2 * error file set to unbuffered to prevent truncation in case of crashes
5 * fixed bug causing wrong screen updates while playing (whole screen
6 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
7 * fixed nasty (typo) bug in native EM engine causing broken player
8 graphics when using different (redefined) playfield size
11 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
12 to be displayed incorrectly (with broken scaling) when switching
13 between small and normal game graphics (thanks a lot to filbo for
14 analyzing and describing how to exactly reproduce this bug)
17 * removed MS-DOS support
18 * removed native X11 support (X11 now only supported via SDL/SDL2)
21 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
24 * fixed level redraw after quick-loading tape with small tile graphics
27 * added compatibility code for existing request door animation settings
30 * added ultra-generic, ultra-flexible request door animation handling
33 * fixed major bugs in handling single-player and multi-player tapes
34 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
37 * fixed various problems with playfield and requester/tape/editor doors
38 defined to be at non-standard screen positions in artwork config file
41 * added envelope style requester dialog (alternative to door requester)
44 * fixed problems with window scaling and updating related setup value
45 * added setup option to select anti-aliasing quality of scaled windows
48 * improved speed of displaying progress when loading levels and artwork
49 * changed fullscreen and window scaling changes in setup menu to have
50 immediate effect (instead of being effective after leaving setup menu)
53 * fixed toons stopping on continuous touch events on Mac OS X
56 * fixed bug when displaying game envelope with even sized playfield
57 * added graphic configuration options for request (dialog) buttons
60 * fixed some redraw bugs with window scaling under Mac OS X
63 * fixed problems with window scaling and updating related setup value
66 * fixed problems related to fullscreen switching and window scaling
69 * fixed inconsistent custom artwork constants numbering in src/main.h,
70 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
71 (this bug caused custom artwork definition to set wrong variable)
74 * fixed using fullscreen mode on Android instead of pseudo-window mode
75 * fixed keeping desktop fullscreen mode when changing viewport size
78 * fixed remaining text input problems for non-ASCII keys with modifier
79 * added window scaling options to graphics setup menu
82 * fixed key code problems with certain keys for SDL2
83 (keypad keys not being in numerical order; number of function keys)
84 * fixed text input problems for text characters using modifier keys
87 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
90 * fixed graphical bugs when using renderer/texture based graphics
93 * fixed playing certain sounds (menu navigation sound and counting
94 score sound after solving a level) when "normal sounds" are disabled
97 * continued porting Rocks'n'Diamonds to Android (levels now playable)
100 * added SDL2 renderer/texture based graphics frame handling to allow for
101 "desktop" style fullscreen mode and scaling of game screen/window
104 * removed limitation of artwork files to selected file types (this means
105 that every file type supported by SDL_image and SDL_mixer can be used)
106 * changed default graphics from PCX to PNG (needed for Android version
107 to prevent painfully slow image loading, although not compressing PCX
108 files in the assets directory of the APK package might also work fine)
109 * fixed bug with SDL_BlitSurface creating garbage when source and target
110 surface are the same (this bug also existed in versions of SDL 1.2.x)
113 * started porting Rocks'n'Diamonds to Android (already shows main menu)
116 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
119 * version number set to 3.3.1.3
122 * version 3.3.1.2 released
125 * improved error handling: display error message on screen (not only in
126 the error file or on the console), and display path of the error file
129 * fixed problem with R'n'D restarting with same level set that may have
130 caused a problem (and therefore failing again and again); after an
131 error, the last level set is now deactivated in file "levelsetup.conf"
132 to restart with default level set (which should work without error)
135 * fixed determining main game data directory on Mac OS X "Mavericks"
138 * version number set to 3.3.1.2
141 * version 3.3.1.1 released
144 * added scripts directory to distribution package to enable building
145 element definitions after editing artwork config source code files
148 * added volume controls for sounds, loops and music to sound setup
151 * version number set to 3.3.1.1
154 * version 3.3.1.0 released
157 * version number set to 3.3.1.0
160 * fixed display of level time switching from ascending to descending
161 when making use of the "time orb bug" (see element setting in editor)
162 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
163 * fixed graphics performance problems (especially on Mac OS X) by using
164 whole-playfield redraw on SDL target, while still using the previous
165 single-tile redraw method on X11 target (using redraw tiles threshold)
168 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
169 (by replacing all "long" types by "int" types)
172 * fixed nasty bug (affecting crumbled graphics) after adding new special
173 graphics suffix ".TAPE" (and messing some things up in src/main.c)
176 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
177 (this caused fonts in envelope config in level editor being invisible)
180 * fixed some problems with half tile size and even tile sized playfields
183 * added level selection screen (when clicking on main menu level number)
184 * added level tracing (played, solved) for use in level selection screen
185 (to display already played or solved levels in different font color)
188 * added alternative game mode for playing with half size playfield tiles
189 * fixed another memory violation bug in the native Supaplex game engine
190 (this potential memory bug was also in the original Megaplex code, but
191 apparently only occured under rare conditions triggered by using the
192 additional added preceding playfield memory area to make a few strange
193 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
194 solvable (this all worked fine in the classic DOS version, of course))
197 * added graphics performance optimization to native Supaplex game engine
198 * fixed bug with accidentally removing preceding buffer in SP engine
199 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
200 (to prevent compatibility mapping of these newer graphics to older
201 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
204 * added separately configurable game panel background to graphics config
205 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
208 * added tape panel graphics and screen positions to graphics config
211 * added compatibility stuff for redefined "global.door" (which affects
212 all parts of that image that have their own graphics definition now)
215 * added sound button graphics to graphics config
218 * added tape button graphics and screen positions to graphics config
221 * improved single step mode in R'n'D, EM and SP engines
224 * version number set to 3.3.0.2
227 * version 3.3.0.1 released
230 * added configurable key shortcuts for snap+direction player actions
231 (probably most useful for recording tool-assisted speedrun (TAS)
232 tapes using the single-step mode of the tape recorder)
235 * version number set to 3.3.0.1
238 * version 3.3.0.0 released
241 * fixed missing memory allocation in SP engine when saving engine data
242 for non-SP game engine snapshots (which also stores SP engine part)
245 * fixed problem with scrolling in native EM engine in multi-user mode
246 (this bug was just introduced with the experimental viewport stuff)
247 * fixed animation of splashing acid in EM engine with classic artwork
248 * fixed animation of cracking nut in EM engine with classic artwork
249 * fixed (implemented) single step mode in native EM and SP engines
250 * fixed "latest_engine" flag in classic levels (moved to single sets)
251 * updated SDL library DLLs for Windows to the latest release versions
252 (this fixed some mysterious crashes of the game on Windows systems)
253 * replaced EM and SP set in classic level set with native level files
254 * finally added a newly written "CREDITS" file to the game package
255 * removed sampled music loops from classic music set
258 * changed native Emerald Mine engine to support different viewport sizes
261 * changed native Supaplex engine to support different viewport sizes
264 * added initial, experimental support for different viewport properties
265 (with "viewports" being menu/playfield area and doors; currently the
266 size of the menu/playfield area and door positions can be redefined)
269 * added initial, experimental support for different window sizes
272 * added support for native Sokoban solution files in pure 'udlrUDLR'
273 format with extension ".sln" instead of ".tape" for solution tapes
276 * added image config suffix ".class" to be able to define classes of
277 crumbled elements which are then separated against each others when
278 drawing crumbled borders (class names can freely be defined)
279 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
280 emc_grass" results in sand and emc_grass being crumbled separately,
281 even if directly adjacent on the playfield.)
282 * added image config suffix ".style" to use two new features for
284 - "accurate_borders": try to draw correctly crumbled corners (which
285 means that a row of crumbled elements does not have two crumbled
286 corners for each element in the row, but only at the "real" corners
287 at the start and the end of the row of elements)
288 - "inner_corners": also draw inner corners in concave constructions
289 of several crumbled elements -- this is currently a big kludge: the
290 number of frames for crumbled graphic must be "2", with the first
291 frame as usual (crumbled graphic), while the second frame contains
292 the graphic with inner (crumbled) corners for the crumbled graphic
293 (These two features are mainly intended for bevelled walls, not for
294 diggable elements like sand; "inner_corners" only works reliably for
295 static walls, not for in-game dynamically changing walls using CEs.)
298 * finished code cleanup of native Supaplex game engine
301 * started code cleanup of native Supaplex game engine
304 * integrated playing sound effects into native Supaplex game engine
307 * added configurable key shortcuts for the tape recorder buttons
310 * added (hidden) function to save native Supaplex levels with tape as
311 native *.sp file containing level with demo (saved with a file name
312 similar to native R'n'D levels, but with ".sp" extension instead of
313 ".level"); to use this functionality, enter ":save-native-level" or
314 ":snl" from the main menu with the native Supaplex level loaded and
315 the appropriate tape loaded to the tape recorder
316 * fixed potential crash bug caused by illegal array access in engine
317 snapshot loading and saving code
318 * changed setting permissions of score files to be world-writable if
319 the program is not installed and running setgid to allow the program
320 to modify existing score files when run as a different user (which
321 allows cheating, of course, as the score files are not protected
322 against modification in this case)
323 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
324 the top level Makefile for Debian / Ubuntu installations
325 * added saving read-only levels from editor into personal level set
326 (thanks to Bela Lubkin for the above four patches)
329 * added updating of game values on the panel to Supaplex game engine
332 * finished integrating R'n'D graphics engine into Supaplex game engine
333 (although some animations do not support full customizability yet)
336 * done integrating R'n'D graphics engine into file "Infotron.c"
337 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
340 * integrated engine snapshot functionality into Supaplex game engine
343 * fixed bug in native Supaplex engine that broke several demo solutions
344 * fixed bug with re-initializing already existing elements in function
345 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
346 counted a second time, making the currently playing level unsolvable)
347 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
348 * done integrating R'n'D graphics engine into file "Electrons.c"
349 * done integrating R'n'D graphics engine into file "Zonk.c"
352 * done integrating R'n'D graphics engine into file "Murphy.c"
353 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
356 * started integrating R'n'D graphics engine into Supaplex game engine
359 * added small kludge that allows transparent pushing animation over
360 non-black background (by using "game.use_masked_pushing: true")
361 * added editor flag to Sokoban field/object elements to automatically
362 finish solved Sokoban style levels (even if they contain non-Sokoban
363 elements, which prevents auto-enabling this feature for such levels)
366 * added new element "from_level_template" which is replaced by element
367 from level template at same playfield position when loaded (currently
368 not accessible from level editor, but only used for special Sokoban
369 level conversion when using "special_flags: load_xsb_to_ces")
370 * added special behaviour for "special_flags: load_xsb_to_ces": global
371 settings of individual level files are overwritten by template level
372 (except playfield size, level name, level author and template flag)
375 * added handling of gravity ports when converting Supaplex style R'n'D
376 levels to native Supaplex levels for playing with Supaplex engine
379 * fixed bug in Supaplex engine regarding initial screen scroll position
382 * fixed EMC style pushing animations in the R'n'D graphics engine (when
383 using ".2nd_movement_tile" for animations having start and end tile)
384 * for this to work (look) properly for two-tile pushing animations with
385 non-black (i.e. opaque) background, the pushing graphics drawing order
386 was changed to first draw the pushed element, then the player (maybe
387 this should be controlled by an ".anim_mode" flag yet to be added)
388 * two-tile animations for moving or pushing should have 7 frames for
389 normal speed, 15 frames for half speed etc. to display correct frames
390 * two-tile animations are also displayed correctly with different speed
391 settings for the player (for pushing animations) or moving elements
394 * added searching for template level (file "template.level") not only
395 inside the level set directory, but also in above level directories;
396 this makes is possible to use the same single template level file
397 (placed in a level group directory) for many level sub-directories
400 * fixed bug with steel exit being destructible during opening phase
401 * added token "special_flags" to "levelinfo.conf" (currently with the
402 only recognized value "load_xsb_to_ces", doing the same as the flag
403 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
404 converting all elements in native (XSB) Sokoban level files to CEs)
407 * fixed some problems with Supaplex engine when compiling for Windows
410 * added special mode to convert elements of Sokoban XSB levels to CEs
411 by adding "-Dload_xsb_to_ces" to the command line starting the game
412 (also adding a dependency to a template level file "template.level")
415 * added reading native Sokoban levels and level packages (XSB files)
418 * fixed bugs in (auto)scrolling behaviour when passing ports or when
419 wrapping around the playfield through "holes" in the playfield border
422 * changed internal playfield bitmap handling from playfield sized bitmap
423 to screen sized bitmap (visible scrolling area), therefore speeding up
424 graphics operations (by eliminating bitmap updates in invisible areas)
425 and removing playfield size limitations due to increasing bitmap size
426 for larger playfield sizes (while the new implementation always uses
427 a fixed playfield bitmap size for arbitrary internal playfield sizes)
430 * fixed bug with single step mode (there were some cases where the game
431 did not automatically return to pause mode, e.g. when trying to push
432 things that cannot be pushed or when trying to run against a wall)
435 * added support for loading Supaplex levels in MPX level file format
438 * fixed SP engine to set "game over" not before lead out counter done
441 * fixed (potential) compile error when using GCC option "-std=gnu99"
442 (thanks to Tom "spot" Callaway)
445 * fixed array allocation in native Supaplex engine to correctly handle
446 preceding scratch buffers (needed because of missing border checking)
447 * fixed playfield initialization to correctly add raw header bytes as
448 subsequent scratch buffer (needed because of missing border checking)
451 * most important parts of native Supaplex engine integration working:
452 - native Supaplex levels can be played in native Supaplex engine
453 - native Supaplex level/demo files ("*.sp" files) can be re-played
454 - all 111 classic original Supaplex levels automatically solvable
455 - native Supaplex engine can be selected and used from level editor
456 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
459 * fixed another translation problem from VisualBasic to C (where "int"
460 should be "short") causing unsolvable demos with bugs and terminals
461 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
464 * fixed bug when reading Supaplex single level files (preventing loader
465 from seeking to level position like in Supaplex level package files)
468 * first classic Supaplex level running and solved by solution/demo tape
471 * started with integration of native Supaplex engine, using source code
472 of Megaplex from Frank Schindler, based on original Supaplex engine
475 * version number set to 3.2.6.2
478 * version 3.2.6.1 released
481 * fixed bug with element_info[e].gfx_element not being initialized in
482 early game stage, causing native graphics in EMC level sets to be
483 mapped completely to EL_EMPTY (causing a blank screen when playing)
484 (this only happened when starting the program with an EMC set with
485 native graphics, but not when switching to such a set at runtime)
488 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
489 and using self-compiled, patched SDL.dll that solves this problem
490 (interim solution until release of SDL 1.2.14 that should fix this)
493 * extended backwards compatibility mode to allow already fixed bug with
494 change actions (see "2008-02-05") for existing levels (especially the
495 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
498 * reactivated workaround to prevent program crashes due to blitting to
499 the same SDL surface that apparently only occurs on Windows systems
500 (this is no final solution; this problem needs further investigation)
503 * version number set to 3.2.6.1
506 * version 3.2.6.0 released
509 * fixed behaviour of player option "no centering when relocating" which
510 was incorrect when disabled and relocation target inside visible area
511 and "no scrolling when relocating" enabled at the same time
514 * fixed problems with re-mapping players on playfield to input devices:
515 previously, players found on the level playfield were changed to the
516 players connected to input devices (for example, player 3 in the level
517 was changed to player 1 (using artwork of player 3, to be able to use
518 a player with a different color)); this had the disadvantage that CE
519 conditions using player elements did not work (because the players in
520 the level definition are different to those effectively used in-game);
521 the new system uses the same player elements as defined in the level
522 playfield and re-maps the input devices of connected players to the
523 corresponding player elements when playing the level (in the above
524 example, player 3 now really exists in the game and is moved using the
525 events from input device 1); level tapes still store the events from
526 input devices 1 to 4, which are then re-mapped to players accordingly
527 when re-playing the tape (just as it is done when playing the level)
530 * fixed bug with player relocation while the player switches an element
533 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
534 not walkable (and did not let the player enter) when in process of
535 opening, but not fully open yet (which can cause the player not being
536 able to enter the exit in EM/DC style levels in time)
539 * fixed some bugs regarding the new level/CE random seed reset options
542 * moved "level settings" and "editor settings" to two tabbed screens in
543 level editor to gain space for additional level property settings
544 * added level setting to start a level with always the same random seed
545 * added CE action "set random seed" to re-initialize random seed in game
546 (this is the only CE action that gets executed before the CE changes,
547 which is needed to use the newly set random seed during the CE change)
550 * fixed redraw problem of special editor door when playing from editor
553 * fixed initialization of gfx_element for level sketch image creation
556 * added switch for EM style dynamite "[ ] explodes with chain reaction"
557 (with default set to "on" for existing levels, but "off" for all new
558 levels), as EM style dynamite does not chain-explode in original EM
561 * added optional initial inventory for players (pre-collected elements)
562 * added change page actions "set player inventory" and "set CE artwork"
563 * added recognition of "player" parameter on change pages when player
564 actions are defined, but no trigger player in corresponding condition
565 (this resulted in actions that only affected the first player before)
566 * fixed bug with change actions being executed for newly created custom
567 elements resulting from custom element changes, when the intention was
568 only to check for change actions for the previous custom element
571 * changed design and size of element drawing area in level editor
572 * added "element used as action parameter" to element change actions
575 * added possibility to reanimate player immediately after his death
576 (for example, by "change to <player> when explosion of <player>")
579 * fixed bug with "gray" white door not being uncovered by magnifier
580 * added score for collecting (any) key to the white key config page
583 * added condition "deadly when <getting hit by>" for custom elements
584 that behaves a bit like the existing "deadly when <colliding with>",
585 but with the following differences:
586 - it only kills players or friends when it was moving before it hits
587 - it does not kill players or friends that try to run into it
590 * fixed the following change conditions where a player element is used
591 as the "element that is triggering the custom element change":
594 - explosion of <element>
596 (the last two conditions already worked partially, but only for the
597 first player, and not for the "Murphy" player when using "move of")
600 * fixed crash bug caused by accessing invalid element (with value -1)
601 in UpdateGameControlValues()
602 * fixed graphical bug when using two-tile movement animations with EMC
603 game engine without explicitly using native EMC graphics engine
606 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
607 try to push something (due to push delay) does not cause a dig action
610 * fixed bug with reference elements used as trigger elements on custom
611 element change pages not being recognized
612 * fixed bug with reference elements not being removed from the playfield
613 * added engine functionality that allows custom elements that "can dig"
614 other elements not only to do so when moving by themselves, but also
615 when being pushed by the player (therefore adding the functionality to
616 push one element over another element, replacing it with the new one)
619 * added command line function to write level sketch images to directory
622 * merged override and auto-override options into new override options
623 with a new data type than can take the values "no", "yes" and "auto"
626 * fixed growing steel wall to also leave behind steel wall instead of
627 normal, destructible wall
628 * fixed handling of rocks falling through stacks of quicksand with
629 different speed (before, the rocks just got stuck in the quicksand)
632 * fixed nasty bug with auto-override and normal override not working on
633 program startup (especially when current level set has custom artwork)
636 * version 3.2.5 released as special edition "R'n'D jue"
639 * fixed X11 crash bug when blitting masked title screens over background
642 * changed build system to support special editions (like "R'n'D jue")
643 * added (hardcoded) loading graphics for "R'n'D jue" special edition
644 * fixed X11 crash bug when scaling images with width/height less than 32
647 * added "background.PLAYING" (only visible as two-pixel border in game)
648 * added default level set for first start of special R'n'D version
649 * changed door animations for editor always behaving like "quick doors"
652 * added new custom artwork setup option "auto-override non-CE sets" for
653 automatic artwork override that is only used for level sets without
654 custom element artwork (as it does not make much sense to override
655 any artwork that redefines custom element artwork for sets using CEs)
656 * fixed default artwork for "special" R'n'D versions always using the
657 "classic" artwork as the base if base artwork is not explicitly
658 defined in "levelinfo.conf", regardless of different default artwork
659 used by the special R'n'D version -- this is needed because any such
660 custom artwork is designed using the "classic" artwork definitions as
661 the base (including menu definitions and screen positions etc., which
662 would otherwise be taken from the different special default artwork)
665 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
666 for both EMC and R'n'D graphics engine (heavy workarounds needed due
667 to massively broken handling of quicksand in R'n'D game engine)
668 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
669 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
672 * fixed small bug in toon drawing (introduced when fixing the crash bug)
675 * added graphics definition "game.panel.highscore" to display the
676 current levels current high score in the game panel
679 * version number set to 3.2.5
682 * version 3.2.4 released
685 * fixed crash bug in toon drawing functions for large step offset values
688 * fixed some problems with displaying game panel when quick-loading tape
691 * fixed (experimental only) redrawing of every tile per frame (even if
692 unneeded) for the extended (R'n'D based) EMC graphics engine
693 * added optimization to only calculate element count for panel display
694 if really needed (that is, if element count values defined on panel)
695 * fixed problem with special editor door redraw when entering main menu
698 * fixed bug with displaying background for title messages on info screen
699 * some code cleanup for the extended (R'n'D based) EMC graphics engine
702 * fixed bug with CE action "move player" always resulting in player 4
703 if there was a CE action with no trigger player (because the player
704 element was calculated by using log_2() from trigger player bits with
705 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
706 triggering player bit mask and handling all players in "move player"
707 * fixed bug when defined artwork cannot be found for artwork that has
708 default artwork cloned from other artwork (without default filename)
709 * added several fixes to the extended (R'n'D based) EMC graphics engine
712 * fixed broken editor copy and paste for custom elements between levels
715 * title messages are now also searched in graphics artwork directory;
716 those found in graphics directory have precendence over those found
717 in level directory -- this handles title messages stored in graphics
718 directories as part of the artwork set, just like title images; this
719 makes sense, as corresponding special font definitions for messages
720 are usually defined in the same graphics artwork directory, and also
721 because title images and title messages that are combined in a level
722 set introduction should usually not be separated when the level set
723 is used with a different artwork set (e.g. using "override graphics")
724 * fixed problem with door borders on main screen by first drawing doors
725 and then the corresponding border masks, but not vice versa
726 * fixed problem with artwork config entries using the value "[DEFAULT]";
727 this does not what one might expect, but sets the value to an invalid
728 value -- solution: simply ignore such entries, which results in this
729 value keeping its previous (real) default value (in general, entries
730 that should use their default value should just not be defined here)
731 * fixed problem with wrong fading area size from main menu to setup menu
734 * fixed problem with broken crumbled graphics after level set changes
735 when using R'n'D custom artwork with level sets using the EMC engine
738 * fixed invisible "joysticks deactivated ..." text on setup input screen
741 * added use of hashes created from static lists (element tokens, image
742 config, font tokens) to speed up lookup of configuration parameters
743 * fixed bug where element and graphic config token lookup was mixed up
746 * added "busy" animation when initializing program and loading artwork
747 * added initialization profiling for program startup (debugging only)
750 * fixed(?) very strange bug apparently triggered by memset() when code
751 was cross-compiled with MinGW cross-compiler for Windows XP platform
752 (this only happened when using SDL.dll also self-compiled with MinGW)
755 * added graphics engine directive "border.draw_masked_when_fading" that
756 enables/disables drawing of border mask over screen that is just faded
759 * fixed small problem with separate fading definition for game screen
762 * added additional configuration directives for setup screen draw offset
763 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
764 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
765 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
766 used to define draw offset on custom artwork selection screens and
767 "CHOOSE_OTHER" is used on all other list style selection screens, like
768 choosing game speed or screen mode for fullscreen mode)
769 * added additional configuration directives to define main menu buttons:
770 - menu.button_name and menu.button_name.active
771 - menu.button_levels and menu.button_levels.active
772 - menu.button_scores and menu.button_scores.active
773 - menu.button_editor and menu.button_editor.active
774 - menu.button_info and menu.button_info.active
775 - menu.button_game and menu.button_game.active
776 - menu.button_setup and menu.button_setup.active
777 - menu.button_quit and menu.button_quit.active
778 * added eight pure decoration graphic definitions for the game panel
781 * added support for accessing native Diamond Caves II level packages
782 * fixed displaying of game panel values for Emerald Mine game engine
783 * fixed displaying end-of-level time and score values on new game panel
786 * added game panel control to display arbitrary elements on game panel
787 * added game panel control to display custom element score (globally
788 unique for identical custom elements) either as value or as element
789 * added ".draw_masked" and ".draw_order" to game panel control drawing
792 * fixed some general bugs with handling of ".active" elements and fonts
795 * cleanup of game panel elements (some elements were not really needed)
796 * added displaying of gravity state (on/off) as new game panel control
797 * added animation for game panel elements (similar to game elements)
800 * added new pseudo game mode "PANEL" to define panel fonts and graphics
801 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
802 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
803 (else graphics would have to use ".PLAYING", which would be confusing)
804 * fixed bug when fading out to game screen with border mask defined
807 * added attribute ".tile_size" for element style game panel controls
810 * added <space> key as additional valid key to use for confirm requester
813 * improved menu fading, adding separate fading definitions for entering
814 and leaving a "content" screen (in general), and optional definitions
815 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
818 * added (currently invisible) setup option to define scroll delay value
819 * fixed small bug in priority handling when auto-detecting level start
820 position in levels without player element (but player from CE etc.)
821 * added option "game.forced_scroll_delay_value" to override user choice
822 of scroll delay value for certain level sets with "graphicsinfo.conf"
823 * replaced setup option "scroll delay: on/off" by new setup option that
824 directly allows selecting the desired scroll delay value from 0 to 8
827 * added displaying of most game panel control elements (not animated)
830 * added new configuration directives to display additional game engine
831 values on the game control panel, like the following examples:
832 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
833 - game.panel.penguins - number of penguins to rescue
834 - game.panel.level_name - level name of current level
837 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
840 * added new player option "no centering when relocating" for "invisible"
841 teleportations to level areas that look exactly the same, giving the
842 illusion that the player did not relocate at all (this was the default
843 since 3.2.3, but caused visual problems with room creation in "Zelda")
844 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
847 * improved menu fading, adding separate fading definitions for entering
848 and leaving a menu and for fading between menu and "content" screens
849 * fixed small bug with recognizing also ".font_xyz" style definitions
852 * improved menu fading, adding separate fading definitions for fading
853 between menu screens and fading between menu and "destination" screens
856 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
857 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
858 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
859 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
861 * improved title fading, allowing fading animation types "none", "fade"
862 and "crossfade" (including cross-fading of last title to main menu)
865 * added configurability of graphics, sounds and music for title screens,
866 which are separated into initial title screens (only shown once at
867 program startup) and title screens shown for a given level set; these
868 title screens can be composed of up to five title images and up to
869 five title text messages (each drawn using an optional background
870 image), also using background music and/or sounds; aspects like
871 background images, sounds and music of title screens can either be
872 defined generally (valid for all title screens) or specifically (and
873 therefore differently for each title screen) using these directives:
875 to define a background image, sound or music file for all screens:
876 - background.TITLE_INITIAL (for all title screens for game startup)
877 - background.TITLE (for all title screens for level sets)
879 to define a background image, sound or music file for a single screen:
880 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
881 - background.titlescreen_x (with x in 1,2,3,4,5)
882 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
883 - background.titlemessage_x (with x in 1,2,3,4,5)
885 to define the title screen images:
886 - titlescreen_initial_x (with x in 1,2,3,4,5)
887 - titlescreen_x (with x in 1,2,3,4,5)
889 to define the title text messages, place text files into the level set
890 directory that have the following file names:
891 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
892 - titlemessage_x.txt (with x in 1,2,3,4,5)
894 to define the properties of the text messages, either use directives
895 that affect all text messages:
896 - [titlemessage_initial].<suffix>
897 - [titlemessage].<suffix>
898 or use directives that affect single text messages:
899 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
900 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
902 valid values for <suffix> are the same as for readme.<suffix> below;
903 use ".sort_priority" (default: 0) to define an arbitrary order for
904 title images and title messages (which can therefore be mixed)
907 * added full configurability of "readme.txt" screen appearance:
908 - readme.x: <left position used with alignment>
909 - readme.y: <top position>
910 - readme.width: <maximim text width in pixels>
911 - readme.height: <maximum text height in pixels>
912 - readme.chars: <maximum number of chars per line>
913 - readme.lines: <maximum number of lines displayed>
914 - readme.align: left,center,right (default: center)
915 - readme.top: top,middle,bottom (default: top)
916 - readme.font: font name
917 - readme.autowrap: true,false (default: true)
918 - readme.centered: true,false (default: false)
919 - readme.parse_comments: true,false (default: true)
920 - readme.sort_priority: (not used here, but only for title screens)
921 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
922 default), they are automatically determined from "readme.width" and
923 "readme.height" accordingly; when they are not "-1", they have
924 precedence over "readme.width" and "readme.height"
925 * added internal ad-hoc config settings for displaying text files like
926 title messages or "readme.txt" style level set info files:
927 - .font: font name (default: readme.font)
928 - .autowrap: true,false (default: readme.autowrap)
929 - .centered: true,false (default: readme.centered)
930 - .parse_comments: true,false (default: readme.parse_comments)
931 (the leading '.' and the separating ':' are mandatory here); to use
932 these ad-hoc settings, they have to be written inside a comment, like
933 "# .autowrap: false" or "# .centered: true"; these settings then
934 override the above global settings (they can even be used more than
935 once, like "# .centered: true", then some text that should be drawn
936 centered, then "# .centered: false" to go back to non-centered text;
937 important note: after using "# .parse_comments: false", or when using
938 "readme.parse_comments: false", detecting and parsing comments inside
939 the file is disabled and comments are just printed like normal text;
940 also be aware that all automatic text size calculations are done with
941 the font defined in "readme.font", while using different fonts using
942 "# .font: <font>" inside the text file may cause unexpected results
945 * changed some numerical limits in the level editor from 255 to 999
948 * added option "system.sdl_videodriver" to select SDL video driver
949 * added output of SDL video and audio driver to "version info" page
952 * added group element drawing to IntelliDraw drawing functions
953 * fixed animation resetting problem again (last try broke Snake Bite)
954 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
957 * added new (special) "include: <filename>" directive that works in all
958 configuration files (like "graphicsinfo.conf") and that has the same
959 effect as if that directive would be replaced with the content of the
960 specified file (this can be useful to split large configuration files
961 into several smaller ones and include them from one main file, or to
962 store configuration settings that always stay the same into a separate
963 file, while including it and only add those parts that really change)
966 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
969 * fixed bug in "InitMovingField()" where treating an integer array as
970 boolean caused wrong resetting of animations while elements are moving
971 * fixed problem with resetting animations when starting element change
974 * added sort priority for order of title screens and title messages
977 * changed end of game again: do not wait for the user to press a key
978 anymore, but directly ask/confirm tape saving and go to hall of fame
979 * re-enabled quitting of lost game by pressing space or return again
980 * added blanking of mouse pointer when displaying title screens
981 * added remaining menu draw offset definitions for info sub-screens
984 * added setup option to select game speed (from very slow to very fast)
985 * improved handling of title text messages (initial and for level set)
988 * added new options "auto-wrap" and "centered" for DC2 style envelopes
991 * fixed displaying and typing of player name when it is centered
992 * added special characters to be allowed for player name (not only A-Z)
995 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
996 (newer versions of the SDL library seem to not like this anymore)
999 * added code for configuration directives for control of game panel
1002 * fixed small cosmetical bug with underlining property tabs in editor
1005 * fixed small drawing bug in X11FadeRectangle
1006 * added new elements for newly supported Diamond Caves II levels:
1007 - EM/DC style exits that disappear after passing
1008 - white key and gate (one white key needed for each white gate)
1009 - fake gate (there is no key to open/pass this kind of gate!)
1010 - extended magic wall which also handles pearls and crystals
1014 * changed maximum value for endless loop detection to a higher value
1015 (some levels really used very deep recursion without being endless)
1018 * added new elements for newly supported Diamond Caves II levels:
1019 - growing steel walls
1020 - snappable land mine
1023 * added new elements for newly supported Diamond Caves II levels:
1024 - steel text elements
1027 * added level file loader for native Diamond Caves II levels
1030 * version number set to 3.2.4
1033 * version 3.2.3 released
1036 * fixed malloc/free bug when updating EMC artwork entries in level list
1037 * added workaround (warning and request to quit the current game) when
1038 changing elements cause endless recursion loop (which would otherwise
1039 freeze the game, causing a crash-like program exit on some systems)
1042 * fixed nasty string overflow bug when entering too long envelope text
1045 * added feedback sounds for menu navigation "menu.item.activating" and
1046 "menu.item.selecting" (for highlighting and executing menu entries)
1049 * improved "no scrolling when relocating" to also consider scroll delay
1050 (meaning that the player is not automatically centered in this case;
1051 this makes it possible to "invisibly" relocate the player to a region
1052 of the level playfield which looks the same as the old level region)
1053 * fixed bug with not recognizing "main.input.name.align" when active
1056 * fixed bug with displaying masked borders over title screens when
1057 screen fading is disabled
1060 * fixed infinite loop / crash bug when killing the player while having
1061 a CE with the setting "kill player X when explosion of <player X>"
1062 * added special editor graphic for "char_space" to distinguish it from
1063 "empty_space" when editing a level (in-game graphics still the same)
1066 * fixed nasty bug with initialization only done for the first player
1069 * small change to handle loading empty element/content list micro chunks
1072 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1075 * some optimizations on startup speed by reducing initial text output
1078 * added caching of custom artwork information for faster startup times
1081 * fixed graphical bug when using fewer menu entries on level selection
1082 screen than usual (with "menu.list_size.LEVELS" directive)
1083 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1084 the backbuffer to the backbuffer by error (with identical rectangle)
1087 * fixed bug when displaying titlescreen with size less than element tile
1088 * fixed bug that caused elements with "change when digging <e>" event
1089 to change for _every_ digged element, not only those specified in <e>
1090 * fixed bug that caused impact style collision when dropping element one
1091 tile over the player that can both fall down and smash players
1092 * fixed bug that caused impact style collision when element changed to
1093 falling/smashing element over the player immediately after movement
1096 * fixed bug that allowed making engine snapshots from the level editor
1099 * fixed bugs with player name and current level positions on main screen
1102 * added configuration directives for control of title screens:
1103 - "title.fade_delay" for fading time
1104 - "title.post_delay" for pause between screens (when not crossfading)
1105 - "title.auto_delay" to automatically continue after some time
1106 these settings can each be overridden by specifying them with titles:
1107 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1108 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1109 fading mode can also be specified:
1110 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1111 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1112 default is using normal fading for menues and initial title screens,
1113 while using cross-fading for level set title screens
1114 * fixed bug with background not drawn in Hall of Fame after game was won
1117 * added configuration directives for the remaining main menu items
1120 * added additional configuration directives for info screen draw offset:
1121 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1122 * added additional configuration directives for preview info text
1123 * limited mouse wheel sensitive screen area to scrollable screen area
1126 * added highlighted menu text entries to menu navigation when selected
1129 * fixed bug that prevented player from correctly being created in the
1130 top left corner by a custom element change in a level without player
1131 * fixed bug that prevented player from being killed when indestructible,
1132 non-walkable element is placed on player position by extended change
1133 * added configurable menu button, text and input positions to main menu
1136 * added page fading effects for remaining info sub-screens
1137 * fixed small bug that caused some delays when answering door request
1140 * added directives "border.draw_masked.*" for menu/playfield area and
1141 door areas to display overlapping/masked borders from "global.border"
1144 * fixed bug with CE with move speed "not moving" not being animated
1145 * when changing player artwork by CE action, reset animation frame
1148 * fixed bug with not unmapping main menu screen gadgets on other screens
1149 * fixed bug with un-pausing a paused game by releasing still pressed key
1150 * fixed bug with not redrawing screen when toggling to/from fullscreen
1151 mode while fast reloading tape (without redrawing playfield contents)
1152 * fixed bug with quick-saving tape snapshot despite answering with "no"
1155 * version number set to 3.2.3
1158 * version 3.2.2 released
1161 * fixed bug with redrawing screen in fullscreen mode after quick tape
1162 reloading when using the EMC game engine
1163 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1166 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1169 * added engine snapshot functionality for instant tape reloading (this
1170 only works for the last tape saved using "quick save", and does not
1171 work across program restarts, because it completely works in memory)
1174 * version number set to 3.2.2
1177 * version 3.2.1 released
1180 * fixed nasty bugs with handling error message file on Mac OS X systems
1183 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1186 * fixed bug that caused broken tapes when manually appending to tapes
1187 using the "pause before death" functionality, followed by recording
1188 * added setup option to disable fading of screens for faster testing
1191 * code cleanup of new fading functions
1194 * changed behaviour after solved game -- do not immediately stop engine
1195 * added some more smooth screen fadings (game start, hall of fame etc.)
1198 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1201 * added configurable level preview position, tile size and dimensions
1202 * added configurable game panel value positions (gems, time, score etc.)
1205 * fixed small bug with time displayed incorrectly when collecting CEs
1208 * fixed bug with bumpy scrolling with EM engine in double player mode
1211 * added compatibility code to fix "Snake Bite" style levels that were
1212 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1215 * fixed bug with scrollbars inside editor when using the Windows mouse
1216 enhancement tool "True X-Mouse" (which injects key events to the event
1217 queue to insert selected stuff into the Windows clipboard, which gets
1218 confused with the "Insert" key for jumping to the last editor cascade
1219 block in the element list)
1220 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1221 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1224 * added selection of preferred fullscreen mode to setup / graphics menu
1225 (useful if default mode 800 x 600 does not match screen aspect ratio)
1228 * improved down-scaling of images for better editor and preview graphics
1229 * changed user data directory for Mac OS X from Unix style to new place
1232 * improved level number selection in main menu and player selection in
1233 setup menu (input devices section) by using standard button gadgets
1234 * added support for mouse scroll wheel (caused buggy behaviour before)
1235 * added support for scrolling horizontal scrollbars with mouse wheel by
1236 holding "Shift" key pressed while scrolling the wheel
1237 * added support for single step mouse wheel scrolling by holding "Alt"
1238 key pressed while scrolling the wheel (can be combined with "Shift")
1239 * changed output file "stderr.txt" on Windows platform now always to be
1240 created in the R'n'D sub-directory of the personal documents directory
1241 * added Windows message box to direct to "stderr.txt" after error aborts
1244 * improved general scrollbar handling (when jump-scrolling scrollbars)
1247 * changed scrollbars to always show last line as first after scrolling
1248 (that means jumping n - 1 screen lines instead of n screen lines)
1251 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1252 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1253 * fixed special handling of vertically stacked acid becoming fake acid
1256 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1257 affect multiple instances of the same CE, although this kind of
1258 change condition usually only affects one single custom element
1261 * version number set to 3.2.1
1264 * version 3.2.0 released
1267 * reorganized level editor element list a bit to match engines better
1270 * fixed newly introduced bug with wrongly initializing clipboard element
1273 * fixed bug with displaying visible/invisible level border in editor
1276 * reorganized some elements in the level editor element list
1279 * fixed bug with displaying any player as "yellow" when moving into acid
1280 * fixed bug with displaying running player when player stopped at border
1283 * fixed bug with player exploding when moving into acid
1284 * fixed bug with level settings being reset in editor and when playing
1285 (some compatibility settings being set not only after level loading)
1286 * fixed crash bug when number of custom graphic frames was set to zero
1287 * fixed bug with teleporting player on walkable tile not working anymore
1288 * added partial compatibility support for pre-release-only "CONF" chunk
1289 (to make Alan Bond's "color cycle" demo work again :-) )
1292 * fixed some bugs when displaying title screens from info screen menu
1293 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1296 * changed file major version to 3 to reflect level file format changes
1297 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1300 * added new chunk "NAME" to level file format for level name settings
1301 * added new chunk "NOTE" to level file format for envelope settings
1302 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1303 * updated magic(5) file to recognize changed and new level file chunks
1304 * removed change events "change when CE value/score changes" as unneeded
1307 * changed gravity (which only affects the player) from level property
1308 to player property (only makes a difference in multi-player levels)
1309 * added change events "change when CE value/score changes"
1310 * added change events "change when CE value/score changes of <element>"
1313 * added new chunk "INFO" to level file format for global level settings
1314 * added all element settings from "HEAD" chunk to "CONF" chunk
1315 * added all global level settings from "HEAD" chunk to "INFO" chunk
1318 * changed level file format by adding two new chunks "CUSX" (for custom
1319 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1320 elements, replacing the previous "GRP1" chunk); these new IFF style
1321 chunks use the new and flexible "micro chunks inside chunks" technique
1322 already used with the new "CONF" chunk (for normal element properties)
1323 which makes it possible to easily extend the existing level format
1324 (instead of using fixed-length chunks like before, which are either
1325 too big due to reserved bytes for future use, or too small when those
1326 reserved bytes have all been used and even more data should be stored,
1327 requiring the replacement by new and larger chunks just like it went
1328 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1331 * added credits pages to the "credits" section that were really missing
1332 * added some missing element descriptions to the level editor
1333 * added down position of switchgate switch to the level editor
1334 and allowed the use of both switch positions at the same time
1335 * changed use of "Insert" and "Delete" keys to navigate element list in
1336 level editor to start of previous or next cascading block of elements
1339 * added the possibility to view the title screen to the info screen menu
1340 * fixed some minor bugs with viewing title screens
1343 * fixed bug with title (cross)fading in/out when using fullscreen mode
1346 * fixed bug that forced re-defining of menu settings in local graphics
1347 config file which are already defined in existing base config file
1348 * fixed small bug that caused door sounds playing when music is enabled
1351 * added the possibility to define up to five title screens for each
1352 level set that are displayed after loading using (cross)fading in/out
1353 (this was added to display the various start images of the EMC sets)
1356 * added "CE score gets zero [of]" to custom element trigger conditions
1357 * added setup option to display element token name in level editor
1360 * added compatibility code for Juergen Bonhagen's menu artwork settings
1363 * fixed bug with displaying wrong animation frame 0 after CE changes
1364 * fixed bug with creating invisible elements when light switch is on
1367 * added selection between ECS and AGA graphics for EMC levels to setup
1370 * adjusted font handling for various narrow EMC style fonts
1373 * changed EM engine behaviour back to re-allow initial rolling springs
1376 * fixed handling of over-large selectboxes (less error-prone now)
1377 * fixed bug when creating GE with walkable element under the player
1380 * added use of "Insert" and "Delete" keys to navigate element list in
1381 level editor to start of custom elements or start of group elements
1382 * added virtual elements to access CE value and CE score of elements:
1383 - "CE value of triggering element"
1384 - "CE score of triggering element"
1385 - "CE value of current element"
1386 - "CE score of current element"
1389 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1392 * changed behaviour of network games with internal errors (because of
1393 different client frame counters) from immediately terminating R'n'D
1394 to displaying an error message requester and stopping only the game
1395 (also to prevent impression of crashes under non command-line runs)
1396 * fixed playing network games with the EMC engine (did not work before)
1397 * fixed bug with not scrolling the screen in multi-player mode with the
1398 focus on player 1 when all players are moving in different directions
1399 * fixed bug with keeping pointer to gadget even after its deallocation
1400 * fixed bug with allowing "focus on all players" in network games
1401 * fixed bug with player focus when playing tapes from network games
1404 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1407 * code cleanup for game action control for R'n'D and EMC game engine
1410 * fixed bug in multi-player movement with focus on both players
1411 * added option to control only the focussed player with all input
1414 * added player focus switching to level tape recording and re-playing
1417 * fixed some bugs in player focus switching in EMC and RND game engine
1420 * added special Supaplex animations for Murphy digging and snapping
1421 * added special Supaplex animations for Murphy being bored and sleeping
1424 * added four new yam yams with explicit start direction for EMC engine
1425 * fixed bug in src/libgame/text.c with printing text outside the window
1428 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1431 * added delayed ignition of EM style dynamite when used in R'n'D engine
1432 * added limited movement range to EMC engine when focus on all players
1435 * fixed bug with missing (zero) score values for native Supaplex levels
1438 * added "continuous snapping" (snapping many elements while holding the
1439 snap key pressed, without releasing the snap key after each element)
1440 as a new player setting for more compatibility with the classic games
1443 * finished scrolling for "focus on all players" in EMC graphics engine
1446 * level sets with "levels: 0" are ignored for levels, but not artwork
1447 * fixed bug when scanning empty level group directories (endless loop)
1450 * fixed bug with explosion graphic for player using "Murphy" graphic
1451 * fixed bug with explosion graphic if player leaves explosion in time
1452 * changed some descriptive text in setup menu to use medium-width font
1453 * added key shortcut settings for switching player focus to setup menu
1456 * fixed bug with random value initialization when recording tapes
1457 * fixed bug with playing single player tapes when team mode activated
1460 * fixed little bug when trying to switch to player that does not exist
1463 * added player switching (visual and quick) to R'n'D and EM game engine
1464 * added setup option to select visual or quick in-game player switching
1467 * added use of "Home" and "End" keys to handle element list in editor
1470 * fixed bug with adding score when playing tape with EMC game engine
1471 * added steel wall border for levels using EMC engine without border
1472 * finally fixed delayed scrolling in EMC engine also for small levels
1475 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1478 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1479 * fixed bug when displaying info element without action, but direction
1482 * fixed minor graphical problems with springs smashing and slurping
1483 (when using R'n'D style graphics instead of EMC style graphics)
1486 * added scroll delay (as configured in setup) to EMC graphics engine
1489 * improved screen redraw for EMC graphics engine (faster and smoother)
1490 * when not scrolling, do not redraw the whole playfield if not needed
1493 * added multi-player mode for EMC game engine (with up to four players)
1496 * added android (can clone elements) from EMC engine to R'n'D engine
1499 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1502 * added selectbox for initial player speed to player settings in editor
1505 * version 3.1.2 created that is basically version 3.1.1, but with a
1506 major bug fixed that prevented editing your own private levels
1507 * version 3.1.2 released
1510 * added magic ball (creates elements) from EMC engine to R'n'D engine
1513 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1516 * fixed bug when using "CE can leave behind <trigger element>"
1517 * added new change condition "(after/when) creation of <element>"
1518 * added new change condition "(after/when) digging <element>"
1519 * fixed bug accessing invalid gadget that caused crashes under Windows
1520 * deactivated new possibility for multiple CE changes per frame
1523 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1526 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1527 * fixed bug with not keeping CE value for moving CEs with only action
1528 * changed CE action selectboxes in editor to be only reset when needed
1531 * added option "use artwork from element" for custom player artwork
1532 * added option "use explosion from element" for player explosions
1535 * added cascaded element lists in the level editor
1536 * added persistence for cascaded element lists by "editorcascade.conf"
1537 * added dynamic element list with all elements used in current level
1538 * added possibility for multiple CE changes per frame (experimental)
1541 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1544 * changed "score for each 10 seconds/steps left" to "1 second/step"
1545 * added own score for collecting "extra time" instead of sharing it
1546 * added change events "switched by player" and "player switches <e>"
1547 * added change events "snapped by player" and "player snaps <e>"
1548 * added "set player artwork: <element choice>" to CE action options
1549 * added change event "move of <element>"
1552 * added "set player shield: off / normal / deadly" to CE action options
1553 * added new player option "use level start element" in level editor
1554 to set the correct focus at level start to elements from which the
1555 player is created later (this did not work before for cascaded CE
1556 changes resulting in creation of the player; it is now also possible
1557 to create the player from a yam yam which is smashed at level start)
1560 * added "set player speed: frozen (not moving)" to CE action options
1561 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1564 * added new player option "block snap field" (enabled by default) to
1565 make it possible to show a snapping animation like in Emerald Mine
1568 * added dynamic selectboxes to custom element action settings in editor
1569 * added "CE value" counter for custom elements (instead of "CE count")
1570 * added option to use the last "CE value" after custom element change
1571 * added option to use the "CE value" of other elements in CE actions
1572 * fixed odd behaviour when pressing time orb in levels w/o time limit
1573 * added checkbox "use time orb bug" for older levels that use this bug
1576 * added missing configuration settings for the following elements:
1577 - EL_TIMEGATE_SWITCH (time of open time gate)
1578 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1579 - EL_SHIELD_NORMAL (time of shield duration)
1580 - EL_SHIELD_DEADLY (time of shield duration)
1581 - EL_EXTRA_TIME (time added to level time)
1582 - EL_TIME_ORB_FULL (time added to level time)
1585 * added "wind direction" as a movement pattern for custom elements
1586 * added initial wind direction for balloon / custom elements to editor
1587 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1590 * added parameters for "game of life" and "biomaze" elements to editor
1593 * added level file chunk "CONF" for generic level and element settings
1596 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1599 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1600 * added sound action ".page[1]" to ".page[32]" for each CE change page
1603 * added image config suffix ".clone_from" to copy whole image settings
1604 * fixed bug with invalid ("undefined") CE settings in old level files
1607 * fixed graphical bug with smashing elements falling faster than player
1610 * fixed major bug which prevented private levels from being edited
1611 * fixed bug with precedence of general and special font definitions
1614 * fixed graphical bug with player animation when player moves slowly
1617 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1620 * fixed bug which prevented "global.num_toons: 0" from working
1623 * major code cleanup (removed all these annoying "#if 0" blocks)
1626 * added custom element actions for CE change page in level editor
1629 * fixed music initialization bug in init.c (thanks to David Binderman)
1630 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1631 (this bug must probably be fixed at other places, too)
1634 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1635 (should be '#include <SDL.h>' instead)
1638 * fixed bug which prevented "walkable from no direction" from working
1639 (due to compatibility code overwriting this setting after loading)
1642 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1645 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1646 * version 3.1.1 released
1649 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1650 on 64-bit architecture systems with LP64 data model
1653 * fixed bug with bombs not exploding when hitting the last level line
1654 (introduced after the release of 3.1.0)
1657 * added support for dumping small-sized level sketches from editor
1660 * added recognition of "trigger element" for "change digged element to"
1661 (this is not really what the "trigger element" was made for, but its
1662 use may seem obvious for leaving back digged elements unchanged)
1665 * fixed multiple warnings about failed joystick device initialization
1668 * fixed bug with dynamite dropped on top of just dropped custom element
1669 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1670 dynamite can still be dropped, but drop key must be released before
1673 * fixed bug with wrong start directory when started from file browser
1674 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1677 * fixed bug causing "change when impact" on player not working
1678 * fixed wrong priority of "hitting something" over "hitting <element>"
1679 * fixed wrong priority of "hit by something" over "hit by <element>"
1682 * fixed graphical bug which caused the player (being Murphy) to show
1683 collecting animations although the element was collected by penguin
1686 * fixed two bugs causing wrong door background graphics in system.c
1687 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1690 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1691 * added "no direction" to "walkable/passable from" selectbox options
1694 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1695 * in tape autoplay, not only report broken, but also missing tapes
1698 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1701 * fixed small bug with "linear" animation not working for active lamp
1704 * fixed bug with moving up despite gravity due to "block last field"
1705 * fixed small bug with wrong draw offset when typing name in main menu
1706 * when reading user names from "passwd", ignore data after first comma
1707 * when creating new "levelinfo.conf", only write some selected entries
1710 * fixed displaying "imported from/by" on preview with empty string
1711 * fixed ignoring draw offset for fonts used for level preview texts
1714 * fixed a delay problem with SDL and too many mouse motion events
1715 * added setup option "skip levels" and level skipping functionality
1718 * added move speed "not moving" for non-moving CEs, but with direction
1721 * fixed mapping of obsolete element token names in "editorsetup.conf"
1722 * fixed bug with sound "acid.splashing" treated as a loop sound
1723 * fixed some little sound bugs in native EM engine
1726 * fixed small bug when dragging scrollbars to end positions
1729 * added editor element descriptions written by Aaron Davidson
1732 * improved fallback handling when configured artwork is not available
1733 (now using default artwork instead of exiting when files not found)
1736 * fixed bug on level selection screen when dragging scrollbar
1739 * fixed bug which caused broken tapes when appending to EM engine tapes
1742 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1745 * added code to replace changed artwork config tokens with other tokens
1746 (needed for backwards compatibility, so that older tokens still work)
1749 * added native R'n'D graphics for some new EMC elements in EM engine
1752 * fixed some bugs in the EM engine integration code
1753 * changed EM engine code to allow diagonal movement
1754 * changed EM engine code to allow use of separate snap and drop keys
1757 * fixed some redraw bugs when using EM engine
1760 * fixed bug with not converting RND levels which are set to use native
1761 engine to native level structure when loading
1764 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1767 * version number set to 3.2.0
1770 * level data now reset to defaults after attempt to load invalid file
1773 * added use of "editorsetup.conf" for different level sets
1776 * added auto-detection for various types of Emerald Mine level files
1779 * fixed bug with scrollbars getting too small when list is very large
1782 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1785 * added most level editor configuration gadgets for new EMC elements
1788 * added more element and graphic definitions for new EMC elements
1791 * modified native EM engine to use integrated R'n'D sound system
1794 * added SDL support to graphics functions in native EM engine
1795 (by always using generic libgame interface functions)
1798 * fixed bug in frame synchronization in native EM engine
1801 * added code to convert levels between R'n'D and native EM engine
1804 * new Emerald Mine engine can now play levels selected in main menu
1807 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1808 (which creates scaled down graphics for level editor and preview);
1809 there's still a memory leak somewhere in the artwork handling code
1810 * added "scale image up" functionality to X11 version of zoom function
1813 * first attempts to integrate new, native Emerald Mine Club engine
1816 * fixed bug in gadget code which caused reset of CEs in level editor
1817 (example: pressing 'b' [grab brush] on CE config page erased values)
1818 (solution: check if gadgets in ClickOnGadget() are really mapped)
1819 * improved level change detection in editor (settings now also checked)
1820 * fixed bug with "can move into acid" and "don't collide with" state
1823 * fixed maze runner style CEs to use the configured move delay value
1826 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1829 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1830 * fixed the above fix because it broke level set "machine" (*sigh*)
1831 * fixed random element placement in level editor to work as expected
1832 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1835 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1838 * fixed bug (missing array boundary check) which caused broken tapes
1839 * fixed bug (when loading level template) which caused broken levels
1840 * fixed bug with new block last field code when using non-yellow player
1843 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1844 * internal change of how the player blocks the last field when moving
1845 * fixed blocking delay of last field for EM and SP style block delay
1846 * fixed bug where the player had to wait for the usual move delay after
1847 unsuccessfully trying to move, when he directly could move after that
1848 * the last two changes should make original Supaplex level 93 solvable
1849 * improved use of random number generator to make it less predictable
1850 * fixed behaviour of slippery SP elements to let slip left, then right
1853 * fixed bug with wrong door state after trying to quickload empty tape
1854 * fixed waste of static memory usage of the binary, making it smaller
1855 * fixed very little graphical bug in Supaplex explosion
1858 * version number set to 3.1.1
1861 * version 3.1.0 released
1864 * fixed bug with crash when writing user levelinfo.conf the first time
1867 * added option "convert LEVELDIR [NR]" to command line batch commands
1868 * re-converted Supaplex levels to apply latest engine fixes
1869 * changed "use graphic/sound of element" to "use graphic of element"
1870 due to compatibility problems with some levels ("bug machine" etc.)
1873 * fixed bug with CE change replacing player with same or other player
1876 * fixed bug with opaque font in envelope with background graphic when
1877 background graphic is not transparent itself
1880 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1881 * corrected original Supaplex level loading code to use these new ports
1882 * also corrected Supaplex loader to auto-count infotrons if set to zero
1885 * fixed bug with missing initialization of "modified" flag for GEs
1888 * fixed bug that caused endless recursion loop when relocating player
1889 * fixed tape recorder bug in "step mode" when using "pause before end"
1890 * fixed tape recorder bug when changing from "warp forward" mode
1893 * fixed bug with "when touching" for pushed elements at last position
1896 * fixed bug that caused two activated toolbox buttons in level editor
1897 * fixed bug with exploding dynabomb under player due to other explosion
1900 * fixed bug with creating walkable custom element under player (again)
1901 * fixed bug with not copying explosion type when copying CEs in editor
1902 * fixed graphical bug when drawing player in setup menu (input devices)
1903 * fixed graphical bug when the player is pushing an accessible element
1904 * fixed bug with classic switchable elements triggering CE changes
1905 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1906 * fixed crash bug when CE leaves behind the trigger player element
1909 * fixed bug with broken tubes after placing/exploding dynamite in them
1910 * fixed bug with exploding dynamite under player due to other explosion
1911 * fixed bug with not resetting push delay under certain circumstances
1914 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1915 * added network multiplayer code for Windows (thanks to Niko Böhm)
1918 * added option "reachable despite gravity" for gravity movement
1919 * changed gravity movement of most classic walkable and passable
1920 elements back to "not reachable" (for compatibility reasons)
1923 * fixed (removed) "indestructible" / "can explode" dependency in editor
1924 * fixed (removed) "accessible inside" / "protected" dependency
1925 * fixed (removed) "step mode" / "shield time" dependency
1928 * fixed dynabombs exploding now into anything diggable
1929 * fixed Supaplex style gravity movement into buggy base now impossible
1930 * added pressing key "space" as valid action to select menu options
1933 * added "replace when walkable" to relocate player to walkable element
1934 * added "enter"/"leave" event for elements affected by relocation
1935 * fixed "direct"/"indirect" change order also for "when change" event
1936 * fixed graphical bug when pushing things from elements walkable inside
1939 * fixed graphic bug when player is snapping while moving in old levels
1940 * fixed bug when a moving custom element leaves a player element behind
1941 * fixed bug with mole not disappearing when moving into acid pool
1942 * fixed bug with incomplete path setting when using "--basepath" option
1943 * moving CE can now leave walkable elements behind under the player
1944 * when relocating, player can be set on walkable element now
1945 * fixed another gravity movement bug
1948 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1951 * added "collectible" and "removable" to extended replacement types
1952 (where "removable" replaces "diggable" and "collectible" elements)
1953 * added "collectible & throwable" (to throw element to the next field)
1954 * fixed bug with CEs digging elements that are just about to explode
1955 * changed mouse cursor now always being visible when game is paused
1958 * added possibility to push/press accessible elements from a side that
1960 * fixed bug with not setting actual date when appending to tape
1963 * fixed bug with incorrectly initialized custom element editor graphics
1966 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1967 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1970 * fixed bug with destroyed robot wheel still attracting robots forever
1971 * fixed bug with time gate switch deactivating after robot wheel time
1972 (while the time gate itself is not affected by this misbehaviour)
1973 * changed behaviour of BD style amoeba to always get blocked by player
1974 (before it was different when there were non-BD elements in level)
1975 * fixed bug with player destroying indestructable elements with shield
1978 * added option to make growing elements grow into anything diggable
1979 (for the various amoeba types, biomaze and "game of life")
1982 * fixed bug with movable elements not moving after left behind by CEs
1983 * changed gravity movement to anything diggable, not only sand/base
1984 * optionally allowing passing to walkable element, not only empty space
1985 * added option "can pass to walkable element" for players
1986 * finally fixed gravity movement (hopefully)
1989 * fixed bug with movable elements not moving anymore after falling down
1992 * fixed another bug with custom elements digging and leaving elements
1993 * fixed bug with "along left/right side" and automatic start direction
1994 * trigger elements now also displayed when "more custom" deactivated
1995 * fixed bug with clipboard element initialized when loading new level
1996 * added option "drop delay" to set delay before dropping next element
1999 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2002 * added copy and paste functions for custom change pages
2003 * enhanced graphical display and functionality of tape recorder
2004 * fixed bug with custom elements digging and leaving elements
2007 * added move speed faster than "very fast" for custom elements
2008 * fixed bug with 3+3 style explosions and missing border content
2009 * fixed little bug when copying custom elements in the editor
2010 * enhanced custom element changes by more side trigger actions
2013 * added option "no scrolling when relocating" for instant teleporting
2014 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2017 * added trigger element and trigger player to use as target elements
2018 * added copy and paste functions for custom and group elements
2021 * fixed graphical bug when displaying explosion animations
2022 * fixed bug when appending to tapes, resulting in broken tapes
2023 * re-recorded a few tapes broken by fixing gravity checking bug
2026 * "can move into acid" property now for all elements independently
2027 * "can fall into acid" property for player stored in same bitfield now
2028 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2029 * version number set to 3.1.0 (finally!)
2032 * changed tape recording to only record input, not programmed actions
2035 * fixed totally broken (every 8th frame skipped) step-by-step recording
2036 * fixed bug with requester not displayed when quick-loading interrupted
2037 * added option "can fall into acid (with gravity)" for players
2038 * fixed bug with player not falling when snapping down with gravity
2041 * fixed bug which messed up key config when using keypad number keys
2044 * fixed bug which allowed moving upwards even when gravity was active
2045 * fixed bug with missing error handling when dumping levels or tapes
2048 * added different colored editor graphics for Supaplex gravity tubes
2051 * fixed bug that allowed solvable tapes for unsolvable levels
2054 * use unlimited number of droppable elements when "count" set to zero
2055 * added option to use step limit instead of time limit for level
2058 * added player and change page as trigger for custom element change
2061 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2064 * fixed bug with dark yamyam changing to acid when moving over acid
2065 * fixed handling of levels with more than 999 seconds level time
2066 (example: level 76 of "Denmine")
2069 * "spring push bug" reintroduced as configurable element property
2070 * fixed bug with missing properties for "mole"
2071 * fixed bug that showed up when fixing the above "mole" properties bug
2072 * added option "can move into acid" for all movable elements
2073 * fixed graphical bug for elements moving into acid
2074 * changed event handling to handle all pending events before going on
2077 * fixed bug which caused all CE change pages to be ignored which had
2078 the same change event, but used a different element side
2079 (reported by Simon Forsberg)
2081 * fixed bug which caused elements that can move and fall and that are
2082 transported by a conveyor belt to continue moving into that direction
2083 after leaving the conveyor belt, regardless of their own movement
2084 type; only elements which can not move are transported now
2085 (reported by Simon Forsberg)
2087 * fixed bug which could cause an array overflow in RelocatePlayer()
2088 (reported by Niko Böhm)
2090 * changed Emerald Mine style "passable / over" elements to "protected"
2091 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2093 * added new option to select from which side a "walkable/passable"
2094 element can be entered
2097 * added explosion and ignition delay for elements that can explode
2100 * fixed bug which caused player not being protected against enemies
2101 when a CE was "walkable / inside" and was not "indestructible"
2102 * added "walkable/passable" fields to be "protected/unprotected"
2103 against enemies, even if not accessible "inside" but "over/under"
2106 * corrected move pattern to 32 bit and initial move direction to 8 bit
2109 * added second custom element base configuration page
2112 * added some special EMC mappings to Emerald Mine level loader
2113 (also covering previously unknown element in level 0 of "Bondmine 8")
2116 * added option to block last field when player is moving (for Supaplex)
2117 * adjusted push delay of Supaplex elements
2118 * removed delays for envelopes etc. when replaying with maximum speed
2119 * fixed bug when dropping element on a field that just changed to empty
2122 * fixed bug: infotrons can now smash yellow disks
2123 * fixed bug: when gravity active, port above player can now be entered
2124 * removed "one white dot" mouse pointer which irritated some people
2127 * added "choice type" for group element selection
2130 * fixed bug with initial invulnerability of non-yellow player
2133 * added level loader for loading native Supaplex packed levels
2134 (including multi-part levels like the "splvls99" levels)
2137 * fixed bug which allowed creating emeralds by escaping explosions
2140 * custom elements can change (limited) or leave (unlimited) elements
2141 * finally added multiple matches using group elements
2142 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2145 * added new start movement type "previous" for continued CE movement
2146 * added new start movement type "random" for random CE movement start
2149 * added new element "sokoban_field_player" needed for Sokoban levels
2150 (thanks to Ed Booker for pointing this out!)
2153 * added elements that can be digged or left behind by custom elements
2156 * added group elements for multiple matches and random element creation
2159 * fixed some graphical errors displayed in old levels
2162 * fixed wrong double speed movement after passing closing gates
2165 * added level loader for loading native Emerald Mine levels
2168 * changes for "shooting" style CE movement
2171 * Happy New Year! ;-)
2174 * changed default snap/drop keys from left/right Shift to Control keys
2177 * fixed bug with dead player getting reanimated from custom element
2180 * fixed bug with wrong penguin graphics (when entering exit)
2183 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2186 * version number set to 3.0.9
2189 * version 3.0.8 released
2192 * added function checked_free()
2195 * fixed bug with double nut cracking sound
2196 (by eliminating "default element action sound" assignment in init.c)
2199 * fixed crash when no music info files are available
2202 * fixed boring and sleeping sounds
2205 * added "maze runner" and "maze hunter" movement types
2206 * added extended collision conditions for custom elements
2209 * added warnings for undefined token values in artwork config files
2212 * added menu entry for level set information to the info screen
2215 * fixed bug with wrong default impact sound for colored emeralds
2218 * added several sub-screens for the info screen
2219 * menu text now also clickable (not only blue/red sphere left of it)
2222 * added configurable "bored" and "sleeping" animations for the player
2223 * added "awakening" sound for player when waking up after sleeping
2226 * added "copy" and "exchange" functions for custom elements to editor
2229 * added configurable element animations for info screen
2232 * added configurable music credits for info screen
2235 * finally fixed tape recording when player is created from CE change
2238 * added "editorsetup.conf" for editor element list configuration
2241 * added "musicinfo.conf" for menu and level music configuration
2244 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2245 (that only showed up on Linux, but not on Windows systems)
2248 * fixed turning movement of butterflies and fireflies (no frame reset)
2249 * enhanced sniksnak turning movement (two steps instead of only one)
2252 * version number set to 3.0.8
2255 * version 3.0.7 released
2258 * fixed reset of player animation frame when, for example,
2259 walking, digging or collecting share the same animation
2260 * fixed CE with "deadly when touching" exploding when touching amoeba
2263 * fixed tape recording when player is created from CE element change
2266 * introduced "turning..." action graphic for elements with move delay
2267 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2268 * added turning animations for bug, spaceship and sniksnak
2271 * prevent "extended" changed elements from delay change in same frame
2274 * fixed bug when pushing element that can move away to the side
2275 (like pushing falling elements, but now with moving elements)
2278 * finally fixed serious bug in code for delayed element pushing (again)
2281 * unavailable setup options now marked as "n/a" instead of "off"
2282 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2283 to "true", levels are always played with the latest game engine,
2284 which is desired for levels that are imported from other games; all
2285 other levels are played with the engine version stored in level file
2286 (which is normally the engine version the level was created with)
2289 * fixed serious bug in code for delayed element pushing
2290 * fixed little bug in animation frame selection for pushed elements
2291 * speed-up of reading config file for verbose output
2294 * added configuration option for opening and closing Supaplex exit
2295 * added configuration option for moving up/down animation for Murphy
2296 * fixed incorrectly displayed animation for attacking dragon
2297 * fixed bug with not setting initial gravity for each new game
2298 * fixed bug with teleportation of player by custom element change
2299 * fixed bug with player not getting smashed by rock sometimes
2302 * version number set to 3.0.7
2305 * version 3.0.6 released
2308 * added support for MP3 music for SDL version through SMPEG library
2311 * fixed bug when initializing font graphic structure
2312 * fixed bug with animation mode "pingpong" when using only 1 frame
2313 * fixed bug with extended change target introduced in 3.0.5
2314 * fixed bug where passing over moving element doubles player speed
2315 * fixed bug with elements continuing to move into push direction
2316 * fixed bug with duplicated player when dropping bomb with shield on
2317 * added "switching" event for custom elements ("pressing" only once)
2318 * fixed switching bug (resetting flag when not switching but not idle)
2321 * fixed element tokens for certain file elements with ".active" etc.
2324 * version number set to 3.0.6
2327 * version 3.0.5 released
2330 * now four envelope elements available
2331 * font, background, animation and sound for envelope now configurable
2332 * main menu doors opening/closing animation type now configurable
2335 * active/inactive sides configurable for custom element changes
2336 * new movement type "move when pushed" available for custom elements
2339 * fixed bug in multiple config pages loader code that caused crashes
2342 * enhanced (remaining low-resolution) Supaplex graphics
2345 * version number set to 3.0.5
2348 * version 3.0.4 released
2350 2003-09-12 src/tools.c
2351 * fixed bug in custom definition of crumbled element graphics
2353 2003-09-11 src/files.c
2354 * fixed bug in multiple config pages code that caused crashes
2357 * version number set to 3.0.4
2360 * version 3.0.3 released
2363 * added music to Supaplex classic level set
2365 2003-09-07 src/libgame/misc.c
2366 * added support for loading various music formats through SDL_mixer
2368 2003-09-06 (various source files)
2369 * fixed several nasty bugs that may have caused crashes on some systems
2370 * added envelope content which gets displayed when collecting envelope
2371 * added multiple change event pages for custom elements
2373 2003-08-24 src/game.c
2374 * fixed problem with player animation when snapping and moving
2376 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2377 * fixed problem with flickering when drawing toon animations
2379 2003-08-23 src/libgame/sdl.c
2380 * fixed problem with setting mouse cursor in SDL version in fullscreen
2382 2003-08-23 src/game.c
2383 * fixed bug (missing array boundary check) which could crash the game
2386 * version number set to 3.0.3
2389 * version 3.0.2 released
2391 2003-08-21 src/game.c
2392 * fixed bug with creating inaccessible elements at player position
2394 2003-08-20 src/init.c
2395 * fixed bug with not finding current level artwork directory
2397 2003-08-20 src/files.c
2398 * fixed bug with choosing wrong engine version when playing tapes
2399 * fixed bug with messing up custom element properties in 3.0.0 levels
2402 * version number set to 3.0.2
2405 * version 3.0.1 released
2407 2003-08-17 (no source files affected)
2408 * changed all "classic" PCX image files with 16 colors or less to
2409 256 color (8 bit) storage format, because the Allegro game library
2410 cannot handle PCX files with less than 256 colors (contributed
2411 graphics are not affected and might look wrong in the DOS version)
2413 2003-08-16 src/init.c
2414 * fixed bug which (for example) crashed the level editor when defining
2415 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2416 (only set to default) -- invalid graphics now set to default graphic
2418 2003-08-16 src/init.c
2419 * fixed graphical bug of player digging/collecting/snapping element
2420 when no corresponding graphic/animation is defined for this action,
2421 resulting in player being drawn as EL_EMPTY (which should only be
2422 done to elements being collected, but not to the player)
2424 2003-08-16 src/game.c
2425 * fixed small graphical bug of player not totally moving into exit
2427 2003-08-16 src/libgame/setup.c
2428 * fixed bug with wrong MS-DOS 8.3 filename conversion
2430 2003-08-16 src/tools.c
2431 * fixed bug with invisible mouse cursor when pressing ESC while playing
2433 2003-08-16 (various source files)
2434 * added another 128 custom elements (disabled in editor by default)
2436 2003-08-16 src/editor.c
2437 * fixed NULL string bug causing Solaris to crash in sprintf()
2439 2003-08-16 src/screen.c
2440 * fixed drawing over scrollbar on level selection with custom fonts
2442 2003-08-15 src/game.c
2443 * cleanup of simple sounds / loop sounds / music settings
2445 2003-08-08 (various source files)
2446 * added custom element property for dropping collected elements
2448 2003-08-08 src/conf_gfx.c
2449 * fixed bug with missing graphic for active red disk bomb
2451 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2452 * extended variable "level.gravity" to "level.initial_gravity" and
2453 "game.current_gravity" to prevent level setting from being changed
2454 by playing the level (keeping the runtime value after playing)
2456 * fixed graphics bug when digging element that has 'crumbled' graphic
2457 definition, but not 'diggable' graphic definition
2460 * version number set to 3.0.1
2463 * version 3.0.0 released
2466 * various bug fixes; among others:
2467 - fixed bug with pushing spring over empty space
2468 - fixed bug with leaving tube while placing dynamite
2469 - fixed bug with explosion of smashed penguins
2470 - allow Murphy player graphic in levels with non-Supaplex elements
2474 * I have forgotten to document changes for some time
2477 * pre-release version 2.2.0rc1 released
2479 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2480 * Level series artwork now configurable via level series config file.
2481 "levelinfo.conf" may now contain directives "graphics_set",
2482 "sounds_set" and "music_set" to select artwork sets which are
2483 globally defined or which are included into other level series.
2486 * version number set to 2.1.2
2489 * version 2.1.1 released
2491 2002-08-10 src/libgame/system.h
2492 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2493 and keypad enter key -- Macs seem not to distinguish between left
2494 and right modifier keys (both generate scan code for left key). :-(
2496 2002-08-10 src/libgame/sound.c
2497 * Fixed small NetBSD compilation bug.
2498 Thanks to Adam Ciarcinski for the bug report.
2500 2002-08-10 src/libgame/sound.c
2501 * Added support for audio device "/dev/sound/dsp" (devfs).
2502 Thanks to Christoph Bauer for the corresponding report.
2504 2002-08-10 src/libgame/sound.c
2505 * Bug fixed that caused regular crashes under SDL/Windows version.
2506 Mixer_InsertSound(): Always stop music before playing new music,
2507 else "mixer_active_channels" can get fucked up.
2508 Thanks to Keith Peterston for the bug report.
2511 * version number set to 2.1.1
2514 * version 2.1.0 released
2516 2002-05-31 src/libgame/image.c
2517 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2518 and "image" after converting loaded PCX image file to X11 Pixmap.
2519 This really showed up when reloading custom artwork several times.
2521 2002-05-20 src/libgame/sound.c
2522 * added support for 16 bit WAV sound files
2525 * version number set to 2.1.0
2527 2002-04-03 to 2002-05-19 (various source files)
2528 * graphics, sounds and music now fully configurable
2529 * bug fixed that prevented walking through tubes when gravity on
2530 * added support for TrueColor PCX graphics files
2531 * enhanced sound system (especially regarding stereo and loop sounds)
2533 2002-04-02 src/events.c, src/editor.c
2534 * Make Escape key less aggressive when playing or when editing level.
2535 This can be configured as an option in the setup menu. (Default is
2536 "less aggressive" which means "ask user if something can be lost"
2537 when pressing the Escape key.)
2539 2002-04-02 src/screen.c
2540 * Added "graphics setup" screen.
2542 2002-04-01 src/screen.c
2543 * Changed "choose level" setup screen stuff to be more generic (to
2544 make it easier to add more "choose from generic tree" setup screens).
2546 2002-04-01 src/config.c, src/timestamp.h
2547 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2548 automatically gets created by "src/Makefile" and contains an actual
2549 compile-time timestamp to identify development versions of the game).
2551 2002-04-01 src/libgame/misc.c
2552 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2553 for orthogonality. When really needed, this function must be
2554 extended accordingly (analog to "getKeyFromX11KeyName()").
2556 2002-04-01 src/libgame/setup.c
2557 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2558 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2559 (This was needed for custom key setup handling in "src/screens.c".)
2561 2002-03-31 src/tape.c, src/events.c
2562 * Added quick game/tape save/load functions to tape stuff which can be
2563 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2564 loads previously recorded tape and directly goes into recording mode
2565 from the end of the tape (therefore appending to the tape).
2567 2002-03-31 src/tape.c
2568 * Added "index mark" function to tape recorder. When playing or
2569 recording, "eject" button changes to "index" button. Setting index
2570 mark is not yet implemented, but pressing index button when playing
2571 allows very quick advancing to end of tape (when normal playing),
2572 very fast forward mode (when playing with normal fast forward) or
2573 very fast reaching of "pause before end of tape" (when playing with
2574 "pause before end" playing mode).
2576 2002-03-30 src/cartoons.c
2577 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2579 2002-03-30 src/libgame/toons.c
2580 * New libgame source file "toons.c" for the program independant part
2583 2002-03-29 src/screen.c
2584 * Changed setup screen stuff to be more generic (to make it easier
2585 to add more setup screens).
2587 2002-03-29 src/libgame/setup.c
2588 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2589 with level sub-directories are recognized, but also directories
2590 that directly contain level files.
2592 2002-03-29 src/libgame/sound.c
2593 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2594 (This was a bug that showed up only when in mono audio mode.)
2596 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2597 * Changed image loading code to not exit on error, but set error by
2598 using "SetError()" accordingly. Image loading errors must now be
2599 catched by above layers (src/init.c for example).
2601 2002-03-24 src/libgame/misc.c
2602 * New functions "SetError()" and "GetError()" to provide more
2603 flexible error handling.
2605 2002-03-23 src/main.c, src/main.h
2606 * Various changes due to the introduction of the new libgame files
2607 "setup.c" and "joystick.c".
2609 2002-03-23 src/files.c
2610 * Generic parts of "src/files.c" (mainly setup and level directory
2611 stuff) moved to new libgame file "src/libgame/setup.c".
2613 2002-03-23 src/joystick.c
2614 * File "src/joystick.c" moved to libgame source tree, with
2615 correspondig changes.
2617 2002-03-23 src/libgame/system.c, src/libgame/system.h
2618 * Various changes due to the introduction of the new files "setup.c"
2621 2002-03-23 src/libgame/setup.c
2622 * New libgame source file "setup.c" that contains now most setup and
2623 level directory stuff previously handled in "src/files.c".
2625 2002-03-23 src/libgame/joystick.c
2626 * New libgame source file "joystick.c" that contains now all joystick
2627 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2629 2002-03-22 src/screens.c
2630 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2631 (Wrong level series information displayed when entering main group.)
2633 2002-03-22 src/editor.c
2634 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2636 2002-03-22 src/editor.c
2637 * Changed behaviour of "Escape" key in level editor to be more
2638 intuitive: When in "Element Properties" or "Level Info" mode,
2639 return to "Drawing Mode" instead of leaving the level editor.
2641 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2642 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2643 to specify alternative sound and music directories. (The former
2644 shortcut "-s" for "--serveronly" has changed accordingly.)
2646 2002-03-22 src/libgame/gadgets.c
2647 * Added new gadget events for displaying gadget info texts:
2648 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2649 the info text callback function was only called when entering
2650 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2651 was never erased. This can now be done by checking the event type
2652 in the info callback function.
2654 2002-03-21 src/game.c, src/editor.c, src/files.c
2655 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2656 gems (emeralds, diamonds, ...) slipping down from normal wall,
2657 steel wall and growing wall (as in E.M.C. style levels). Although
2658 the behaviour of contributed and private levels wasn't changed (due
2659 to the use of "level.game_version"; see previous entry), editing
2660 those levels will (of course) change the behaviour accordingly.
2662 This change seems a bit too hard after thinking about it, because
2663 the EM style behaviour is not the "expected" behaviour (gems would
2664 normally only slip down from "rounded" walls). Therefore this was
2665 now changed to an element property for gem style elements, with the
2666 default setting "off" (which means: no special EM style behaviour).
2667 To fix older converted levels, this flag is set to "on" for pre-2.0
2668 levels that are neither contributed nor private levels.
2670 2002-03-20 src/files.h
2671 * Corrected settings for "level.game_version" depending of level type.
2672 (Contributed and private levels always get played with game engine
2673 version they were created with, while converted levels always get
2674 played with the most recent version of the game engine, to let new
2675 corrections of the emulation behaviour take effect.)
2677 2002-03-20 src/main.h
2678 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2679 compiling the SDL version on some systems.
2680 Thanks to the several people who pointed this out.
2682 2002-03-20 src/libgame/gadgets.c
2683 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2684 this caused problems especially on PowerPC architecture (although
2685 it is wrong on i386 and other architectures, too)
2687 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2688 * Added support for loading and displaying true-color PCX files.
2690 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2691 * Added command line option "-g" / "--graphics" to specify an
2692 alternative graphics directory.
2695 * Version number set to 2.0.2.
2698 * Version 2.0.1 released.
2700 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2701 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2702 to libgame source files; needed for SDL fullscreen bug workaround
2705 2002-03-18 src/screens.c
2706 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2708 2002-03-18 src/files.c [src/libgame/misc.c]
2709 * Moved some common functions from src/files.c to src/libgame/misc.c.
2711 2002-03-18 src/files.c [src/libgame/misc.c]
2712 * Changed permissions for new directories and saved files (especially
2713 score files) according to suggestions of Debian users and mantainers.
2714 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2716 2002-03-18 src/libgame/misc.c [src/files.c]
2717 * Moved some common functions from src/files.c to src/libgame/misc.c.
2719 2002-03-18 src/libgame/misc.c [src/files.c]
2720 * Changed permissions for new directories and saved files (especially
2721 score files) according to suggestions of Debian users and mantainers.
2722 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2724 2002-03-17 src/files.c
2725 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2726 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2727 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2728 for levels and "TAPE" for tapes). Old "cookie" style format is
2729 still supported for reading. New level and tape files are written
2732 * New IFF chunk "VERS" contains version numbers for file and game
2733 (where "game version" is the version of the program that wrote the
2734 file, and "file version" is a version number to distinguish files
2735 with different format, for example after adding new features).
2737 2002-03-17 src/libgame/sound.c
2738 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2739 even when sound not available.
2740 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2742 2002-03-15 src/screen.c
2743 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2744 (Before, you heard a mixture of the in-game music and the
2745 hall-of-fame music.)
2747 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2748 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2749 /dev/audio (ulaw) based Unix audio interface).
2750 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2752 2002-03-15 src/libgame/sdl.c
2753 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2754 in the currently actual version 1.2.3) by using "standard" screen
2755 resolutions like 800x600 and mapping all input (mouse events) and
2756 output (screen drawing) accordingly.
2758 2002-03-14 src/events.c
2759 * Function "DumpTape()" (files.c) now available by pressing 't' from
2760 main menu (when in DEBUG mode).
2762 2002-03-14 src/game.c
2763 * "GameWon()": When game was won playing a tape, now there is no delay
2764 raising the score and no corresponding sound is played.
2766 2002-03-14 src/files.c
2767 * Changed "LoadTape()" for real chunk support and also adjusted
2768 "SaveTape()" accordingly.
2770 2002-03-14 src/game.c, src/tape.c, src/files.c
2771 * Important changes to tape format: The old tape format stored all
2772 actions with a real effect with a corresponding delay between the
2773 stored actions. This had some major disadvantages (for example,
2774 push delays had to be ignored, pressing a button for some seconds
2775 mutated to several single button presses because of the non-action
2776 delays between two action frames etc.). The new tape format just
2777 stupidly records all device actions and replays them later. I really
2778 don't know why I haven't solved it that way before?! Old-style tapes
2779 (with tape file version less than 2.0) get converted to the new
2780 format on-the-fly when loading and can therefore still be played;
2781 only some minor parts of the old-style tape handling code was needed.
2782 (A perfect conversion is not possible, because there is information
2783 missing about the device actions between two action frames.)
2785 2002-03-14 src/files.c
2786 * New function "DumpTape()" to dump the contents of the current tape
2787 in a human readable format.
2789 2002-03-14 src/game.c
2790 * Small tape bug fixed: When automatically advancing to next level
2791 after a game was won, the tape from the previous level still was
2792 loaded as a tape for the new level.
2794 2002-03-14 src/tape.c
2795 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2796 tape, cartoons did not get completely removed because
2797 StopAnimation() was not called.
2799 2002-03-13 src/files.c
2800 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2801 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2802 size even when using 16-bit elements). Added new chunk "CNT2" for
2803 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2804 chunk even when content was 16-bit element). "CNT2" should now be
2805 able to store content for arbitrary elements (up to eight blocks of
2806 3 x 3 element arrays). All "CNT2" elements will always be stored as
2807 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2809 2002-03-13 src/files.c
2810 * Changed "LoadLevel()" for real chunk support.
2812 2002-03-12 src/game.c
2813 * Fixed problem (introduced after 2.0.0 release) with penguins
2814 not getting killed by enemies
2816 2002-02-28 src/libgame/sound.c
2817 * Fixed small problem with new SDL_Mixer 1.2.1:
2818 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2819 or it has no effect.
2821 2002-02-24 src/game.c, src/main.h
2822 * Added "player->is_moving"; now "player->last_move_dir" does
2823 not contain any information if the player is just moving at
2825 Before, "player->last_move_dir" was misused for this purpose
2826 for the robot stuff (robots don't kill players when they are
2827 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2828 broke tapes when walking through pipes!
2829 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2830 in a continuous movement. This fact is ignored for friends and