2 * fixed bug with not updating default bitmap pointer for scaled images
5 * fixed some smaller issues with loading custom artwork
8 * added warnings when using undefined element and graphic names in
9 custom artwork definitions (like ".crumbled_like" or ".clone_from")
10 * added setting default filenames for all cloned graphics in static
11 graphics configuration on startup (to be able to fall back later)
14 * fixed using buttons on main screen with size other than 32x32 pixels
15 * fixed some initialization bugs for scrollbars and main screen buttons
16 * fixed bug when drawing non-element graphics (without separate in-game
17 graphic/bitmap defined) while non-standard game tile size is defined
20 * removed some remaining unused X11 stuff
21 * fixed bug with potentially suppressed exit error message on startup
24 * fixed bug not loading tape when selecting level from level selection
25 screen (thanks to filbo for finding this bug and supplying a patch)
28 * fixed menu display bugs (drawing outside menu area with draw offset)
29 * fixed menu key navigation bugs (when using smaller menu list size)
32 * added support for animated door parts during opening/closing movement
35 * added automatic detection of normal/steel character elements in level
36 editor when drawing text (depending on currently selected element)
39 * eliminated historical ISO-8859-1 characters from source code files
40 (but still using them internally for special character encodings)
41 * changed output of special character for level sketch brushes to UTF-8
44 * added handling of unselectable selectbox options and option headlines
47 * fixed bug when changing between graphic sets with different tile size
48 * cleanup of handling the various graphic sizes for different purposes
49 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
52 * added virtual keyboard on Android port when entering player name
55 * fixed "quick menu doors" and sounds for door and envelope requests
58 * fixed display bugs with certain custom menu definitions regarding the
59 hall of fame (high scores) and setup screens that require scrolling
60 (these display bugs showed up with custom menu graphics of R'n'D jue)
63 * fixed bug with animation frames per line with non-standard tile size
64 (relevant for example for 64x64 sized frames continued on next row)
67 * removed checking of file identifier tokens for configuration files
70 * fixed bug where player actions were only mapped in team mode
71 (this broke four tapes in automatic game engine unit test where
72 old levels contained a non-yellow player, like rnd_abby_king, 011)
75 * removed large parts of the preprocessor hell of old and unused code
78 * updated source file headers (mainly author contact information)
81 * added key shortcuts for window scaling and toggling fullscreen mode:
82 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
83 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
86 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
87 * added some performance improvements when handling SDL surface scaling
90 * added custom graphics property "game.tile_size" to define in-game tile
91 size (this defines the tile size actually displayed on the playfield);
92 tile graphics will either be scaled to the defined game tile size or
93 have to be specified with the same image size (using ".tile_size")
96 * added custom graphics property ".tile_size" to define tile image size
97 for game element graphics (like "custom_1.tile_size"); non-standard
98 sized images will then be scaled accordingly to standard tile size
101 * fixed music still being played in Android version when in background
104 * added Android "menu" button to be treated as "yes" requester button
105 (while the Android "back" button was already treated as "no" button)
108 * added command line options "--version" / "-V" to show program version
109 (also shows SDL library versions when prefixed with "--debug" option)
112 * error file set to unbuffered to prevent truncation in case of crashes
115 * fixed bug causing wrong screen updates while playing (whole screen
116 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
117 * fixed nasty (typo) bug in native EM engine causing broken player
118 graphics when using different (redefined) playfield size
121 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
122 to be displayed incorrectly (with broken scaling) when switching
123 between small and normal game graphics (thanks a lot to filbo for
124 analyzing and describing how to exactly reproduce this bug)
127 * removed MS-DOS support
128 * removed native X11 support (X11 now only supported via SDL/SDL2)
131 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
134 * fixed level redraw after quick-loading tape with small tile graphics
137 * added compatibility code for existing request door animation settings
140 * added ultra-generic, ultra-flexible request door animation handling
143 * fixed major bugs in handling single-player and multi-player tapes
144 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
147 * fixed various problems with playfield and requester/tape/editor doors
148 defined to be at non-standard screen positions in artwork config file
151 * added envelope style requester dialog (alternative to door requester)
154 * fixed problems with window scaling and updating related setup value
155 * added setup option to select anti-aliasing quality of scaled windows
158 * improved speed of displaying progress when loading levels and artwork
159 * changed fullscreen and window scaling changes in setup menu to have
160 immediate effect (instead of being effective after leaving setup menu)
163 * fixed toons stopping on continuous touch events on Mac OS X
166 * fixed bug when displaying game envelope with even sized playfield
167 * added graphic configuration options for request (dialog) buttons
170 * fixed some redraw bugs with window scaling under Mac OS X
173 * fixed problems with window scaling and updating related setup value
176 * fixed problems related to fullscreen switching and window scaling
179 * fixed inconsistent custom artwork constants numbering in src/main.h,
180 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
181 (this bug caused custom artwork definition to set wrong variable)
184 * fixed using fullscreen mode on Android instead of pseudo-window mode
185 * fixed keeping desktop fullscreen mode when changing viewport size
188 * fixed remaining text input problems for non-ASCII keys with modifier
189 * added window scaling options to graphics setup menu
192 * fixed key code problems with certain keys for SDL2
193 (keypad keys not being in numerical order; number of function keys)
194 * fixed text input problems for text characters using modifier keys
197 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
200 * fixed graphical bugs when using renderer/texture based graphics
203 * fixed playing certain sounds (menu navigation sound and counting
204 score sound after solving a level) when "normal sounds" are disabled
207 * continued porting Rocks'n'Diamonds to Android (levels now playable)
210 * added SDL2 renderer/texture based graphics frame handling to allow for
211 "desktop" style fullscreen mode and scaling of game screen/window
214 * removed limitation of artwork files to selected file types (this means
215 that every file type supported by SDL_image and SDL_mixer can be used)
216 * changed default graphics from PCX to PNG (needed for Android version
217 to prevent painfully slow image loading, although not compressing PCX
218 files in the assets directory of the APK package might also work fine)
219 * fixed bug with SDL_BlitSurface creating garbage when source and target
220 surface are the same (this bug also existed in versions of SDL 1.2.x)
223 * started porting Rocks'n'Diamonds to Android (already shows main menu)
226 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
229 * version number set to 3.3.1.3
232 * version 3.3.1.2 released
235 * improved error handling: display error message on screen (not only in
236 the error file or on the console), and display path of the error file
239 * fixed problem with R'n'D restarting with same level set that may have
240 caused a problem (and therefore failing again and again); after an
241 error, the last level set is now deactivated in file "levelsetup.conf"
242 to restart with default level set (which should work without error)
245 * fixed determining main game data directory on Mac OS X "Mavericks"
248 * version number set to 3.3.1.2
251 * version 3.3.1.1 released
254 * added scripts directory to distribution package to enable building
255 element definitions after editing artwork config source code files
258 * added volume controls for sounds, loops and music to sound setup
261 * version number set to 3.3.1.1
264 * version 3.3.1.0 released
267 * version number set to 3.3.1.0
270 * fixed display of level time switching from ascending to descending
271 when making use of the "time orb bug" (see element setting in editor)
272 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
273 * fixed graphics performance problems (especially on Mac OS X) by using
274 whole-playfield redraw on SDL target, while still using the previous
275 single-tile redraw method on X11 target (using redraw tiles threshold)
278 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
279 (by replacing all "long" types by "int" types)
282 * fixed nasty bug (affecting crumbled graphics) after adding new special
283 graphics suffix ".TAPE" (and messing some things up in src/main.c)
286 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
287 (this caused fonts in envelope config in level editor being invisible)
290 * fixed some problems with half tile size and even tile sized playfields
293 * added level selection screen (when clicking on main menu level number)
294 * added level tracing (played, solved) for use in level selection screen
295 (to display already played or solved levels in different font color)
298 * added alternative game mode for playing with half size playfield tiles
299 * fixed another memory violation bug in the native Supaplex game engine
300 (this potential memory bug was also in the original Megaplex code, but
301 apparently only occured under rare conditions triggered by using the
302 additional added preceding playfield memory area to make a few strange
303 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
304 solvable (this all worked fine in the classic DOS version, of course))
307 * added graphics performance optimization to native Supaplex game engine
308 * fixed bug with accidentally removing preceding buffer in SP engine
309 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
310 (to prevent compatibility mapping of these newer graphics to older
311 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
314 * added separately configurable game panel background to graphics config
315 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
318 * added tape panel graphics and screen positions to graphics config
321 * added compatibility stuff for redefined "global.door" (which affects
322 all parts of that image that have their own graphics definition now)
325 * added sound button graphics to graphics config
328 * added tape button graphics and screen positions to graphics config
331 * improved single step mode in R'n'D, EM and SP engines
334 * version number set to 3.3.0.2
337 * version 3.3.0.1 released
340 * added configurable key shortcuts for snap+direction player actions
341 (probably most useful for recording tool-assisted speedrun (TAS)
342 tapes using the single-step mode of the tape recorder)
345 * version number set to 3.3.0.1
348 * version 3.3.0.0 released
351 * fixed missing memory allocation in SP engine when saving engine data
352 for non-SP game engine snapshots (which also stores SP engine part)
355 * fixed problem with scrolling in native EM engine in multi-user mode
356 (this bug was just introduced with the experimental viewport stuff)
357 * fixed animation of splashing acid in EM engine with classic artwork
358 * fixed animation of cracking nut in EM engine with classic artwork
359 * fixed (implemented) single step mode in native EM and SP engines
360 * fixed "latest_engine" flag in classic levels (moved to single sets)
361 * updated SDL library DLLs for Windows to the latest release versions
362 (this fixed some mysterious crashes of the game on Windows systems)
363 * replaced EM and SP set in classic level set with native level files
364 * finally added a newly written "CREDITS" file to the game package
365 * removed sampled music loops from classic music set
368 * changed native Emerald Mine engine to support different viewport sizes
371 * changed native Supaplex engine to support different viewport sizes
374 * added initial, experimental support for different viewport properties
375 (with "viewports" being menu/playfield area and doors; currently the
376 size of the menu/playfield area and door positions can be redefined)
379 * added initial, experimental support for different window sizes
382 * added support for native Sokoban solution files in pure 'udlrUDLR'
383 format with extension ".sln" instead of ".tape" for solution tapes
386 * added image config suffix ".class" to be able to define classes of
387 crumbled elements which are then separated against each others when
388 drawing crumbled borders (class names can freely be defined)
389 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
390 emc_grass" results in sand and emc_grass being crumbled separately,
391 even if directly adjacent on the playfield.)
392 * added image config suffix ".style" to use two new features for
394 - "accurate_borders": try to draw correctly crumbled corners (which
395 means that a row of crumbled elements does not have two crumbled
396 corners for each element in the row, but only at the "real" corners
397 at the start and the end of the row of elements)
398 - "inner_corners": also draw inner corners in concave constructions
399 of several crumbled elements -- this is currently a big kludge: the
400 number of frames for crumbled graphic must be "2", with the first
401 frame as usual (crumbled graphic), while the second frame contains
402 the graphic with inner (crumbled) corners for the crumbled graphic
403 (These two features are mainly intended for bevelled walls, not for
404 diggable elements like sand; "inner_corners" only works reliably for
405 static walls, not for in-game dynamically changing walls using CEs.)
408 * finished code cleanup of native Supaplex game engine
411 * started code cleanup of native Supaplex game engine
414 * integrated playing sound effects into native Supaplex game engine
417 * added configurable key shortcuts for the tape recorder buttons
420 * added (hidden) function to save native Supaplex levels with tape as
421 native *.sp file containing level with demo (saved with a file name
422 similar to native R'n'D levels, but with ".sp" extension instead of
423 ".level"); to use this functionality, enter ":save-native-level" or
424 ":snl" from the main menu with the native Supaplex level loaded and
425 the appropriate tape loaded to the tape recorder
426 * fixed potential crash bug caused by illegal array access in engine
427 snapshot loading and saving code
428 * changed setting permissions of score files to be world-writable if
429 the program is not installed and running setgid to allow the program
430 to modify existing score files when run as a different user (which
431 allows cheating, of course, as the score files are not protected
432 against modification in this case)
433 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
434 the top level Makefile for Debian / Ubuntu installations
435 * added saving read-only levels from editor into personal level set
436 (thanks to Bela Lubkin for the above four patches)
439 * added updating of game values on the panel to Supaplex game engine
442 * finished integrating R'n'D graphics engine into Supaplex game engine
443 (although some animations do not support full customizability yet)
446 * done integrating R'n'D graphics engine into file "Infotron.c"
447 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
450 * integrated engine snapshot functionality into Supaplex game engine
453 * fixed bug in native Supaplex engine that broke several demo solutions
454 * fixed bug with re-initializing already existing elements in function
455 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
456 counted a second time, making the currently playing level unsolvable)
457 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
458 * done integrating R'n'D graphics engine into file "Electrons.c"
459 * done integrating R'n'D graphics engine into file "Zonk.c"
462 * done integrating R'n'D graphics engine into file "Murphy.c"
463 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
466 * started integrating R'n'D graphics engine into Supaplex game engine
469 * added small kludge that allows transparent pushing animation over
470 non-black background (by using "game.use_masked_pushing: true")
471 * added editor flag to Sokoban field/object elements to automatically
472 finish solved Sokoban style levels (even if they contain non-Sokoban
473 elements, which prevents auto-enabling this feature for such levels)
476 * added new element "from_level_template" which is replaced by element
477 from level template at same playfield position when loaded (currently
478 not accessible from level editor, but only used for special Sokoban
479 level conversion when using "special_flags: load_xsb_to_ces")
480 * added special behaviour for "special_flags: load_xsb_to_ces": global
481 settings of individual level files are overwritten by template level
482 (except playfield size, level name, level author and template flag)
485 * added handling of gravity ports when converting Supaplex style R'n'D
486 levels to native Supaplex levels for playing with Supaplex engine
489 * fixed bug in Supaplex engine regarding initial screen scroll position
492 * fixed EMC style pushing animations in the R'n'D graphics engine (when
493 using ".2nd_movement_tile" for animations having start and end tile)
494 * for this to work (look) properly for two-tile pushing animations with
495 non-black (i.e. opaque) background, the pushing graphics drawing order
496 was changed to first draw the pushed element, then the player (maybe
497 this should be controlled by an ".anim_mode" flag yet to be added)
498 * two-tile animations for moving or pushing should have 7 frames for
499 normal speed, 15 frames for half speed etc. to display correct frames
500 * two-tile animations are also displayed correctly with different speed
501 settings for the player (for pushing animations) or moving elements
504 * added searching for template level (file "template.level") not only
505 inside the level set directory, but also in above level directories;
506 this makes is possible to use the same single template level file
507 (placed in a level group directory) for many level sub-directories
510 * fixed bug with steel exit being destructible during opening phase
511 * added token "special_flags" to "levelinfo.conf" (currently with the
512 only recognized value "load_xsb_to_ces", doing the same as the flag
513 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
514 converting all elements in native (XSB) Sokoban level files to CEs)
517 * fixed some problems with Supaplex engine when compiling for Windows
520 * added special mode to convert elements of Sokoban XSB levels to CEs
521 by adding "-Dload_xsb_to_ces" to the command line starting the game
522 (also adding a dependency to a template level file "template.level")
525 * added reading native Sokoban levels and level packages (XSB files)
528 * fixed bugs in (auto)scrolling behaviour when passing ports or when
529 wrapping around the playfield through "holes" in the playfield border
532 * changed internal playfield bitmap handling from playfield sized bitmap
533 to screen sized bitmap (visible scrolling area), therefore speeding up
534 graphics operations (by eliminating bitmap updates in invisible areas)
535 and removing playfield size limitations due to increasing bitmap size
536 for larger playfield sizes (while the new implementation always uses
537 a fixed playfield bitmap size for arbitrary internal playfield sizes)
540 * fixed bug with single step mode (there were some cases where the game
541 did not automatically return to pause mode, e.g. when trying to push
542 things that cannot be pushed or when trying to run against a wall)
545 * added support for loading Supaplex levels in MPX level file format
548 * fixed SP engine to set "game over" not before lead out counter done
551 * fixed (potential) compile error when using GCC option "-std=gnu99"
552 (thanks to Tom "spot" Callaway)
555 * fixed array allocation in native Supaplex engine to correctly handle
556 preceding scratch buffers (needed because of missing border checking)
557 * fixed playfield initialization to correctly add raw header bytes as
558 subsequent scratch buffer (needed because of missing border checking)
561 * most important parts of native Supaplex engine integration working:
562 - native Supaplex levels can be played in native Supaplex engine
563 - native Supaplex level/demo files ("*.sp" files) can be re-played
564 - all 111 classic original Supaplex levels automatically solvable
565 - native Supaplex engine can be selected and used from level editor
566 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
569 * fixed another translation problem from VisualBasic to C (where "int"
570 should be "short") causing unsolvable demos with bugs and terminals
571 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
574 * fixed bug when reading Supaplex single level files (preventing loader
575 from seeking to level position like in Supaplex level package files)
578 * first classic Supaplex level running and solved by solution/demo tape
581 * started with integration of native Supaplex engine, using source code
582 of Megaplex from Frank Schindler, based on original Supaplex engine
585 * version number set to 3.2.6.2
588 * version 3.2.6.1 released
591 * fixed bug with element_info[e].gfx_element not being initialized in
592 early game stage, causing native graphics in EMC level sets to be
593 mapped completely to EL_EMPTY (causing a blank screen when playing)
594 (this only happened when starting the program with an EMC set with
595 native graphics, but not when switching to such a set at runtime)
598 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
599 and using self-compiled, patched SDL.dll that solves this problem
600 (interim solution until release of SDL 1.2.14 that should fix this)
603 * extended backwards compatibility mode to allow already fixed bug with
604 change actions (see "2008-02-05") for existing levels (especially the
605 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
608 * reactivated workaround to prevent program crashes due to blitting to
609 the same SDL surface that apparently only occurs on Windows systems
610 (this is no final solution; this problem needs further investigation)
613 * version number set to 3.2.6.1
616 * version 3.2.6.0 released
619 * fixed behaviour of player option "no centering when relocating" which
620 was incorrect when disabled and relocation target inside visible area
621 and "no scrolling when relocating" enabled at the same time
624 * fixed problems with re-mapping players on playfield to input devices:
625 previously, players found on the level playfield were changed to the
626 players connected to input devices (for example, player 3 in the level
627 was changed to player 1 (using artwork of player 3, to be able to use
628 a player with a different color)); this had the disadvantage that CE
629 conditions using player elements did not work (because the players in
630 the level definition are different to those effectively used in-game);
631 the new system uses the same player elements as defined in the level
632 playfield and re-maps the input devices of connected players to the
633 corresponding player elements when playing the level (in the above
634 example, player 3 now really exists in the game and is moved using the
635 events from input device 1); level tapes still store the events from
636 input devices 1 to 4, which are then re-mapped to players accordingly
637 when re-playing the tape (just as it is done when playing the level)
640 * fixed bug with player relocation while the player switches an element
643 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
644 not walkable (and did not let the player enter) when in process of
645 opening, but not fully open yet (which can cause the player not being
646 able to enter the exit in EM/DC style levels in time)
649 * fixed some bugs regarding the new level/CE random seed reset options
652 * moved "level settings" and "editor settings" to two tabbed screens in
653 level editor to gain space for additional level property settings
654 * added level setting to start a level with always the same random seed
655 * added CE action "set random seed" to re-initialize random seed in game
656 (this is the only CE action that gets executed before the CE changes,
657 which is needed to use the newly set random seed during the CE change)
660 * fixed redraw problem of special editor door when playing from editor
663 * fixed initialization of gfx_element for level sketch image creation
666 * added switch for EM style dynamite "[ ] explodes with chain reaction"
667 (with default set to "on" for existing levels, but "off" for all new
668 levels), as EM style dynamite does not chain-explode in original EM
671 * added optional initial inventory for players (pre-collected elements)
672 * added change page actions "set player inventory" and "set CE artwork"
673 * added recognition of "player" parameter on change pages when player
674 actions are defined, but no trigger player in corresponding condition
675 (this resulted in actions that only affected the first player before)
676 * fixed bug with change actions being executed for newly created custom
677 elements resulting from custom element changes, when the intention was
678 only to check for change actions for the previous custom element
681 * changed design and size of element drawing area in level editor
682 * added "element used as action parameter" to element change actions
685 * added possibility to reanimate player immediately after his death
686 (for example, by "change to <player> when explosion of <player>")
689 * fixed bug with "gray" white door not being uncovered by magnifier
690 * added score for collecting (any) key to the white key config page
693 * added condition "deadly when <getting hit by>" for custom elements
694 that behaves a bit like the existing "deadly when <colliding with>",
695 but with the following differences:
696 - it only kills players or friends when it was moving before it hits
697 - it does not kill players or friends that try to run into it
700 * fixed the following change conditions where a player element is used
701 as the "element that is triggering the custom element change":
704 - explosion of <element>
706 (the last two conditions already worked partially, but only for the
707 first player, and not for the "Murphy" player when using "move of")
710 * fixed crash bug caused by accessing invalid element (with value -1)
711 in UpdateGameControlValues()
712 * fixed graphical bug when using two-tile movement animations with EMC
713 game engine without explicitly using native EMC graphics engine
716 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
717 try to push something (due to push delay) does not cause a dig action
720 * fixed bug with reference elements used as trigger elements on custom
721 element change pages not being recognized
722 * fixed bug with reference elements not being removed from the playfield
723 * added engine functionality that allows custom elements that "can dig"
724 other elements not only to do so when moving by themselves, but also
725 when being pushed by the player (therefore adding the functionality to
726 push one element over another element, replacing it with the new one)
729 * added command line function to write level sketch images to directory
732 * merged override and auto-override options into new override options
733 with a new data type than can take the values "no", "yes" and "auto"
736 * fixed growing steel wall to also leave behind steel wall instead of
737 normal, destructible wall
738 * fixed handling of rocks falling through stacks of quicksand with
739 different speed (before, the rocks just got stuck in the quicksand)
742 * fixed nasty bug with auto-override and normal override not working on
743 program startup (especially when current level set has custom artwork)
746 * version 3.2.5 released as special edition "R'n'D jue"
749 * fixed X11 crash bug when blitting masked title screens over background
752 * changed build system to support special editions (like "R'n'D jue")
753 * added (hardcoded) loading graphics for "R'n'D jue" special edition
754 * fixed X11 crash bug when scaling images with width/height less than 32
757 * added "background.PLAYING" (only visible as two-pixel border in game)
758 * added default level set for first start of special R'n'D version
759 * changed door animations for editor always behaving like "quick doors"
762 * added new custom artwork setup option "auto-override non-CE sets" for
763 automatic artwork override that is only used for level sets without
764 custom element artwork (as it does not make much sense to override
765 any artwork that redefines custom element artwork for sets using CEs)
766 * fixed default artwork for "special" R'n'D versions always using the
767 "classic" artwork as the base if base artwork is not explicitly
768 defined in "levelinfo.conf", regardless of different default artwork
769 used by the special R'n'D version -- this is needed because any such
770 custom artwork is designed using the "classic" artwork definitions as
771 the base (including menu definitions and screen positions etc., which
772 would otherwise be taken from the different special default artwork)
775 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
776 for both EMC and R'n'D graphics engine (heavy workarounds needed due
777 to massively broken handling of quicksand in R'n'D game engine)
778 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
779 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
782 * fixed small bug in toon drawing (introduced when fixing the crash bug)
785 * added graphics definition "game.panel.highscore" to display the
786 current levels current high score in the game panel
789 * version number set to 3.2.5
792 * version 3.2.4 released
795 * fixed crash bug in toon drawing functions for large step offset values
798 * fixed some problems with displaying game panel when quick-loading tape
801 * fixed (experimental only) redrawing of every tile per frame (even if
802 unneeded) for the extended (R'n'D based) EMC graphics engine
803 * added optimization to only calculate element count for panel display
804 if really needed (that is, if element count values defined on panel)
805 * fixed problem with special editor door redraw when entering main menu
808 * fixed bug with displaying background for title messages on info screen
809 * some code cleanup for the extended (R'n'D based) EMC graphics engine
812 * fixed bug with CE action "move player" always resulting in player 4
813 if there was a CE action with no trigger player (because the player
814 element was calculated by using log_2() from trigger player bits with
815 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
816 triggering player bit mask and handling all players in "move player"
817 * fixed bug when defined artwork cannot be found for artwork that has
818 default artwork cloned from other artwork (without default filename)
819 * added several fixes to the extended (R'n'D based) EMC graphics engine
822 * fixed broken editor copy and paste for custom elements between levels
825 * title messages are now also searched in graphics artwork directory;
826 those found in graphics directory have precendence over those found
827 in level directory -- this handles title messages stored in graphics
828 directories as part of the artwork set, just like title images; this
829 makes sense, as corresponding special font definitions for messages
830 are usually defined in the same graphics artwork directory, and also
831 because title images and title messages that are combined in a level
832 set introduction should usually not be separated when the level set
833 is used with a different artwork set (e.g. using "override graphics")
834 * fixed problem with door borders on main screen by first drawing doors
835 and then the corresponding border masks, but not vice versa
836 * fixed problem with artwork config entries using the value "[DEFAULT]";
837 this does not what one might expect, but sets the value to an invalid
838 value -- solution: simply ignore such entries, which results in this
839 value keeping its previous (real) default value (in general, entries
840 that should use their default value should just not be defined here)
841 * fixed problem with wrong fading area size from main menu to setup menu
844 * fixed problem with broken crumbled graphics after level set changes
845 when using R'n'D custom artwork with level sets using the EMC engine
848 * fixed invisible "joysticks deactivated ..." text on setup input screen
851 * added use of hashes created from static lists (element tokens, image
852 config, font tokens) to speed up lookup of configuration parameters
853 * fixed bug where element and graphic config token lookup was mixed up
856 * added "busy" animation when initializing program and loading artwork
857 * added initialization profiling for program startup (debugging only)
860 * fixed(?) very strange bug apparently triggered by memset() when code
861 was cross-compiled with MinGW cross-compiler for Windows XP platform
862 (this only happened when using SDL.dll also self-compiled with MinGW)
865 * added graphics engine directive "border.draw_masked_when_fading" that
866 enables/disables drawing of border mask over screen that is just faded
869 * fixed small problem with separate fading definition for game screen
872 * added additional configuration directives for setup screen draw offset
873 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
874 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
875 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
876 used to define draw offset on custom artwork selection screens and
877 "CHOOSE_OTHER" is used on all other list style selection screens, like
878 choosing game speed or screen mode for fullscreen mode)
879 * added additional configuration directives to define main menu buttons:
880 - menu.button_name and menu.button_name.active
881 - menu.button_levels and menu.button_levels.active
882 - menu.button_scores and menu.button_scores.active
883 - menu.button_editor and menu.button_editor.active
884 - menu.button_info and menu.button_info.active
885 - menu.button_game and menu.button_game.active
886 - menu.button_setup and menu.button_setup.active
887 - menu.button_quit and menu.button_quit.active
888 * added eight pure decoration graphic definitions for the game panel
891 * added support for accessing native Diamond Caves II level packages
892 * fixed displaying of game panel values for Emerald Mine game engine
893 * fixed displaying end-of-level time and score values on new game panel
896 * added game panel control to display arbitrary elements on game panel
897 * added game panel control to display custom element score (globally
898 unique for identical custom elements) either as value or as element
899 * added ".draw_masked" and ".draw_order" to game panel control drawing
902 * fixed some general bugs with handling of ".active" elements and fonts
905 * cleanup of game panel elements (some elements were not really needed)
906 * added displaying of gravity state (on/off) as new game panel control
907 * added animation for game panel elements (similar to game elements)
910 * added new pseudo game mode "PANEL" to define panel fonts and graphics
911 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
912 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
913 (else graphics would have to use ".PLAYING", which would be confusing)
914 * fixed bug when fading out to game screen with border mask defined
917 * added attribute ".tile_size" for element style game panel controls
920 * added <space> key as additional valid key to use for confirm requester
923 * improved menu fading, adding separate fading definitions for entering
924 and leaving a "content" screen (in general), and optional definitions
925 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
928 * added (currently invisible) setup option to define scroll delay value
929 * fixed small bug in priority handling when auto-detecting level start
930 position in levels without player element (but player from CE etc.)
931 * added option "game.forced_scroll_delay_value" to override user choice
932 of scroll delay value for certain level sets with "graphicsinfo.conf"
933 * replaced setup option "scroll delay: on/off" by new setup option that
934 directly allows selecting the desired scroll delay value from 0 to 8
937 * added displaying of most game panel control elements (not animated)
940 * added new configuration directives to display additional game engine
941 values on the game control panel, like the following examples:
942 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
943 - game.panel.penguins - number of penguins to rescue
944 - game.panel.level_name - level name of current level
947 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
950 * added new player option "no centering when relocating" for "invisible"
951 teleportations to level areas that look exactly the same, giving the
952 illusion that the player did not relocate at all (this was the default
953 since 3.2.3, but caused visual problems with room creation in "Zelda")
954 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
957 * improved menu fading, adding separate fading definitions for entering
958 and leaving a menu and for fading between menu and "content" screens
959 * fixed small bug with recognizing also ".font_xyz" style definitions
962 * improved menu fading, adding separate fading definitions for fading
963 between menu screens and fading between menu and "destination" screens
966 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
967 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
968 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
969 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
971 * improved title fading, allowing fading animation types "none", "fade"
972 and "crossfade" (including cross-fading of last title to main menu)
975 * added configurability of graphics, sounds and music for title screens,
976 which are separated into initial title screens (only shown once at
977 program startup) and title screens shown for a given level set; these
978 title screens can be composed of up to five title images and up to
979 five title text messages (each drawn using an optional background
980 image), also using background music and/or sounds; aspects like
981 background images, sounds and music of title screens can either be
982 defined generally (valid for all title screens) or specifically (and
983 therefore differently for each title screen) using these directives:
985 to define a background image, sound or music file for all screens:
986 - background.TITLE_INITIAL (for all title screens for game startup)
987 - background.TITLE (for all title screens for level sets)
989 to define a background image, sound or music file for a single screen:
990 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
991 - background.titlescreen_x (with x in 1,2,3,4,5)
992 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
993 - background.titlemessage_x (with x in 1,2,3,4,5)
995 to define the title screen images:
996 - titlescreen_initial_x (with x in 1,2,3,4,5)
997 - titlescreen_x (with x in 1,2,3,4,5)
999 to define the title text messages, place text files into the level set
1000 directory that have the following file names:
1001 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1002 - titlemessage_x.txt (with x in 1,2,3,4,5)
1004 to define the properties of the text messages, either use directives
1005 that affect all text messages:
1006 - [titlemessage_initial].<suffix>
1007 - [titlemessage].<suffix>
1008 or use directives that affect single text messages:
1009 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1010 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1012 valid values for <suffix> are the same as for readme.<suffix> below;
1013 use ".sort_priority" (default: 0) to define an arbitrary order for
1014 title images and title messages (which can therefore be mixed)
1017 * added full configurability of "readme.txt" screen appearance:
1018 - readme.x: <left position used with alignment>
1019 - readme.y: <top position>
1020 - readme.width: <maximim text width in pixels>
1021 - readme.height: <maximum text height in pixels>
1022 - readme.chars: <maximum number of chars per line>
1023 - readme.lines: <maximum number of lines displayed>
1024 - readme.align: left,center,right (default: center)
1025 - readme.top: top,middle,bottom (default: top)
1026 - readme.font: font name
1027 - readme.autowrap: true,false (default: true)
1028 - readme.centered: true,false (default: false)
1029 - readme.parse_comments: true,false (default: true)
1030 - readme.sort_priority: (not used here, but only for title screens)
1031 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1032 default), they are automatically determined from "readme.width" and
1033 "readme.height" accordingly; when they are not "-1", they have
1034 precedence over "readme.width" and "readme.height"
1035 * added internal ad-hoc config settings for displaying text files like
1036 title messages or "readme.txt" style level set info files:
1037 - .font: font name (default: readme.font)
1038 - .autowrap: true,false (default: readme.autowrap)
1039 - .centered: true,false (default: readme.centered)
1040 - .parse_comments: true,false (default: readme.parse_comments)
1041 (the leading '.' and the separating ':' are mandatory here); to use
1042 these ad-hoc settings, they have to be written inside a comment, like
1043 "# .autowrap: false" or "# .centered: true"; these settings then
1044 override the above global settings (they can even be used more than
1045 once, like "# .centered: true", then some text that should be drawn
1046 centered, then "# .centered: false" to go back to non-centered text;
1047 important note: after using "# .parse_comments: false", or when using
1048 "readme.parse_comments: false", detecting and parsing comments inside
1049 the file is disabled and comments are just printed like normal text;
1050 also be aware that all automatic text size calculations are done with
1051 the font defined in "readme.font", while using different fonts using
1052 "# .font: <font>" inside the text file may cause unexpected results
1055 * changed some numerical limits in the level editor from 255 to 999
1058 * added option "system.sdl_videodriver" to select SDL video driver
1059 * added output of SDL video and audio driver to "version info" page
1062 * added group element drawing to IntelliDraw drawing functions
1063 * fixed animation resetting problem again (last try broke Snake Bite)
1064 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1067 * added new (special) "include: <filename>" directive that works in all
1068 configuration files (like "graphicsinfo.conf") and that has the same
1069 effect as if that directive would be replaced with the content of the
1070 specified file (this can be useful to split large configuration files
1071 into several smaller ones and include them from one main file, or to
1072 store configuration settings that always stay the same into a separate
1073 file, while including it and only add those parts that really change)
1076 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1079 * fixed bug in "InitMovingField()" where treating an integer array as
1080 boolean caused wrong resetting of animations while elements are moving
1081 * fixed problem with resetting animations when starting element change
1084 * added sort priority for order of title screens and title messages
1087 * changed end of game again: do not wait for the user to press a key
1088 anymore, but directly ask/confirm tape saving and go to hall of fame
1089 * re-enabled quitting of lost game by pressing space or return again
1090 * added blanking of mouse pointer when displaying title screens
1091 * added remaining menu draw offset definitions for info sub-screens
1094 * added setup option to select game speed (from very slow to very fast)
1095 * improved handling of title text messages (initial and for level set)
1098 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1101 * fixed displaying and typing of player name when it is centered
1102 * added special characters to be allowed for player name (not only A-Z)
1105 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1106 (newer versions of the SDL library seem to not like this anymore)
1109 * added code for configuration directives for control of game panel
1112 * fixed small cosmetical bug with underlining property tabs in editor
1115 * fixed small drawing bug in X11FadeRectangle
1116 * added new elements for newly supported Diamond Caves II levels:
1117 - EM/DC style exits that disappear after passing
1118 - white key and gate (one white key needed for each white gate)
1119 - fake gate (there is no key to open/pass this kind of gate!)
1120 - extended magic wall which also handles pearls and crystals
1124 * changed maximum value for endless loop detection to a higher value
1125 (some levels really used very deep recursion without being endless)
1128 * added new elements for newly supported Diamond Caves II levels:
1129 - growing steel walls
1130 - snappable land mine
1133 * added new elements for newly supported Diamond Caves II levels:
1134 - steel text elements
1137 * added level file loader for native Diamond Caves II levels
1140 * version number set to 3.2.4
1143 * version 3.2.3 released
1146 * fixed malloc/free bug when updating EMC artwork entries in level list
1147 * added workaround (warning and request to quit the current game) when
1148 changing elements cause endless recursion loop (which would otherwise
1149 freeze the game, causing a crash-like program exit on some systems)
1152 * fixed nasty string overflow bug when entering too long envelope text
1155 * added feedback sounds for menu navigation "menu.item.activating" and
1156 "menu.item.selecting" (for highlighting and executing menu entries)
1159 * improved "no scrolling when relocating" to also consider scroll delay
1160 (meaning that the player is not automatically centered in this case;
1161 this makes it possible to "invisibly" relocate the player to a region
1162 of the level playfield which looks the same as the old level region)
1163 * fixed bug with not recognizing "main.input.name.align" when active
1166 * fixed bug with displaying masked borders over title screens when
1167 screen fading is disabled
1170 * fixed infinite loop / crash bug when killing the player while having
1171 a CE with the setting "kill player X when explosion of <player X>"
1172 * added special editor graphic for "char_space" to distinguish it from
1173 "empty_space" when editing a level (in-game graphics still the same)
1176 * fixed nasty bug with initialization only done for the first player
1179 * small change to handle loading empty element/content list micro chunks
1182 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1185 * some optimizations on startup speed by reducing initial text output
1188 * added caching of custom artwork information for faster startup times
1191 * fixed graphical bug when using fewer menu entries on level selection
1192 screen than usual (with "menu.list_size.LEVELS" directive)
1193 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1194 the backbuffer to the backbuffer by error (with identical rectangle)
1197 * fixed bug when displaying titlescreen with size less than element tile
1198 * fixed bug that caused elements with "change when digging <e>" event
1199 to change for _every_ digged element, not only those specified in <e>
1200 * fixed bug that caused impact style collision when dropping element one
1201 tile over the player that can both fall down and smash players
1202 * fixed bug that caused impact style collision when element changed to
1203 falling/smashing element over the player immediately after movement
1206 * fixed bug that allowed making engine snapshots from the level editor
1209 * fixed bugs with player name and current level positions on main screen
1212 * added configuration directives for control of title screens:
1213 - "title.fade_delay" for fading time
1214 - "title.post_delay" for pause between screens (when not crossfading)
1215 - "title.auto_delay" to automatically continue after some time
1216 these settings can each be overridden by specifying them with titles:
1217 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1218 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1219 fading mode can also be specified:
1220 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1221 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1222 default is using normal fading for menues and initial title screens,
1223 while using cross-fading for level set title screens
1224 * fixed bug with background not drawn in Hall of Fame after game was won
1227 * added configuration directives for the remaining main menu items
1230 * added additional configuration directives for info screen draw offset:
1231 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1232 * added additional configuration directives for preview info text
1233 * limited mouse wheel sensitive screen area to scrollable screen area
1236 * added highlighted menu text entries to menu navigation when selected
1239 * fixed bug that prevented player from correctly being created in the
1240 top left corner by a custom element change in a level without player
1241 * fixed bug that prevented player from being killed when indestructible,
1242 non-walkable element is placed on player position by extended change
1243 * added configurable menu button, text and input positions to main menu
1246 * added page fading effects for remaining info sub-screens
1247 * fixed small bug that caused some delays when answering door request
1250 * added directives "border.draw_masked.*" for menu/playfield area and
1251 door areas to display overlapping/masked borders from "global.border"
1254 * fixed bug with CE with move speed "not moving" not being animated
1255 * when changing player artwork by CE action, reset animation frame
1258 * fixed bug with not unmapping main menu screen gadgets on other screens
1259 * fixed bug with un-pausing a paused game by releasing still pressed key
1260 * fixed bug with not redrawing screen when toggling to/from fullscreen
1261 mode while fast reloading tape (without redrawing playfield contents)
1262 * fixed bug with quick-saving tape snapshot despite answering with "no"
1265 * version number set to 3.2.3
1268 * version 3.2.2 released
1271 * fixed bug with redrawing screen in fullscreen mode after quick tape
1272 reloading when using the EMC game engine
1273 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1276 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1279 * added engine snapshot functionality for instant tape reloading (this
1280 only works for the last tape saved using "quick save", and does not
1281 work across program restarts, because it completely works in memory)
1284 * version number set to 3.2.2
1287 * version 3.2.1 released
1290 * fixed nasty bugs with handling error message file on Mac OS X systems
1293 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1296 * fixed bug that caused broken tapes when manually appending to tapes
1297 using the "pause before death" functionality, followed by recording
1298 * added setup option to disable fading of screens for faster testing
1301 * code cleanup of new fading functions
1304 * changed behaviour after solved game -- do not immediately stop engine
1305 * added some more smooth screen fadings (game start, hall of fame etc.)
1308 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1311 * added configurable level preview position, tile size and dimensions
1312 * added configurable game panel value positions (gems, time, score etc.)
1315 * fixed small bug with time displayed incorrectly when collecting CEs
1318 * fixed bug with bumpy scrolling with EM engine in double player mode
1321 * added compatibility code to fix "Snake Bite" style levels that were
1322 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1325 * fixed bug with scrollbars inside editor when using the Windows mouse
1326 enhancement tool "True X-Mouse" (which injects key events to the event
1327 queue to insert selected stuff into the Windows clipboard, which gets
1328 confused with the "Insert" key for jumping to the last editor cascade
1329 block in the element list)
1330 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1331 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1334 * added selection of preferred fullscreen mode to setup / graphics menu
1335 (useful if default mode 800 x 600 does not match screen aspect ratio)
1338 * improved down-scaling of images for better editor and preview graphics
1339 * changed user data directory for Mac OS X from Unix style to new place
1342 * improved level number selection in main menu and player selection in
1343 setup menu (input devices section) by using standard button gadgets
1344 * added support for mouse scroll wheel (caused buggy behaviour before)
1345 * added support for scrolling horizontal scrollbars with mouse wheel by
1346 holding "Shift" key pressed while scrolling the wheel
1347 * added support for single step mouse wheel scrolling by holding "Alt"
1348 key pressed while scrolling the wheel (can be combined with "Shift")
1349 * changed output file "stderr.txt" on Windows platform now always to be
1350 created in the R'n'D sub-directory of the personal documents directory
1351 * added Windows message box to direct to "stderr.txt" after error aborts
1354 * improved general scrollbar handling (when jump-scrolling scrollbars)
1357 * changed scrollbars to always show last line as first after scrolling
1358 (that means jumping n - 1 screen lines instead of n screen lines)
1361 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1362 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1363 * fixed special handling of vertically stacked acid becoming fake acid
1366 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1367 affect multiple instances of the same CE, although this kind of
1368 change condition usually only affects one single custom element
1371 * version number set to 3.2.1
1374 * version 3.2.0 released
1377 * reorganized level editor element list a bit to match engines better
1380 * fixed newly introduced bug with wrongly initializing clipboard element
1383 * fixed bug with displaying visible/invisible level border in editor
1386 * reorganized some elements in the level editor element list
1389 * fixed bug with displaying any player as "yellow" when moving into acid
1390 * fixed bug with displaying running player when player stopped at border
1393 * fixed bug with player exploding when moving into acid
1394 * fixed bug with level settings being reset in editor and when playing
1395 (some compatibility settings being set not only after level loading)
1396 * fixed crash bug when number of custom graphic frames was set to zero
1397 * fixed bug with teleporting player on walkable tile not working anymore
1398 * added partial compatibility support for pre-release-only "CONF" chunk
1399 (to make Alan Bond's "color cycle" demo work again :-) )
1402 * fixed some bugs when displaying title screens from info screen menu
1403 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1406 * changed file major version to 3 to reflect level file format changes
1407 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1410 * added new chunk "NAME" to level file format for level name settings
1411 * added new chunk "NOTE" to level file format for envelope settings
1412 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1413 * updated magic(5) file to recognize changed and new level file chunks
1414 * removed change events "change when CE value/score changes" as unneeded
1417 * changed gravity (which only affects the player) from level property
1418 to player property (only makes a difference in multi-player levels)
1419 * added change events "change when CE value/score changes"
1420 * added change events "change when CE value/score changes of <element>"
1423 * added new chunk "INFO" to level file format for global level settings
1424 * added all element settings from "HEAD" chunk to "CONF" chunk
1425 * added all global level settings from "HEAD" chunk to "INFO" chunk
1428 * changed level file format by adding two new chunks "CUSX" (for custom
1429 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1430 elements, replacing the previous "GRP1" chunk); these new IFF style
1431 chunks use the new and flexible "micro chunks inside chunks" technique
1432 already used with the new "CONF" chunk (for normal element properties)
1433 which makes it possible to easily extend the existing level format
1434 (instead of using fixed-length chunks like before, which are either
1435 too big due to reserved bytes for future use, or too small when those
1436 reserved bytes have all been used and even more data should be stored,
1437 requiring the replacement by new and larger chunks just like it went
1438 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1441 * added credits pages to the "credits" section that were really missing
1442 * added some missing element descriptions to the level editor
1443 * added down position of switchgate switch to the level editor
1444 and allowed the use of both switch positions at the same time
1445 * changed use of "Insert" and "Delete" keys to navigate element list in
1446 level editor to start of previous or next cascading block of elements
1449 * added the possibility to view the title screen to the info screen menu
1450 * fixed some minor bugs with viewing title screens
1453 * fixed bug with title (cross)fading in/out when using fullscreen mode
1456 * fixed bug that forced re-defining of menu settings in local graphics
1457 config file which are already defined in existing base config file
1458 * fixed small bug that caused door sounds playing when music is enabled
1461 * added the possibility to define up to five title screens for each
1462 level set that are displayed after loading using (cross)fading in/out
1463 (this was added to display the various start images of the EMC sets)
1466 * added "CE score gets zero [of]" to custom element trigger conditions
1467 * added setup option to display element token name in level editor
1470 * added compatibility code for Juergen Bonhagen's menu artwork settings
1473 * fixed bug with displaying wrong animation frame 0 after CE changes
1474 * fixed bug with creating invisible elements when light switch is on
1477 * added selection between ECS and AGA graphics for EMC levels to setup
1480 * adjusted font handling for various narrow EMC style fonts
1483 * changed EM engine behaviour back to re-allow initial rolling springs
1486 * fixed handling of over-large selectboxes (less error-prone now)
1487 * fixed bug when creating GE with walkable element under the player
1490 * added use of "Insert" and "Delete" keys to navigate element list in
1491 level editor to start of custom elements or start of group elements
1492 * added virtual elements to access CE value and CE score of elements:
1493 - "CE value of triggering element"
1494 - "CE score of triggering element"
1495 - "CE value of current element"
1496 - "CE score of current element"
1499 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1502 * changed behaviour of network games with internal errors (because of
1503 different client frame counters) from immediately terminating R'n'D
1504 to displaying an error message requester and stopping only the game
1505 (also to prevent impression of crashes under non command-line runs)
1506 * fixed playing network games with the EMC engine (did not work before)
1507 * fixed bug with not scrolling the screen in multi-player mode with the
1508 focus on player 1 when all players are moving in different directions
1509 * fixed bug with keeping pointer to gadget even after its deallocation
1510 * fixed bug with allowing "focus on all players" in network games
1511 * fixed bug with player focus when playing tapes from network games
1514 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1517 * code cleanup for game action control for R'n'D and EMC game engine
1520 * fixed bug in multi-player movement with focus on both players
1521 * added option to control only the focussed player with all input
1524 * added player focus switching to level tape recording and re-playing
1527 * fixed some bugs in player focus switching in EMC and RND game engine
1530 * added special Supaplex animations for Murphy digging and snapping
1531 * added special Supaplex animations for Murphy being bored and sleeping
1534 * added four new yam yams with explicit start direction for EMC engine
1535 * fixed bug in src/libgame/text.c with printing text outside the window
1538 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1541 * added delayed ignition of EM style dynamite when used in R'n'D engine
1542 * added limited movement range to EMC engine when focus on all players
1545 * fixed bug with missing (zero) score values for native Supaplex levels
1548 * added "continuous snapping" (snapping many elements while holding the
1549 snap key pressed, without releasing the snap key after each element)
1550 as a new player setting for more compatibility with the classic games
1553 * finished scrolling for "focus on all players" in EMC graphics engine
1556 * level sets with "levels: 0" are ignored for levels, but not artwork
1557 * fixed bug when scanning empty level group directories (endless loop)
1560 * fixed bug with explosion graphic for player using "Murphy" graphic
1561 * fixed bug with explosion graphic if player leaves explosion in time
1562 * changed some descriptive text in setup menu to use medium-width font
1563 * added key shortcut settings for switching player focus to setup menu
1566 * fixed bug with random value initialization when recording tapes
1567 * fixed bug with playing single player tapes when team mode activated
1570 * fixed little bug when trying to switch to player that does not exist
1573 * added player switching (visual and quick) to R'n'D and EM game engine
1574 * added setup option to select visual or quick in-game player switching
1577 * added use of "Home" and "End" keys to handle element list in editor
1580 * fixed bug with adding score when playing tape with EMC game engine
1581 * added steel wall border for levels using EMC engine without border
1582 * finally fixed delayed scrolling in EMC engine also for small levels
1585 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1588 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1589 * fixed bug when displaying info element without action, but direction
1592 * fixed minor graphical problems with springs smashing and slurping
1593 (when using R'n'D style graphics instead of EMC style graphics)
1596 * added scroll delay (as configured in setup) to EMC graphics engine
1599 * improved screen redraw for EMC graphics engine (faster and smoother)
1600 * when not scrolling, do not redraw the whole playfield if not needed
1603 * added multi-player mode for EMC game engine (with up to four players)
1606 * added android (can clone elements) from EMC engine to R'n'D engine
1609 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1612 * added selectbox for initial player speed to player settings in editor
1615 * version 3.1.2 created that is basically version 3.1.1, but with a
1616 major bug fixed that prevented editing your own private levels
1617 * version 3.1.2 released
1620 * added magic ball (creates elements) from EMC engine to R'n'D engine
1623 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1626 * fixed bug when using "CE can leave behind <trigger element>"
1627 * added new change condition "(after/when) creation of <element>"
1628 * added new change condition "(after/when) digging <element>"
1629 * fixed bug accessing invalid gadget that caused crashes under Windows
1630 * deactivated new possibility for multiple CE changes per frame
1633 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1636 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1637 * fixed bug with not keeping CE value for moving CEs with only action
1638 * changed CE action selectboxes in editor to be only reset when needed
1641 * added option "use artwork from element" for custom player artwork
1642 * added option "use explosion from element" for player explosions
1645 * added cascaded element lists in the level editor
1646 * added persistence for cascaded element lists by "editorcascade.conf"
1647 * added dynamic element list with all elements used in current level
1648 * added possibility for multiple CE changes per frame (experimental)
1651 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1654 * changed "score for each 10 seconds/steps left" to "1 second/step"
1655 * added own score for collecting "extra time" instead of sharing it
1656 * added change events "switched by player" and "player switches <e>"
1657 * added change events "snapped by player" and "player snaps <e>"
1658 * added "set player artwork: <element choice>" to CE action options
1659 * added change event "move of <element>"
1662 * added "set player shield: off / normal / deadly" to CE action options
1663 * added new player option "use level start element" in level editor
1664 to set the correct focus at level start to elements from which the
1665 player is created later (this did not work before for cascaded CE
1666 changes resulting in creation of the player; it is now also possible
1667 to create the player from a yam yam which is smashed at level start)
1670 * added "set player speed: frozen (not moving)" to CE action options
1671 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1674 * added new player option "block snap field" (enabled by default) to
1675 make it possible to show a snapping animation like in Emerald Mine
1678 * added dynamic selectboxes to custom element action settings in editor
1679 * added "CE value" counter for custom elements (instead of "CE count")
1680 * added option to use the last "CE value" after custom element change
1681 * added option to use the "CE value" of other elements in CE actions
1682 * fixed odd behaviour when pressing time orb in levels w/o time limit
1683 * added checkbox "use time orb bug" for older levels that use this bug
1686 * added missing configuration settings for the following elements:
1687 - EL_TIMEGATE_SWITCH (time of open time gate)
1688 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1689 - EL_SHIELD_NORMAL (time of shield duration)
1690 - EL_SHIELD_DEADLY (time of shield duration)
1691 - EL_EXTRA_TIME (time added to level time)
1692 - EL_TIME_ORB_FULL (time added to level time)
1695 * added "wind direction" as a movement pattern for custom elements
1696 * added initial wind direction for balloon / custom elements to editor
1697 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1700 * added parameters for "game of life" and "biomaze" elements to editor
1703 * added level file chunk "CONF" for generic level and element settings
1706 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1709 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1710 * added sound action ".page[1]" to ".page[32]" for each CE change page
1713 * added image config suffix ".clone_from" to copy whole image settings
1714 * fixed bug with invalid ("undefined") CE settings in old level files
1717 * fixed graphical bug with smashing elements falling faster than player
1720 * fixed major bug which prevented private levels from being edited
1721 * fixed bug with precedence of general and special font definitions
1724 * fixed graphical bug with player animation when player moves slowly
1727 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1730 * fixed bug which prevented "global.num_toons: 0" from working
1733 * major code cleanup (removed all these annoying "#if 0" blocks)
1736 * added custom element actions for CE change page in level editor
1739 * fixed music initialization bug in init.c (thanks to David Binderman)
1740 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1741 (this bug must probably be fixed at other places, too)
1744 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1745 (should be '#include <SDL.h>' instead)
1748 * fixed bug which prevented "walkable from no direction" from working
1749 (due to compatibility code overwriting this setting after loading)
1752 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1755 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1756 * version 3.1.1 released
1759 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1760 on 64-bit architecture systems with LP64 data model
1763 * fixed bug with bombs not exploding when hitting the last level line
1764 (introduced after the release of 3.1.0)
1767 * added support for dumping small-sized level sketches from editor
1770 * added recognition of "trigger element" for "change digged element to"
1771 (this is not really what the "trigger element" was made for, but its
1772 use may seem obvious for leaving back digged elements unchanged)
1775 * fixed multiple warnings about failed joystick device initialization
1778 * fixed bug with dynamite dropped on top of just dropped custom element
1779 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1780 dynamite can still be dropped, but drop key must be released before
1783 * fixed bug with wrong start directory when started from file browser
1784 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1787 * fixed bug causing "change when impact" on player not working
1788 * fixed wrong priority of "hitting something" over "hitting <element>"
1789 * fixed wrong priority of "hit by something" over "hit by <element>"
1792 * fixed graphical bug which caused the player (being Murphy) to show
1793 collecting animations although the element was collected by penguin
1796 * fixed two bugs causing wrong door background graphics in system.c
1797 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1800 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1801 * added "no direction" to "walkable/passable from" selectbox options
1804 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1805 * in tape autoplay, not only report broken, but also missing tapes
1808 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1811 * fixed small bug with "linear" animation not working for active lamp
1814 * fixed bug with moving up despite gravity due to "block last field"
1815 * fixed small bug with wrong draw offset when typing name in main menu
1816 * when reading user names from "passwd", ignore data after first comma
1817 * when creating new "levelinfo.conf", only write some selected entries
1820 * fixed displaying "imported from/by" on preview with empty string
1821 * fixed ignoring draw offset for fonts used for level preview texts
1824 * fixed a delay problem with SDL and too many mouse motion events
1825 * added setup option "skip levels" and level skipping functionality
1828 * added move speed "not moving" for non-moving CEs, but with direction
1831 * fixed mapping of obsolete element token names in "editorsetup.conf"
1832 * fixed bug with sound "acid.splashing" treated as a loop sound
1833 * fixed some little sound bugs in native EM engine
1836 * fixed small bug when dragging scrollbars to end positions
1839 * added editor element descriptions written by Aaron Davidson
1842 * improved fallback handling when configured artwork is not available
1843 (now using default artwork instead of exiting when files not found)
1846 * fixed bug on level selection screen when dragging scrollbar
1849 * fixed bug which caused broken tapes when appending to EM engine tapes
1852 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1855 * added code to replace changed artwork config tokens with other tokens
1856 (needed for backwards compatibility, so that older tokens still work)
1859 * added native R'n'D graphics for some new EMC elements in EM engine
1862 * fixed some bugs in the EM engine integration code
1863 * changed EM engine code to allow diagonal movement
1864 * changed EM engine code to allow use of separate snap and drop keys
1867 * fixed some redraw bugs when using EM engine
1870 * fixed bug with not converting RND levels which are set to use native
1871 engine to native level structure when loading
1874 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1877 * version number set to 3.2.0
1880 * level data now reset to defaults after attempt to load invalid file
1883 * added use of "editorsetup.conf" for different level sets
1886 * added auto-detection for various types of Emerald Mine level files
1889 * fixed bug with scrollbars getting too small when list is very large
1892 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1895 * added most level editor configuration gadgets for new EMC elements
1898 * added more element and graphic definitions for new EMC elements
1901 * modified native EM engine to use integrated R'n'D sound system
1904 * added SDL support to graphics functions in native EM engine
1905 (by always using generic libgame interface functions)
1908 * fixed bug in frame synchronization in native EM engine
1911 * added code to convert levels between R'n'D and native EM engine
1914 * new Emerald Mine engine can now play levels selected in main menu
1917 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1918 (which creates scaled down graphics for level editor and preview);
1919 there's still a memory leak somewhere in the artwork handling code
1920 * added "scale image up" functionality to X11 version of zoom function
1923 * first attempts to integrate new, native Emerald Mine Club engine
1926 * fixed bug in gadget code which caused reset of CEs in level editor
1927 (example: pressing 'b' [grab brush] on CE config page erased values)
1928 (solution: check if gadgets in ClickOnGadget() are really mapped)
1929 * improved level change detection in editor (settings now also checked)
1930 * fixed bug with "can move into acid" and "don't collide with" state
1933 * fixed maze runner style CEs to use the configured move delay value
1936 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1939 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1940 * fixed the above fix because it broke level set "machine" (*sigh*)
1941 * fixed random element placement in level editor to work as expected
1942 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1945 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1948 * fixed bug (missing array boundary check) which caused broken tapes
1949 * fixed bug (when loading level template) which caused broken levels
1950 * fixed bug with new block last field code when using non-yellow player
1953 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1954 * internal change of how the player blocks the last field when moving
1955 * fixed blocking delay of last field for EM and SP style block delay
1956 * fixed bug where the player had to wait for the usual move delay after
1957 unsuccessfully trying to move, when he directly could move after that
1958 * the last two changes should make original Supaplex level 93 solvable
1959 * improved use of random number generator to make it less predictable
1960 * fixed behaviour of slippery SP elements to let slip left, then right
1963 * fixed bug with wrong door state after trying to quickload empty tape
1964 * fixed waste of static memory usage of the binary, making it smaller
1965 * fixed very little graphical bug in Supaplex explosion
1968 * version number set to 3.1.1
1971 * version 3.1.0 released
1974 * fixed bug with crash when writing user levelinfo.conf the first time
1977 * added option "convert LEVELDIR [NR]" to command line batch commands
1978 * re-converted Supaplex levels to apply latest engine fixes
1979 * changed "use graphic/sound of element" to "use graphic of element"
1980 due to compatibility problems with some levels ("bug machine" etc.)
1983 * fixed bug with CE change replacing player with same or other player
1986 * fixed bug with opaque font in envelope with background graphic when
1987 background graphic is not transparent itself
1990 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1991 * corrected original Supaplex level loading code to use these new ports
1992 * also corrected Supaplex loader to auto-count infotrons if set to zero
1995 * fixed bug with missing initialization of "modified" flag for GEs
1998 * fixed bug that caused endless recursion loop when relocating player
1999 * fixed tape recorder bug in "step mode" when using "pause before end"
2000 * fixed tape recorder bug when changing from "warp forward" mode
2003 * fixed bug with "when touching" for pushed elements at last position
2006 * fixed bug that caused two activated toolbox buttons in level editor
2007 * fixed bug with exploding dynabomb under player due to other explosion
2010 * fixed bug with creating walkable custom element under player (again)
2011 * fixed bug with not copying explosion type when copying CEs in editor
2012 * fixed graphical bug when drawing player in setup menu (input devices)
2013 * fixed graphical bug when the player is pushing an accessible element
2014 * fixed bug with classic switchable elements triggering CE changes
2015 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2016 * fixed crash bug when CE leaves behind the trigger player element
2019 * fixed bug with broken tubes after placing/exploding dynamite in them
2020 * fixed bug with exploding dynamite under player due to other explosion
2021 * fixed bug with not resetting push delay under certain circumstances
2024 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2025 * added network multiplayer code for Windows (thanks to Niko Böhm)
2028 * added option "reachable despite gravity" for gravity movement
2029 * changed gravity movement of most classic walkable and passable
2030 elements back to "not reachable" (for compatibility reasons)
2033 * fixed (removed) "indestructible" / "can explode" dependency in editor
2034 * fixed (removed) "accessible inside" / "protected" dependency
2035 * fixed (removed) "step mode" / "shield time" dependency
2038 * fixed dynabombs exploding now into anything diggable
2039 * fixed Supaplex style gravity movement into buggy base now impossible
2040 * added pressing key "space" as valid action to select menu options
2043 * added "replace when walkable" to relocate player to walkable element
2044 * added "enter"/"leave" event for elements affected by relocation
2045 * fixed "direct"/"indirect" change order also for "when change" event
2046 * fixed graphical bug when pushing things from elements walkable inside
2049 * fixed graphic bug when player is snapping while moving in old levels
2050 * fixed bug when a moving custom element leaves a player element behind
2051 * fixed bug with mole not disappearing when moving into acid pool
2052 * fixed bug with incomplete path setting when using "--basepath" option
2053 * moving CE can now leave walkable elements behind under the player
2054 * when relocating, player can be set on walkable element now
2055 * fixed another gravity movement bug
2058 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2061 * added "collectible" and "removable" to extended replacement types
2062 (where "removable" replaces "diggable" and "collectible" elements)
2063 * added "collectible & throwable" (to throw element to the next field)
2064 * fixed bug with CEs digging elements that are just about to explode
2065 * changed mouse cursor now always being visible when game is paused
2068 * added possibility to push/press accessible elements from a side that
2070 * fixed bug with not setting actual date when appending to tape
2073 * fixed bug with incorrectly initialized custom element editor graphics
2076 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2077 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2080 * fixed bug with destroyed robot wheel still attracting robots forever
2081 * fixed bug with time gate switch deactivating after robot wheel time
2082 (while the time gate itself is not affected by this misbehaviour)
2083 * changed behaviour of BD style amoeba to always get blocked by player
2084 (before it was different when there were non-BD elements in level)
2085 * fixed bug with player destroying indestructable elements with shield
2088 * added option to make growing elements grow into anything diggable
2089 (for the various amoeba types, biomaze and "game of life")
2092 * fixed bug with movable elements not moving after left behind by CEs
2093 * changed gravity movement to anything diggable, not only sand/base
2094 * optionally allowing passing to walkable element, not only empty space
2095 * added option "can pass to walkable element" for players
2096 * finally fixed gravity movement (hopefully)
2099 * fixed bug with movable elements not moving anymore after falling down
2102 * fixed another bug with custom elements digging and leaving elements
2103 * fixed bug with "along left/right side" and automatic start direction
2104 * trigger elements now also displayed when "more custom" deactivated
2105 * fixed bug with clipboard element initialized when loading new level
2106 * added option "drop delay" to set delay before dropping next element
2109 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2112 * added copy and paste functions for custom change pages
2113 * enhanced graphical display and functionality of tape recorder
2114 * fixed bug with custom elements digging and leaving elements
2117 * added move speed faster than "very fast" for custom elements
2118 * fixed bug with 3+3 style explosions and missing border content
2119 * fixed little bug when copying custom elements in the editor
2120 * enhanced custom element changes by more side trigger actions
2123 * added option "no scrolling when relocating" for instant teleporting
2124 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2127 * added trigger element and trigger player to use as target elements
2128 * added copy and paste functions for custom and group elements
2131 * fixed graphical bug when displaying explosion animations
2132 * fixed bug when appending to tapes, resulting in broken tapes
2133 * re-recorded a few tapes broken by fixing gravity checking bug
2136 * "can move into acid" property now for all elements independently
2137 * "can fall into acid" property for player stored in same bitfield now
2138 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2139 * version number set to 3.1.0 (finally!)
2142 * changed tape recording to only record input, not programmed actions
2145 * fixed totally broken (every 8th frame skipped) step-by-step recording
2146 * fixed bug with requester not displayed when quick-loading interrupted
2147 * added option "can fall into acid (with gravity)" for players
2148 * fixed bug with player not falling when snapping down with gravity
2151 * fixed bug which messed up key config when using keypad number keys
2154 * fixed bug which allowed moving upwards even when gravity was active
2155 * fixed bug with missing error handling when dumping levels or tapes
2158 * added different colored editor graphics for Supaplex gravity tubes
2161 * fixed bug that allowed solvable tapes for unsolvable levels
2164 * use unlimited number of droppable elements when "count" set to zero
2165 * added option to use step limit instead of time limit for level
2168 * added player and change page as trigger for custom element change
2171 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2174 * fixed bug with dark yamyam changing to acid when moving over acid
2175 * fixed handling of levels with more than 999 seconds level time
2176 (example: level 76 of "Denmine")
2179 * "spring push bug" reintroduced as configurable element property
2180 * fixed bug with missing properties for "mole"
2181 * fixed bug that showed up when fixing the above "mole" properties bug
2182 * added option "can move into acid" for all movable elements
2183 * fixed graphical bug for elements moving into acid
2184 * changed event handling to handle all pending events before going on
2187 * fixed bug which caused all CE change pages to be ignored which had
2188 the same change event, but used a different element side
2189 (reported by Simon Forsberg)
2191 * fixed bug which caused elements that can move and fall and that are
2192 transported by a conveyor belt to continue moving into that direction
2193 after leaving the conveyor belt, regardless of their own movement
2194 type; only elements which can not move are transported now
2195 (reported by Simon Forsberg)
2197 * fixed bug which could cause an array overflow in RelocatePlayer()
2198 (reported by Niko Böhm)
2200 * changed Emerald Mine style "passable / over" elements to "protected"
2201 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2203 * added new option to select from which side a "walkable/passable"
2204 element can be entered
2207 * added explosion and ignition delay for elements that can explode
2210 * fixed bug which caused player not being protected against enemies
2211 when a CE was "walkable / inside" and was not "indestructible"
2212 * added "walkable/passable" fields to be "protected/unprotected"
2213 against enemies, even if not accessible "inside" but "over/under"
2216 * corrected move pattern to 32 bit and initial move direction to 8 bit
2219 * added second custom element base configuration page
2222 * added some special EMC mappings to Emerald Mine level loader
2223 (also covering previously unknown element in level 0 of "Bondmine 8")
2226 * added option to block last field when player is moving (for Supaplex)
2227 * adjusted push delay of Supaplex elements
2228 * removed delays for envelopes etc. when replaying with maximum speed
2229 * fixed bug when dropping element on a field that just changed to empty
2232 * fixed bug: infotrons can now smash yellow disks
2233 * fixed bug: when gravity active, port above player can now be entered
2234 * removed "one white dot" mouse pointer which irritated some people
2237 * added "choice type" for group element selection
2240 * fixed bug with initial invulnerability of non-yellow player
2243 * added level loader for loading native Supaplex packed levels
2244 (including multi-part levels like the "splvls99" levels)
2247 * fixed bug which allowed creating emeralds by escaping explosions
2250 * custom elements can change (limited) or leave (unlimited) elements
2251 * finally added multiple matches using group elements
2252 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2255 * added new start movement type "previous" for continued CE movement
2256 * added new start movement type "random" for random CE movement start
2259 * added new element "sokoban_field_player" needed for Sokoban levels
2260 (thanks to Ed Booker for pointing this out!)
2263 * added elements that can be digged or left behind by custom elements
2266 * added group elements for multiple matches and random element creation
2269 * fixed some graphical errors displayed in old levels
2272 * fixed wrong double speed movement after passing closing gates
2275 * added level loader for loading native Emerald Mine levels
2278 * changes for "shooting" style CE movement
2281 * Happy New Year! ;-)
2284 * changed default snap/drop keys from left/right Shift to Control keys
2287 * fixed bug with dead player getting reanimated from custom element
2290 * fixed bug with wrong penguin graphics (when entering exit)
2293 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2296 * version number set to 3.0.9
2299 * version 3.0.8 released
2302 * added function checked_free()
2305 * fixed bug with double nut cracking sound
2306 (by eliminating "default element action sound" assignment in init.c)
2309 * fixed crash when no music info files are available
2312 * fixed boring and sleeping sounds
2315 * added "maze runner" and "maze hunter" movement types
2316 * added extended collision conditions for custom elements
2319 * added warnings for undefined token values in artwork config files
2322 * added menu entry for level set information to the info screen
2325 * fixed bug with wrong default impact sound for colored emeralds
2328 * added several sub-screens for the info screen
2329 * menu text now also clickable (not only blue/red sphere left of it)
2332 * added configurable "bored" and "sleeping" animations for the player
2333 * added "awakening" sound for player when waking up after sleeping
2336 * added "copy" and "exchange" functions for custom elements to editor
2339 * added configurable element animations for info screen
2342 * added configurable music credits for info screen
2345 * finally fixed tape recording when player is created from CE change
2348 * added "editorsetup.conf" for editor element list configuration
2351 * added "musicinfo.conf" for menu and level music configuration
2354 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2355 (that only showed up on Linux, but not on Windows systems)
2358 * fixed turning movement of butterflies and fireflies (no frame reset)
2359 * enhanced sniksnak turning movement (two steps instead of only one)
2362 * version number set to 3.0.8
2365 * version 3.0.7 released
2368 * fixed reset of player animation frame when, for example,
2369 walking, digging or collecting share the same animation
2370 * fixed CE with "deadly when touching" exploding when touching amoeba
2373 * fixed tape recording when player is created from CE element change
2376 * introduced "turning..." action graphic for elements with move delay
2377 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2378 * added turning animations for bug, spaceship and sniksnak
2381 * prevent "extended" changed elements from delay change in same frame
2384 * fixed bug when pushing element that can move away to the side
2385 (like pushing falling elements, but now with moving elements)
2388 * finally fixed serious bug in code for delayed element pushing (again)
2391 * unavailable setup options now marked as "n/a" instead of "off"
2392 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2393 to "true", levels are always played with the latest game engine,
2394 which is desired for levels that are imported from other games; all
2395 other levels are played with the engine version stored in level file
2396 (which is normally the engine version the level was created with)
2399 * fixed serious bug in code for delayed element pushing
2400 * fixed little bug in animation frame selection for pushed elements
2401 * speed-up of reading config file for verbose output
2404 * added configuration option for opening and closing Supaplex exit
2405 * added configuration option for moving up/down animation for Murphy
2406 * fixed incorrectly displayed animation for attacking dragon
2407 * fixed bug with not setting initial gravity for each new game
2408 * fixed bug with teleportation of player by custom element change
2409 * fixed bug with player not getting smashed by rock sometimes
2412 * version number set to 3.0.7
2415 * version 3.0.6 released
2418 * added support for MP3 music for SDL version through SMPEG library
2421 * fixed bug when initializing font graphic structure
2422 * fixed bug with animation mode "pingpong" when using only 1 frame
2423 * fixed bug with extended change target introduced in 3.0.5
2424 * fixed bug where passing over moving element doubles player speed
2425 * fixed bug with elements continuing to move into push direction
2426 * fixed bug with duplicated player when dropping bomb with shield on
2427 * added "switching" event for custom elements ("pressing" only once)
2428 * fixed switching bug (resetting flag when not switching but not idle)
2431 * fixed element tokens for certain file elements with ".active" etc.
2434 * version number set to 3.0.6
2437 * version 3.0.5 released
2440 * now four envelope elements available
2441 * font, background, animation and sound for envelope now configurable
2442 * main menu doors opening/closing animation type now configurable
2445 * active/inactive sides configurable for custom element changes
2446 * new movement type "move when pushed" available for custom elements
2449 * fixed bug in multiple config pages loader code that caused crashes
2452 * enhanced (remaining low-resolution) Supaplex graphics
2455 * version number set to 3.0.5
2458 * version 3.0.4 released
2460 2003-09-12 src/tools.c
2461 * fixed bug in custom definition of crumbled element graphics
2463 2003-09-11 src/files.c
2464 * fixed bug in multiple config pages code that caused crashes
2467 * version number set to 3.0.4
2470 * version 3.0.3 released
2473 * added music to Supaplex classic level set
2475 2003-09-07 src/libgame/misc.c
2476 * added support for loading various music formats through SDL_mixer
2478 2003-09-06 (various source files)
2479 * fixed several nasty bugs that may have caused crashes on some systems
2480 * added envelope content which gets displayed when collecting envelope
2481 * added multiple change event pages for custom elements
2483 2003-08-24 src/game.c
2484 * fixed problem with player animation when snapping and moving
2486 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2487 * fixed problem with flickering when drawing toon animations
2489 2003-08-23 src/libgame/sdl.c
2490 * fixed problem with setting mouse cursor in SDL version in fullscreen
2492 2003-08-23 src/game.c
2493 * fixed bug (missing array boundary check) which could crash the game
2496 * version number set to 3.0.3
2499 * version 3.0.2 released
2501 2003-08-21 src/game.c
2502 * fixed bug with creating inaccessible elements at player position
2504 2003-08-20 src/init.c
2505 * fixed bug with not finding current level artwork directory
2507 2003-08-20 src/files.c
2508 * fixed bug with choosing wrong engine version when playing tapes
2509 * fixed bug with messing up custom element properties in 3.0.0 levels
2512 * version number set to 3.0.2
2515 * version 3.0.1 released
2517 2003-08-17 (no source files affected)
2518 * changed all "classic" PCX image files with 16 colors or less to
2519 256 color (8 bit) storage format, because the Allegro game library
2520 cannot handle PCX files with less than 256 colors (contributed
2521 graphics are not affected and might look wrong in the DOS version)
2523 2003-08-16 src/init.c
2524 * fixed bug which (for example) crashed the level editor when defining
2525 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2526 (only set to default) -- invalid graphics now set to default graphic
2528 2003-08-16 src/init.c
2529 * fixed graphical bug of player digging/collecting/snapping element
2530 when no corresponding graphic/animation is defined for this action,
2531 resulting in player being drawn as EL_EMPTY (which should only be
2532 done to elements being collected, but not to the player)
2534 2003-08-16 src/game.c
2535 * fixed small graphical bug of player not totally moving into exit
2537 2003-08-16 src/libgame/setup.c
2538 * fixed bug with wrong MS-DOS 8.3 filename conversion
2540 2003-08-16 src/tools.c
2541 * fixed bug with invisible mouse cursor when pressing ESC while playing
2543 2003-08-16 (various source files)
2544 * added another 128 custom elements (disabled in editor by default)
2546 2003-08-16 src/editor.c
2547 * fixed NULL string bug causing Solaris to crash in sprintf()
2549 2003-08-16 src/screen.c
2550 * fixed drawing over scrollbar on level selection with custom fonts
2552 2003-08-15 src/game.c
2553 * cleanup of simple sounds / loop sounds / music settings
2555 2003-08-08 (various source files)
2556 * added custom element property for dropping collected elements
2558 2003-08-08 src/conf_gfx.c
2559 * fixed bug with missing graphic for active red disk bomb
2561 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2562 * extended variable "level.gravity" to "level.initial_gravity" and
2563 "game.current_gravity" to prevent level setting from being changed
2564 by playing the level (keeping the runtime value after playing)
2566 * fixed graphics bug when digging element that has 'crumbled' graphic
2567 definition, but not 'diggable' graphic definition
2570 * version number set to 3.0.1
2573 * version 3.0.0 released
2576 * various bug fixes; among others:
2577 - fixed bug with pushing spring over empty space
2578 - fixed bug with leaving tube while placing dynamite
2579 - fixed bug with explosion of smashed penguins
2580 - allow Murphy player graphic in levels with non-Supaplex elements
2584 * I have forgotten to document changes for some time
2587 * pre-release version 2.2.0rc1 released
2589 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2590 * Level series artwork now configurable via level series config file.
2591 "levelinfo.conf" may now contain directives "graphics_set",
2592 "sounds_set" and "music_set" to select artwork sets which are
2593 globally defined or which are included into other level series.
2596 * version number set to 2.1.2
2599 * version 2.1.1 released
2601 2002-08-10 src/libgame/system.h
2602 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2603 and keypad enter key -- Macs seem not to distinguish between left
2604 and right modifier keys (both generate scan code for left key). :-(
2606 2002-08-10 src/libgame/sound.c
2607 * Fixed small NetBSD compilation bug.
2608 Thanks to Adam Ciarcinski for the bug report.
2610 2002-08-10 src/libgame/sound.c
2611 * Added support for audio device "/dev/sound/dsp" (devfs).
2612 Thanks to Christoph Bauer for the corresponding report.
2614 2002-08-10 src/libgame/sound.c
2615 * Bug fixed that caused regular crashes under SDL/Windows version.
2616 Mixer_InsertSound(): Always stop music before playing new music,
2617 else "mixer_active_channels" can get fucked up.
2618 Thanks to Keith Peterston for the bug report.
2621 * version number set to 2.1.1
2624 * version 2.1.0 released
2626 2002-05-31 src/libgame/image.c
2627 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2628 and "image" after converting loaded PCX image file to X11 Pixmap.
2629 This really showed up when reloading custom artwork several times.
2631 2002-05-20 src/libgame/sound.c
2632 * added support for 16 bit WAV sound files
2635 * version number set to 2.1.0
2637 2002-04-03 to 2002-05-19 (various source files)
2638 * graphics, sounds and music now fully configurable
2639 * bug fixed that prevented walking through tubes when gravity on
2640 * added support for TrueColor PCX graphics files
2641 * enhanced sound system (especially regarding stereo and loop sounds)
2643 2002-04-02 src/events.c, src/editor.c
2644 * Make Escape key less aggressive when playing or when editing level.
2645 This can be configured as an option in the setup menu. (Default is
2646 "less aggressive" which means "ask user if something can be lost"
2647 when pressing the Escape key.)
2649 2002-04-02 src/screen.c
2650 * Added "graphics setup" screen.
2652 2002-04-01 src/screen.c
2653 * Changed "choose level" setup screen stuff to be more generic (to
2654 make it easier to add more "choose from generic tree" setup screens).
2656 2002-04-01 src/config.c, src/timestamp.h
2657 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2658 automatically gets created by "src/Makefile" and contains an actual
2659 compile-time timestamp to identify development versions of the game).
2661 2002-04-01 src/libgame/misc.c
2662 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2663 for orthogonality. When really needed, this function must be
2664 extended accordingly (analog to "getKeyFromX11KeyName()").
2666 2002-04-01 src/libgame/setup.c
2667 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2668 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2669 (This was needed for custom key setup handling in "src/screens.c".)
2671 2002-03-31 src/tape.c, src/events.c
2672 * Added quick game/tape save/load functions to tape stuff which can be
2673 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2674 loads previously recorded tape and directly goes into recording mode
2675 from the end of the tape (therefore appending to the tape).
2677 2002-03-31 src/tape.c
2678 * Added "index mark" function to tape recorder. When playing or
2679 recording, "eject" button changes to "index" button. Setting index
2680 mark is not yet implemented, but pressing index button when playing
2681 allows very quick advancing to end of tape (when normal playing),
2682 very fast forward mode (when playing with normal fast forward) or
2683 very fast reaching of "pause before end of tape" (when playing with
2684 "pause before end" playing mode).
2686 2002-03-30 src/cartoons.c
2687 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2689 2002-03-30 src/libgame/toons.c
2690 * New libgame source file "toons.c" for the program independant part
2693 2002-03-29 src/screen.c
2694 * Changed setup screen stuff to be more generic (to make it easier
2695 to add more setup screens).
2697 2002-03-29 src/libgame/setup.c
2698 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2699 with level sub-directories are recognized, but also directories
2700 that directly contain level files.
2702 2002-03-29 src/libgame/sound.c
2703 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2704 (This was a bug that showed up only when in mono audio mode.)
2706 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2707 * Changed image loading code to not exit on error, but set error by
2708 using "SetError()" accordingly. Image loading errors must now be
2709 catched by above layers (src/init.c for example).
2711 2002-03-24 src/libgame/misc.c
2712 * New functions "SetError()" and "GetError()" to provide more
2713 flexible error handling.
2715 2002-03-23 src/main.c, src/main.h
2716 * Various changes due to the introduction of the new libgame files
2717 "setup.c" and "joystick.c".
2719 2002-03-23 src/files.c
2720 * Generic parts of "src/files.c" (mainly setup and level directory
2721 stuff) moved to new libgame file "src/libgame/setup.c".
2723 2002-03-23 src/joystick.c
2724 * File "src/joystick.c" moved to libgame source tree, with
2725 correspondig changes.
2727 2002-03-23 src/libgame/system.c, src/libgame/system.h
2728 * Various changes due to the introduction of the new files "setup.c"
2731 2002-03-23 src/libgame/setup.c
2732 * New libgame source file "setup.c" that contains now most setup and
2733 level directory stuff previously handled in "src/files.c".
2735 2002-03-23 src/libgame/joystick.c
2736 * New libgame source file "joystick.c" that contains now all joystick
2737 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2739 2002-03-22 src/screens.c
2740 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2741 (Wrong level series information displayed when entering main group.)
2743 2002-03-22 src/editor.c
2744 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2746 2002-03-22 src/editor.c
2747 * Changed behaviour of "Escape" key in level editor to be more
2748 intuitive: When in "Element Properties" or "Level Info" mode,
2749 return to "Drawing Mode" instead of leaving the level editor.
2751 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2752 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2753 to specify alternative sound and music directories. (The former
2754 shortcut "-s" for "--serveronly" has changed accordingly.)
2756 2002-03-22 src/libgame/gadgets.c
2757 * Added new gadget events for displaying gadget info texts:
2758 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2759 the info text callback function was only called when entering
2760 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2761 was never erased. This can now be done by checking the event type
2762 in the info callback function.
2764 2002-03-21 src/game.c, src/editor.c, src/files.c
2765 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2766 gems (emeralds, diamonds, ...) slipping down from normal wall,
2767 steel wall and growing wall (as in E.M.C. style levels). Although
2768 the behaviour of contributed and private levels wasn't changed (due
2769 to the use of "level.game_version"; see previous entry), editing
2770 those levels will (of course) change the behaviour accordingly.
2772 This change seems a bit too hard after thinking about it, because
2773 the EM style behaviour is not the "expected" behaviour (gems would
2774 normally only slip down from "rounded" walls). Therefore this was
2775 now changed to an element property for gem style elements, with the
2776 default setting "off" (which means: no special EM style behaviour).
2777 To fix older converted levels, this flag is set to "on" for pre-2.0
2778 levels that are neither contributed nor private levels.
2780 2002-03-20 src/files.h
2781 * Corrected settings for "level.game_version" depending of level type.
2782 (Contributed and private levels always get played with game engine
2783 version they were created with, while converted levels always get
2784 played with the most recent version of the game engine, to let new
2785 corrections of the emulation behaviour take effect.)
2787 2002-03-20 src/main.h
2788 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2789 compiling the SDL version on some systems.
2790 Thanks to the several people who pointed this out.
2792 2002-03-20 src/libgame/gadgets.c
2793 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2794 this caused problems especially on PowerPC architecture (although
2795 it is wrong on i386 and other architectures, too)
2797 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2798 * Added support for loading and displaying true-color PCX files.
2800 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2801 * Added command line option "-g" / "--graphics" to specify an
2802 alternative graphics directory.
2805 * Version number set to 2.0.2.
2808 * Version 2.0.1 released.
2810 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2811 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2812 to libgame source files; needed for SDL fullscreen bug workaround
2815 2002-03-18 src/screens.c
2816 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2818 2002-03-18 src/files.c [src/libgame/misc.c]
2819 * Moved some common functions from src/files.c to src/libgame/misc.c.
2821 2002-03-18 src/files.c [src/libgame/misc.c]
2822 * Changed permissions for new directories and saved files (especially
2823 score files) according to suggestions of Debian users and mantainers.
2824 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2826 2002-03-18 src/libgame/misc.c [src/files.c]
2827 * Moved some common functions from src/files.c to src/libgame/misc.c.
2829 2002-03-18 src/libgame/misc.c [src/files.c]
2830 * Changed permissions for new directories and saved files (especially
2831 score files) according to suggestions of Debian users and mantainers.
2832 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2834 2002-03-17 src/files.c
2835 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2836 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2837 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2838 for levels and "TAPE" for tapes). Old "cookie" style format is
2839 still supported for reading. New level and tape files are written
2842 * New IFF chunk "VERS" contains version numbers for file and game
2843 (where "game version" is the version of the program that wrote the
2844 file, and "file version" is a version number to distinguish files
2845 with different format, for example after adding new features).
2847 2002-03-17 src/libgame/sound.c
2848 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2849 even when sound not available.
2850 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2852 2002-03-15 src/screen.c
2853 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2854 (Before, you heard a mixture of the in-game music and the
2855 hall-of-fame music.)
2857 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2858 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2859 /dev/audio (ulaw) based Unix audio interface).
2860 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2862 2002-03-15 src/libgame/sdl.c
2863 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2864 in the currently actual version 1.2.3) by using "standard" screen
2865 resolutions like 800x600 and mapping all input (mouse events) and
2866 output (screen drawing) accordingly.
2868 2002-03-14 src/events.c
2869 * Function "DumpTape()" (files.c) now available by pressing 't' from
2870 main menu (when in DEBUG mode).
2872 2002-03-14 src/game.c
2873 * "GameWon()": When game was won playing a tape, now there is no delay
2874 raising the score and no corresponding sound is played.
2876 2002-03-14 src/files.c
2877 * Changed "LoadTape()" for real chunk support and also adjusted
2878 "SaveTape()" accordingly.
2880 2002-03-14 src/game.c, src/tape.c, src/files.c
2881 * Important changes to tape format: The old tape format stored all
2882 actions with a real effect with a corresponding delay between the
2883 stored actions. This had some major disadvantages (for example,
2884 push delays had to be ignored, pressing a button for some seconds
2885 mutated to several single button presses because of the non-action
2886 delays between two action frames etc.). The new tape format just
2887 stupidly records all device actions and replays them later. I really
2888 don't know why I haven't solved it that way before?! Old-style tapes
2889 (with tape file version less than 2.0) get converted to the new
2890 format on-the-fly when loading and can therefore still be played;
2891 only some minor parts of the old-style tape handling code was needed.
2892 (A perfect conversion is not possible, because there is information
2893 missing about the device actions between two action frames.)
2895 2002-03-14 src/files.c
2896 * New function "DumpTape()" to dump the contents of the current tape
2897 in a human readable format.
2899 2002-03-14 src/game.c
2900 * Small tape bug fixed: When automatically advancing to next level
2901 after a game was won, the tape from the previous level still was
2902 loaded as a tape for the new level.
2904 2002-03-14 src/tape.c
2905 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2906 tape, cartoons did not get completely removed because
2907 StopAnimation() was not called.
2909 2002-03-13 src/files.c
2910 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2911 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2912 size even when using 16-bit elements). Added new chunk "CNT2" for
2913 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2914 chunk even when content was 16-bit element). "CNT2" should now be
2915 able to store content for arbitrary elements (up to eight blocks of
2916 3 x 3 element arrays). All "CNT2" elements will always be stored as
2917 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2919 2002-03-13 src/files.c
2920 * Changed "LoadLevel()" for real chunk support.
2922 2002-03-12 src/game.c
2923 * Fixed problem (introduced after 2.0.0 release) with penguins
2924 not getting killed by enemies
2926 2002-02-28 src/libgame/sound.c
2927 * Fixed small problem with new SDL_Mixer 1.2.1:
2928 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2929 or it has no effect.
2931 2002-02-24 src/game.c, src/main.h
2932 * Added "player->is_moving"; now "player->last_move_dir" does
2933 not contain any information if the player is just moving at
2935 Before, "player->last_move_dir" was misused for this purpose
2936 for the robot stuff (robots don't kill players when they are
2937 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2938 broke tapes when walking through pipes!
2939 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2940 in a continuous movement. This fact is ignored for friends and