements to editor
2461 * added configurable element animations for info screen
2464 * added configurable music credits for info screen
2467 * finally fixed tape recording when player is created from CE change
2470 * added "editorsetup.conf" for editor element list configuration
2473 * added "musicinfo.conf" for menu and level music configuration
2476 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2477 (that only showed up on Linux, but not on Windows systems)
2480 * fixed turning movement of butterflies and fireflies (no frame reset)
2481 * enhanced sniksnak turning movement (two steps instead of only one)
2484 * version number set to 3.0.8
2487 * version 3.0.7 released
2490 * fixed reset of player animation frame when, for example,
2491 walking, digging or collecting share the same animation
2492 * fixed CE with "deadly when touching" exploding when touching amoeba
2495 * fixed tape recording when player is created from CE element change
2498 * introduced "turning..." action graphic for elements with move delay
2499 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2500 * added turning animations for bug, spaceship and sniksnak
2503 * prevent "extended" changed elements from delay change in same frame
2506 * fixed bug when pushing element that can move away to the side
2507 (like pushing falling elements, but now with moving elements)
2510 * finally fixed serious bug in code for delayed element pushing (again)
2513 * unavailable setup options now marked as "n/a" instead of "off"
2514 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2515 to "true", levels are always played with the latest game engine,
2516 which is desired for levels that are imported from other games; all
2517 other levels are played with the engine version stored in level file
2518 (which is normally the engine version the level was created with)
2521 * fixed serious bug in code for delayed element pushing
2522 * fixed little bug in animation frame selection for pushed elements
2523 * speed-up of reading config file for verbose output
2526 * added configuration option for opening and closing Supaplex exit
2527 * added configuration option for moving up/down animation for Murphy
2528 * fixed incorrectly displayed animation for attacking dragon
2529 * fixed bug with not setting initial gravity for each new game
2530 * fixed bug with teleportation of player by custom element change
2531 * fixed bug with player not getting smashed by rock sometimes
2534 * version number set to 3.0.7
2537 * version 3.0.6 released
2540 * added support for MP3 music for SDL version through SMPEG library
2543 * fixed bug when initializing font graphic structure
2544 * fixed bug with animation mode "pingpong" when using only 1 frame
2545 * fixed bug with extended change target introduced in 3.0.5
2546 * fixed bug where passing over moving element doubles player speed
2547 * fixed bug with elements continuing to move into push direction
2548 * fixed bug with duplicated player when dropping bomb with shield on
2549 * added "switching" event for custom elements ("pressing" only once)
2550 * fixed switching bug (resetting flag when not switching but not idle)
2553 * fixed element tokens for certain file elements with ".active" etc.
2556 * version number set to 3.0.6
2559 * version 3.0.5 released
2562 * now four envelope elements available
2563 * font, background, animation and sound for envelope now configurable
2564 * main menu doors opening/closing animation type now configurable
2567 * active/inactive sides configurable for custom element changes
2568 * new movement type "move when pushed" available for custom elements
2571 * fixed bug in multiple config pages loader code that caused crashes
2574 * enhanced (remaining low-resolution) Supaplex graphics
2577 * version number set to 3.0.5
2580 * version 3.0.4 released
2582 2003-09-12 src/tools.c
2583 * fixed bug in custom definition of crumbled element graphics
2585 2003-09-11 src/files.c
2586 * fixed bug in multiple config pages code that caused crashes
2589 * version number set to 3.0.4
2592 * version 3.0.3 released
2595 * added music to Supaplex classic level set
2597 2003-09-07 src/libgame/misc.c
2598 * added support for loading various music formats through SDL_mixer
2600 2003-09-06 (various source files)
2601 * fixed several nasty bugs that may have caused crashes on some systems
2602 * added envelope content which gets displayed when collecting envelope
2603 * added multiple change event pages for custom elements
2605 2003-08-24 src/game.c
2606 * fixed problem with player animation when snapping and moving
2608 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2609 * fixed problem with flickering when drawing toon animations
2611 2003-08-23 src/libgame/sdl.c
2612 * fixed problem with setting mouse cursor in SDL version in fullscreen
2614 2003-08-23 src/game.c
2615 * fixed bug (missing array boundary check) which could crash the game
2618 * version number set to 3.0.3
2621 * version 3.0.2 released
2623 2003-08-21 src/game.c
2624 * fixed bug with creating inaccessible elements at player position
2626 2003-08-20 src/init.c
2627 * fixed bug with not finding current level artwork directory
2629 2003-08-20 src/files.c
2630 * fixed bug with choosing wrong engine version when playing tapes
2631 * fixed bug with messing up custom element properties in 3.0.0 levels
2634 * version number set to 3.0.2
2637 * version 3.0.1 released
2639 2003-08-17 (no source files affected)
2640 * changed all "classic" PCX image files with 16 colors or less to
2641 256 color (8 bit) storage format, because the Allegro game library
2642 cannot handle PCX files with less than 256 colors (contributed
2643 graphics are not affected and might look wrong in the DOS version)
2645 2003-08-16 src/init.c
2646 * fixed bug which (for example) crashed the level editor when defining
2647 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2648 (only set to default) -- invalid graphics now set to default graphic
2650 2003-08-16 src/init.c
2651 * fixed graphical bug of player digging/collecting/snapping element
2652 when no corresponding graphic/animation is defined for this action,
2653 resulting in player being drawn as EL_EMPTY (which should only be
2654 done to elements being collected, but not to the player)
2656 2003-08-16 src/game.c
2657 * fixed small graphical bug of player not totally moving into exit
2659 2003-08-16 src/libgame/setup.c
2660 * fixed bug with wrong MS-DOS 8.3 filename conversion
2662 2003-08-16 src/tools.c
2663 * fixed bug with invisible mouse cursor when pressing ESC while playing
2665 2003-08-16 (various source files)
2666 * added another 128 custom elements (disabled in editor by default)
2668 2003-08-16 src/editor.c
2669 * fixed NULL string bug causing Solaris to crash in sprintf()
2671 2003-08-16 src/screen.c
2672 * fixed drawing over scrollbar on level selection with custom fonts
2674 2003-08-15 src/game.c
2675 * cleanup of simple sounds / loop sounds / music settings
2677 2003-08-08 (various source files)
2678 * added custom element property for dropping collected elements
2680 2003-08-08 src/conf_gfx.c
2681 * fixed bug with missing graphic for active red disk bomb
2683 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2684 * extended variable "level.gravity" to "level.initial_gravity" and
2685 "game.current_gravity" to prevent level setting from being changed
2686 by playing the level (keeping the runtime value after playing)
2688 * fixed graphics bug when digging element that has 'crumbled' graphic
2689 definition, but not 'diggable' graphic definition
2692 * version number set to 3.0.1
2695 * version 3.0.0 released
2698 * various bug fixes; among others:
2699 - fixed bug with pushing spring over empty space
2700 - fixed bug with leaving tube while placing dynamite
2701 - fixed bug with explosion of smashed penguins
2702 - allow Murphy player graphic in levels with non-Supaplex elements
2706 * I have forgotten to document changes for some time
2709 * pre-release version 2.2.0rc1 released
2711 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2712 * Level series artwork now configurable via level series config file.
2713 "levelinfo.conf" may now contain directives "graphics_set",
2714 "sounds_set" and "music_set" to select artwork sets which are
2715 globally defined or which are included into other level series.
2718 * version number set to 2.1.2
2721 * version 2.1.1 released
2723 2002-08-10 src/libgame/system.h
2724 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2725 and keypad enter key -- Macs seem not to distinguish between left
2726 and right modifier keys (both generate scan code for left key). :-(
2728 2002-08-10 src/libgame/sound.c
2729 * Fixed small NetBSD compilation bug.
2730 Thanks to Adam Ciarcinski for the bug report.
2732 2002-08-10 src/libgame/sound.c
2733 * Added support for audio device "/dev/sound/dsp" (devfs).
2734 Thanks to Christoph Bauer for the corresponding report.
2736 2002-08-10 src/libgame/sound.c
2737 * Bug fixed that caused regular crashes under SDL/Windows version.
2738 Mixer_InsertSound(): Always stop music before playing new music,
2739 else "mixer_active_channels" can get fucked up.
2740 Thanks to Keith Peterston for the bug report.
2743 * version number set to 2.1.1
2746 * version 2.1.0 released
2748 2002-05-31 src/libgame/image.c
2749 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2750 and "image" after converting loaded PCX image file to X11 Pixmap.
2751 This really showed up when reloading custom artwork several times.
2753 2002-05-20 src/libgame/sound.c
2754 * added support for 16 bit WAV sound files
2757 * version number set to 2.1.0
2759 2002-04-03 to 2002-05-19 (various source files)
2760 * graphics, sounds and music now fully configurable
2761 * bug fixed that prevented walking through tubes when gravity on
2762 * added support for TrueColor PCX graphics files
2763 * enhanced sound system (especially regarding stereo and loop sounds)
2765 2002-04-02 src/events.c, src/editor.c
2766 * Make Escape key less aggressive when playing or when editing level.
2767 This can be configured as an option in the setup menu. (Default is
2768 "less aggressive" which means "ask user if something can be lost"
2769 when pressing the Escape key.)
2771 2002-04-02 src/screen.c
2772 * Added "graphics setup" screen.
2774 2002-04-01 src/screen.c
2775 * Changed "choose level" setup screen stuff to be more generic (to
2776 make it easier to add more "choose from generic tree" setup screens).
2778 2002-04-01 src/config.c, src/timestamp.h
2779 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2780 automatically gets created by "src/Makefile" and contains an actual
2781 compile-time timestamp to identify development versions of the game).
2783 2002-04-01 src/libgame/misc.c
2784 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2785 for orthogonality. When really needed, this function must be
2786 extended accordingly (analog to "getKeyFromX11KeyName()").
2788 2002-04-01 src/libgame/setup.c
2789 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2790 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2791 (This was needed for custom key setup handling in "src/screens.c".)
2793 2002-03-31 src/tape.c, src/events.c
2794 * Added quick game/tape save/load functions to tape stuff which can be
2795 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2796 loads previously recorded tape and directly goes into recording mode
2797 from the end of the tape (therefore appending to the tape).
2799 2002-03-31 src/tape.c
2800 * Added "index mark" function to tape recorder. When playing or
2801 recording, "eject" button changes to "index" button. Setting index
2802 mark is not yet implemented, but pressing index button when playing
2803 allows very quick advancing to end of tape (when normal playing),
2804 very fast forward mode (when playing with normal fast forward) or
2805 very fast reaching of "pause before end of tape" (when playing with
2806 "pause before end" playing mode).
2808 2002-03-30 src/cartoons.c
2809 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2811 2002-03-30 src/libgame/toons.c
2812 * New libgame source file "toons.c" for the program independant part
2815 2002-03-29 src/screen.c
2816 * Changed setup screen stuff to be more generic (to make it easier
2817 to add more setup screens).
2819 2002-03-29 src/libgame/setup.c
2820 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2821 with level sub-directories are recognized, but also directories
2822 that directly contain level files.
2824 2002-03-29 src/libgame/sound.c
2825 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2826 (This was a bug that showed up only when in mono audio mode.)
2828 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2829 * Changed image loading code to not exit on error, but set error by
2830 using "SetError()" accordingly. Image loading errors must now be
2831 catched by above layers (src/init.c for example).
2833 2002-03-24 src/libgame/misc.c
2834 * New functions "SetError()" and "GetError()" to provide more
2835 flexible error handling.
2837 2002-03-23 src/main.c, src/main.h
2838 * Various changes due to the introduction of the new libgame files
2839 "setup.c" and "joystick.c".
2841 2002-03-23 src/files.c
2842 * Generic parts of "src/files.c" (mainly setup and level directory
2843 stuff) moved to new libgame file "src/libgame/setup.c".
2845 2002-03-23 src/joystick.c
2846 * File "src/joystick.c" moved to libgame source tree, with
2847 correspondig changes.
2849 2002-03-23 src/libgame/system.c, src/libgame/system.h
2850 * Various changes due to the introduction of the new files "setup.c"
2853 2002-03-23 src/libgame/setup.c
2854 * New libgame source file "setup.c" that contains now most setup and
2855 level directory stuff previously handled in "src/files.c".
2857 2002-03-23 src/libgame/joystick.c
2858 * New libgame source file "joystick.c" that contains now all joystick
2859 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2861 2002-03-22 src/screens.c
2862 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2863 (Wrong level series information displayed when entering main group.)
2865 2002-03-22 src/editor.c
2866 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2868 2002-03-22 src/editor.c
2869 * Changed behaviour of "Escape" key in level editor to be more
2870 intuitive: When in "Element Properties" or "Level Info" mode,
2871 return to "Drawing Mode" instead of leaving the level editor.
2873 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2874 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2875 to specify alternative sound and music directories. (The former
2876 shortcut "-s" for "--serveronly" has changed accordingly.)
2878 2002-03-22 src/libgame/gadgets.c
2879 * Added new gadget events for displaying gadget info texts:
2880 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2881 the info text callback function was only called when entering
2882 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2883 was never erased. This can now be done by checking the event type
2884 in the info callback function.
2886 2002-03-21 src/game.c, src/editor.c, src/files.c
2887 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2888 gems (emeralds, diamonds, ...) slipping down from normal wall,
2889 steel wall and growing wall (as in E.M.C. style levels). Although
2890 the behaviour of contributed and private levels wasn't changed (due
2891 to the use of "level.game_version"; see previous entry), editing
2892 those levels will (of course) change the behaviour accordingly.
2894 This change seems a bit too hard after thinking about it, because
2895 the EM style behaviour is not the "expected" behaviour (gems would
2896 normally only slip down from "rounded" walls). Therefore this was
2897 now changed to an element property for gem style elements, with the
2898 default setting "off" (which means: no special EM style behaviour).
2899 To fix older converted levels, this flag is set to "on" for pre-2.0
2900 levels that are neither contributed nor private levels.
2902 2002-03-20 src/files.h
2903 * Corrected settings for "level.game_version" depending of level type.
2904 (Contributed and private levels always get played with game engine
2905 version they were created with, while converted levels always get
2906 played with the most recent version of the game engine, to let new
2907 corrections of the emulation behaviour take effect.)
2909 2002-03-20 src/main.h
2910 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2911 compiling the SDL version on some systems.
2912 Thanks to the several people who pointed this out.
2914 2002-03-20 src/libgame/gadgets.c
2915 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2916 this caused problems especially on PowerPC architecture (although
2917 it is wrong on i386 and other architectures, too)
2919 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2920 * Added support for loading and displaying true-color PCX files.
2922 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2923 * Added command line option "-g" / "--graphics" to specify an
2924 alternative graphics directory.
2927 * Version number set to 2.0.2.
2930 * Version 2.0.1 released.
2932 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2933 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2934 to libgame source files; needed for SDL fullscreen bug workaround
2937 2002-03-18 src/screens.c
2938 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2940 2002-03-18 src/files.c [src/libgame/misc.c]
2941 * Moved some common functions from src/files.c to src/libgame/misc.c.
2943 2002-03-18 src/files.c [src/libgame/misc.c]
2944 * Changed permissions for new directories and saved files (especially
2945 score files) according to suggestions of Debian users and mantainers.
2946 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2948 2002-03-18 src/libgame/misc.c [src/files.c]
2949 * Moved some common functions from src/files.c to src/libgame/misc.c.
2951 2002-03-18 src/libgame/misc.c [src/files.c]
2952 * Changed permissions for new directories and saved files (especially
2953 score files) according to suggestions of Debian users and mantainers.
2954 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2956 2002-03-17 src/files.c
2957 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2958 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2959 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2960 for levels and "TAPE" for tapes). Old "cookie" style format is
2961 still supported for reading. New level and tape files are written
2964 * New IFF chunk "VERS" contains version numbers for file and game
2965 (where "game version" is the version of the program that wrote the
2966 file, and "file version" is a version number to distinguish files
2967 with different format, for example after adding new features).
2969 2002-03-17 src/libgame/sound.c
2970 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2971 even when sound not available.
2972 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2974 2002-03-15 src/screen.c
2975 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2976 (Before, you heard a mixture of the in-game music and the
2977 hall-of-fame music.)
2979 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2980 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2981 /dev/audio (ulaw) based Unix audio interface).
2982 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2984 2002-03-15 src/libgame/sdl.c
2985 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2986 in the currently actual version 1.2.3) by using "standard" screen
2987 resolutions like 800x600 and mapping all input (mouse events) and
2988 output (screen drawing) accordingly.
2990 2002-03-14 src/events.c
2991 * Function "DumpTape()" (files.c) now available by pressing 't' from
2992 main menu (when in DEBUG mode).
2994 2002-03-14 src/game.c
2995 * "GameWon()": When game was won playing a tape, now there is no delay
2996 raising the score and no corresponding sound is played.
2998 2002-03-14 src/files.c
2999 * Changed "LoadTape()" for real chunk support and also adjusted
3000 "SaveTape()" accordingly.
3002 2002-03-14 src/game.c, src/tape.c, src/files.c
3003 * Important changes to tape format: The old tape format stored all
3004 actions with a real effect with a corresponding delay between the
3005 stored actions. This had some major disadvantages (for example,
3006 push delays had to be ignored, pressing a button for some seconds
3007 mutated to several single button presses because of the non-action
3008 delays between two action frames etc.). The new tape format just
3009 stupidly records all device actions and replays them later. I really
3010 don't know why I haven't solved it that way before?! Old-style tapes
3011 (with tape file version less than 2.0) get converted to the new
3012 format on-the-fly when loading and can therefore still be played;
3013 only some minor parts of the old-style tape handling code was needed.
3014 (A perfect conversion is not possible, because there is information
3015 missing about the device actions between two action frames.)
3017 2002-03-14 src/files.c
3018 * New function "DumpTape()" to dump the contents of the current tape
3019 in a human readable format.
3021 2002-03-14 src/game.c
3022 * Small tape bug fixed: When automatically advancing to next level
3023 after a game was won, the tape from the previous level still was
3024 loaded as a tape for the new level.
3026 2002-03-14 src/tape.c
3027 * Small graphical bug fixed: When pressing ""Record" or "Play" on
3028 tape, cartoons did not get completely removed because
3029 StopAnimation() was not called.
3031 2002-03-13 src/files.c
3032 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
3033 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
3034 size even when using 16-bit elements). Added new chunk "CNT2" for
3035 16-bit amoeba content (previously written in 8-bit field in "HEAD"
3036 chunk even when content was 16-bit element). "CNT2" should now be
3037 able to store content for arbitrary elements (up to eight blocks of
3038 3 x 3 element arrays). All "CNT2" elements will always be stored as
3039 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
3041 2002-03-13 src/files.c
3042 * Changed "LoadLevel()" for real chunk support.
3044 2002-03-12 src/game.c
3045 * Fixed problem (introduced after 2.0.0 release) with penguins
3046 not getting killed by enemies
3048 2002-02-28 src/libgame/sound.c
3049 * Fixed small problem with new SDL_Mixer 1.2.1:
3050 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
3051 or it has no effect.
3053 2002-02-24 src/game.c, src/main.h
3054 * Added "player->is_moving"; now "player->last_move_dir" does
3055 not contain any information if the player is just moving at
3057 Before, "player->last_move_dir" was misused for this purpose
3058 for the robot stuff (robots don't kill players when they are
3059 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3060 broke tapes when walking through pipes!
3061 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3062 in a continuous movement. This fact is ignored for friends and