2 * added custom graphics property "game.tile_size" to define in-game tile
3 size (this defines the tile size actually displayed on the playfield);
4 tile graphics will either be scaled to the defined game tile size or
5 have to be specified with the same image size (using ".tile_size")
8 * added custom graphics property ".tile_size" to define tile image size
9 for game element graphics (like "custom_1.tile_size"); non-standard
10 sized images will then be scaled accordingly to standard tile size
13 * fixed music still being played in Android version when in background
16 * added Android "menu" button to be treated as "yes" requester button
17 (while the Android "back" button was already treated as "no" button)
20 * added command line options "--version" / "-V" to show program version
21 (also shows SDL library versions when prefixed with "--debug" option)
24 * error file set to unbuffered to prevent truncation in case of crashes
27 * fixed bug causing wrong screen updates while playing (whole screen
28 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
29 * fixed nasty (typo) bug in native EM engine causing broken player
30 graphics when using different (redefined) playfield size
33 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
34 to be displayed incorrectly (with broken scaling) when switching
35 between small and normal game graphics (thanks a lot to filbo for
36 analyzing and describing how to exactly reproduce this bug)
39 * removed MS-DOS support
40 * removed native X11 support (X11 now only supported via SDL/SDL2)
43 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
46 * fixed level redraw after quick-loading tape with small tile graphics
49 * added compatibility code for existing request door animation settings
52 * added ultra-generic, ultra-flexible request door animation handling
55 * fixed major bugs in handling single-player and multi-player tapes
56 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
59 * fixed various problems with playfield and requester/tape/editor doors
60 defined to be at non-standard screen positions in artwork config file
63 * added envelope style requester dialog (alternative to door requester)
66 * fixed problems with window scaling and updating related setup value
67 * added setup option to select anti-aliasing quality of scaled windows
70 * improved speed of displaying progress when loading levels and artwork
71 * changed fullscreen and window scaling changes in setup menu to have
72 immediate effect (instead of being effective after leaving setup menu)
75 * fixed toons stopping on continuous touch events on Mac OS X
78 * fixed bug when displaying game envelope with even sized playfield
79 * added graphic configuration options for request (dialog) buttons
82 * fixed some redraw bugs with window scaling under Mac OS X
85 * fixed problems with window scaling and updating related setup value
88 * fixed problems related to fullscreen switching and window scaling
91 * fixed inconsistent custom artwork constants numbering in src/main.h,
92 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
93 (this bug caused custom artwork definition to set wrong variable)
96 * fixed using fullscreen mode on Android instead of pseudo-window mode
97 * fixed keeping desktop fullscreen mode when changing viewport size
100 * fixed remaining text input problems for non-ASCII keys with modifier
101 * added window scaling options to graphics setup menu
104 * fixed key code problems with certain keys for SDL2
105 (keypad keys not being in numerical order; number of function keys)
106 * fixed text input problems for text characters using modifier keys
109 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
112 * fixed graphical bugs when using renderer/texture based graphics
115 * fixed playing certain sounds (menu navigation sound and counting
116 score sound after solving a level) when "normal sounds" are disabled
119 * continued porting Rocks'n'Diamonds to Android (levels now playable)
122 * added SDL2 renderer/texture based graphics frame handling to allow for
123 "desktop" style fullscreen mode and scaling of game screen/window
126 * removed limitation of artwork files to selected file types (this means
127 that every file type supported by SDL_image and SDL_mixer can be used)
128 * changed default graphics from PCX to PNG (needed for Android version
129 to prevent painfully slow image loading, although not compressing PCX
130 files in the assets directory of the APK package might also work fine)
131 * fixed bug with SDL_BlitSurface creating garbage when source and target
132 surface are the same (this bug also existed in versions of SDL 1.2.x)
135 * started porting Rocks'n'Diamonds to Android (already shows main menu)
138 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
141 * version number set to 3.3.1.3
144 * version 3.3.1.2 released
147 * improved error handling: display error message on screen (not only in
148 the error file or on the console), and display path of the error file
151 * fixed problem with R'n'D restarting with same level set that may have
152 caused a problem (and therefore failing again and again); after an
153 error, the last level set is now deactivated in file "levelsetup.conf"
154 to restart with default level set (which should work without error)
157 * fixed determining main game data directory on Mac OS X "Mavericks"
160 * version number set to 3.3.1.2
163 * version 3.3.1.1 released
166 * added scripts directory to distribution package to enable building
167 element definitions after editing artwork config source code files
170 * added volume controls for sounds, loops and music to sound setup
173 * version number set to 3.3.1.1
176 * version 3.3.1.0 released
179 * version number set to 3.3.1.0
182 * fixed display of level time switching from ascending to descending
183 when making use of the "time orb bug" (see element setting in editor)
184 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
185 * fixed graphics performance problems (especially on Mac OS X) by using
186 whole-playfield redraw on SDL target, while still using the previous
187 single-tile redraw method on X11 target (using redraw tiles threshold)
190 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
191 (by replacing all "long" types by "int" types)
194 * fixed nasty bug (affecting crumbled graphics) after adding new special
195 graphics suffix ".TAPE" (and messing some things up in src/main.c)
198 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
199 (this caused fonts in envelope config in level editor being invisible)
202 * fixed some problems with half tile size and even tile sized playfields
205 * added level selection screen (when clicking on main menu level number)
206 * added level tracing (played, solved) for use in level selection screen
207 (to display already played or solved levels in different font color)
210 * added alternative game mode for playing with half size playfield tiles
211 * fixed another memory violation bug in the native Supaplex game engine
212 (this potential memory bug was also in the original Megaplex code, but
213 apparently only occured under rare conditions triggered by using the
214 additional added preceding playfield memory area to make a few strange
215 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
216 solvable (this all worked fine in the classic DOS version, of course))
219 * added graphics performance optimization to native Supaplex game engine
220 * fixed bug with accidentally removing preceding buffer in SP engine
221 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
222 (to prevent compatibility mapping of these newer graphics to older
223 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
226 * added separately configurable game panel background to graphics config
227 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
230 * added tape panel graphics and screen positions to graphics config
233 * added compatibility stuff for redefined "global.door" (which affects
234 all parts of that image that have their own graphics definition now)
237 * added sound button graphics to graphics config
240 * added tape button graphics and screen positions to graphics config
243 * improved single step mode in R'n'D, EM and SP engines
246 * version number set to 3.3.0.2
249 * version 3.3.0.1 released
252 * added configurable key shortcuts for snap+direction player actions
253 (probably most useful for recording tool-assisted speedrun (TAS)
254 tapes using the single-step mode of the tape recorder)
257 * version number set to 3.3.0.1
260 * version 3.3.0.0 released
263 * fixed missing memory allocation in SP engine when saving engine data
264 for non-SP game engine snapshots (which also stores SP engine part)
267 * fixed problem with scrolling in native EM engine in multi-user mode
268 (this bug was just introduced with the experimental viewport stuff)
269 * fixed animation of splashing acid in EM engine with classic artwork
270 * fixed animation of cracking nut in EM engine with classic artwork
271 * fixed (implemented) single step mode in native EM and SP engines
272 * fixed "latest_engine" flag in classic levels (moved to single sets)
273 * updated SDL library DLLs for Windows to the latest release versions
274 (this fixed some mysterious crashes of the game on Windows systems)
275 * replaced EM and SP set in classic level set with native level files
276 * finally added a newly written "CREDITS" file to the game package
277 * removed sampled music loops from classic music set
280 * changed native Emerald Mine engine to support different viewport sizes
283 * changed native Supaplex engine to support different viewport sizes
286 * added initial, experimental support for different viewport properties
287 (with "viewports" being menu/playfield area and doors; currently the
288 size of the menu/playfield area and door positions can be redefined)
291 * added initial, experimental support for different window sizes
294 * added support for native Sokoban solution files in pure 'udlrUDLR'
295 format with extension ".sln" instead of ".tape" for solution tapes
298 * added image config suffix ".class" to be able to define classes of
299 crumbled elements which are then separated against each others when
300 drawing crumbled borders (class names can freely be defined)
301 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
302 emc_grass" results in sand and emc_grass being crumbled separately,
303 even if directly adjacent on the playfield.)
304 * added image config suffix ".style" to use two new features for
306 - "accurate_borders": try to draw correctly crumbled corners (which
307 means that a row of crumbled elements does not have two crumbled
308 corners for each element in the row, but only at the "real" corners
309 at the start and the end of the row of elements)
310 - "inner_corners": also draw inner corners in concave constructions
311 of several crumbled elements -- this is currently a big kludge: the
312 number of frames for crumbled graphic must be "2", with the first
313 frame as usual (crumbled graphic), while the second frame contains
314 the graphic with inner (crumbled) corners for the crumbled graphic
315 (These two features are mainly intended for bevelled walls, not for
316 diggable elements like sand; "inner_corners" only works reliably for
317 static walls, not for in-game dynamically changing walls using CEs.)
320 * finished code cleanup of native Supaplex game engine
323 * started code cleanup of native Supaplex game engine
326 * integrated playing sound effects into native Supaplex game engine
329 * added configurable key shortcuts for the tape recorder buttons
332 * added (hidden) function to save native Supaplex levels with tape as
333 native *.sp file containing level with demo (saved with a file name
334 similar to native R'n'D levels, but with ".sp" extension instead of
335 ".level"); to use this functionality, enter ":save-native-level" or
336 ":snl" from the main menu with the native Supaplex level loaded and
337 the appropriate tape loaded to the tape recorder
338 * fixed potential crash bug caused by illegal array access in engine
339 snapshot loading and saving code
340 * changed setting permissions of score files to be world-writable if
341 the program is not installed and running setgid to allow the program
342 to modify existing score files when run as a different user (which
343 allows cheating, of course, as the score files are not protected
344 against modification in this case)
345 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
346 the top level Makefile for Debian / Ubuntu installations
347 * added saving read-only levels from editor into personal level set
348 (thanks to Bela Lubkin for the above four patches)
351 * added updating of game values on the panel to Supaplex game engine
354 * finished integrating R'n'D graphics engine into Supaplex game engine
355 (although some animations do not support full customizability yet)
358 * done integrating R'n'D graphics engine into file "Infotron.c"
359 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
362 * integrated engine snapshot functionality into Supaplex game engine
365 * fixed bug in native Supaplex engine that broke several demo solutions
366 * fixed bug with re-initializing already existing elements in function
367 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
368 counted a second time, making the currently playing level unsolvable)
369 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
370 * done integrating R'n'D graphics engine into file "Electrons.c"
371 * done integrating R'n'D graphics engine into file "Zonk.c"
374 * done integrating R'n'D graphics engine into file "Murphy.c"
375 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
378 * started integrating R'n'D graphics engine into Supaplex game engine
381 * added small kludge that allows transparent pushing animation over
382 non-black background (by using "game.use_masked_pushing: true")
383 * added editor flag to Sokoban field/object elements to automatically
384 finish solved Sokoban style levels (even if they contain non-Sokoban
385 elements, which prevents auto-enabling this feature for such levels)
388 * added new element "from_level_template" which is replaced by element
389 from level template at same playfield position when loaded (currently
390 not accessible from level editor, but only used for special Sokoban
391 level conversion when using "special_flags: load_xsb_to_ces")
392 * added special behaviour for "special_flags: load_xsb_to_ces": global
393 settings of individual level files are overwritten by template level
394 (except playfield size, level name, level author and template flag)
397 * added handling of gravity ports when converting Supaplex style R'n'D
398 levels to native Supaplex levels for playing with Supaplex engine
401 * fixed bug in Supaplex engine regarding initial screen scroll position
404 * fixed EMC style pushing animations in the R'n'D graphics engine (when
405 using ".2nd_movement_tile" for animations having start and end tile)
406 * for this to work (look) properly for two-tile pushing animations with
407 non-black (i.e. opaque) background, the pushing graphics drawing order
408 was changed to first draw the pushed element, then the player (maybe
409 this should be controlled by an ".anim_mode" flag yet to be added)
410 * two-tile animations for moving or pushing should have 7 frames for
411 normal speed, 15 frames for half speed etc. to display correct frames
412 * two-tile animations are also displayed correctly with different speed
413 settings for the player (for pushing animations) or moving elements
416 * added searching for template level (file "template.level") not only
417 inside the level set directory, but also in above level directories;
418 this makes is possible to use the same single template level file
419 (placed in a level group directory) for many level sub-directories
422 * fixed bug with steel exit being destructible during opening phase
423 * added token "special_flags" to "levelinfo.conf" (currently with the
424 only recognized value "load_xsb_to_ces", doing the same as the flag
425 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
426 converting all elements in native (XSB) Sokoban level files to CEs)
429 * fixed some problems with Supaplex engine when compiling for Windows
432 * added special mode to convert elements of Sokoban XSB levels to CEs
433 by adding "-Dload_xsb_to_ces" to the command line starting the game
434 (also adding a dependency to a template level file "template.level")
437 * added reading native Sokoban levels and level packages (XSB files)
440 * fixed bugs in (auto)scrolling behaviour when passing ports or when
441 wrapping around the playfield through "holes" in the playfield border
444 * changed internal playfield bitmap handling from playfield sized bitmap
445 to screen sized bitmap (visible scrolling area), therefore speeding up
446 graphics operations (by eliminating bitmap updates in invisible areas)
447 and removing playfield size limitations due to increasing bitmap size
448 for larger playfield sizes (while the new implementation always uses
449 a fixed playfield bitmap size for arbitrary internal playfield sizes)
452 * fixed bug with single step mode (there were some cases where the game
453 did not automatically return to pause mode, e.g. when trying to push
454 things that cannot be pushed or when trying to run against a wall)
457 * added support for loading Supaplex levels in MPX level file format
460 * fixed SP engine to set "game over" not before lead out counter done
463 * fixed (potential) compile error when using GCC option "-std=gnu99"
464 (thanks to Tom "spot" Callaway)
467 * fixed array allocation in native Supaplex engine to correctly handle
468 preceding scratch buffers (needed because of missing border checking)
469 * fixed playfield initialization to correctly add raw header bytes as
470 subsequent scratch buffer (needed because of missing border checking)
473 * most important parts of native Supaplex engine integration working:
474 - native Supaplex levels can be played in native Supaplex engine
475 - native Supaplex level/demo files ("*.sp" files) can be re-played
476 - all 111 classic original Supaplex levels automatically solvable
477 - native Supaplex engine can be selected and used from level editor
478 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
481 * fixed another translation problem from VisualBasic to C (where "int"
482 should be "short") causing unsolvable demos with bugs and terminals
483 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
486 * fixed bug when reading Supaplex single level files (preventing loader
487 from seeking to level position like in Supaplex level package files)
490 * first classic Supaplex level running and solved by solution/demo tape
493 * started with integration of native Supaplex engine, using source code
494 of Megaplex from Frank Schindler, based on original Supaplex engine
497 * version number set to 3.2.6.2
500 * version 3.2.6.1 released
503 * fixed bug with element_info[e].gfx_element not being initialized in
504 early game stage, causing native graphics in EMC level sets to be
505 mapped completely to EL_EMPTY (causing a blank screen when playing)
506 (this only happened when starting the program with an EMC set with
507 native graphics, but not when switching to such a set at runtime)
510 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
511 and using self-compiled, patched SDL.dll that solves this problem
512 (interim solution until release of SDL 1.2.14 that should fix this)
515 * extended backwards compatibility mode to allow already fixed bug with
516 change actions (see "2008-02-05") for existing levels (especially the
517 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
520 * reactivated workaround to prevent program crashes due to blitting to
521 the same SDL surface that apparently only occurs on Windows systems
522 (this is no final solution; this problem needs further investigation)
525 * version number set to 3.2.6.1
528 * version 3.2.6.0 released
531 * fixed behaviour of player option "no centering when relocating" which
532 was incorrect when disabled and relocation target inside visible area
533 and "no scrolling when relocating" enabled at the same time
536 * fixed problems with re-mapping players on playfield to input devices:
537 previously, players found on the level playfield were changed to the
538 players connected to input devices (for example, player 3 in the level
539 was changed to player 1 (using artwork of player 3, to be able to use
540 a player with a different color)); this had the disadvantage that CE
541 conditions using player elements did not work (because the players in
542 the level definition are different to those effectively used in-game);
543 the new system uses the same player elements as defined in the level
544 playfield and re-maps the input devices of connected players to the
545 corresponding player elements when playing the level (in the above
546 example, player 3 now really exists in the game and is moved using the
547 events from input device 1); level tapes still store the events from
548 input devices 1 to 4, which are then re-mapped to players accordingly
549 when re-playing the tape (just as it is done when playing the level)
552 * fixed bug with player relocation while the player switches an element
555 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
556 not walkable (and did not let the player enter) when in process of
557 opening, but not fully open yet (which can cause the player not being
558 able to enter the exit in EM/DC style levels in time)
561 * fixed some bugs regarding the new level/CE random seed reset options
564 * moved "level settings" and "editor settings" to two tabbed screens in
565 level editor to gain space for additional level property settings
566 * added level setting to start a level with always the same random seed
567 * added CE action "set random seed" to re-initialize random seed in game
568 (this is the only CE action that gets executed before the CE changes,
569 which is needed to use the newly set random seed during the CE change)
572 * fixed redraw problem of special editor door when playing from editor
575 * fixed initialization of gfx_element for level sketch image creation
578 * added switch for EM style dynamite "[ ] explodes with chain reaction"
579 (with default set to "on" for existing levels, but "off" for all new
580 levels), as EM style dynamite does not chain-explode in original EM
583 * added optional initial inventory for players (pre-collected elements)
584 * added change page actions "set player inventory" and "set CE artwork"
585 * added recognition of "player" parameter on change pages when player
586 actions are defined, but no trigger player in corresponding condition
587 (this resulted in actions that only affected the first player before)
588 * fixed bug with change actions being executed for newly created custom
589 elements resulting from custom element changes, when the intention was
590 only to check for change actions for the previous custom element
593 * changed design and size of element drawing area in level editor
594 * added "element used as action parameter" to element change actions
597 * added possibility to reanimate player immediately after his death
598 (for example, by "change to <player> when explosion of <player>")
601 * fixed bug with "gray" white door not being uncovered by magnifier
602 * added score for collecting (any) key to the white key config page
605 * added condition "deadly when <getting hit by>" for custom elements
606 that behaves a bit like the existing "deadly when <colliding with>",
607 but with the following differences:
608 - it only kills players or friends when it was moving before it hits
609 - it does not kill players or friends that try to run into it
612 * fixed the following change conditions where a player element is used
613 as the "element that is triggering the custom element change":
616 - explosion of <element>
618 (the last two conditions already worked partially, but only for the
619 first player, and not for the "Murphy" player when using "move of")
622 * fixed crash bug caused by accessing invalid element (with value -1)
623 in UpdateGameControlValues()
624 * fixed graphical bug when using two-tile movement animations with EMC
625 game engine without explicitly using native EMC graphics engine
628 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
629 try to push something (due to push delay) does not cause a dig action
632 * fixed bug with reference elements used as trigger elements on custom
633 element change pages not being recognized
634 * fixed bug with reference elements not being removed from the playfield
635 * added engine functionality that allows custom elements that "can dig"
636 other elements not only to do so when moving by themselves, but also
637 when being pushed by the player (therefore adding the functionality to
638 push one element over another element, replacing it with the new one)
641 * added command line function to write level sketch images to directory
644 * merged override and auto-override options into new override options
645 with a new data type than can take the values "no", "yes" and "auto"
648 * fixed growing steel wall to also leave behind steel wall instead of
649 normal, destructible wall
650 * fixed handling of rocks falling through stacks of quicksand with
651 different speed (before, the rocks just got stuck in the quicksand)
654 * fixed nasty bug with auto-override and normal override not working on
655 program startup (especially when current level set has custom artwork)
658 * version 3.2.5 released as special edition "R'n'D jue"
661 * fixed X11 crash bug when blitting masked title screens over background
664 * changed build system to support special editions (like "R'n'D jue")
665 * added (hardcoded) loading graphics for "R'n'D jue" special edition
666 * fixed X11 crash bug when scaling images with width/height less than 32
669 * added "background.PLAYING" (only visible as two-pixel border in game)
670 * added default level set for first start of special R'n'D version
671 * changed door animations for editor always behaving like "quick doors"
674 * added new custom artwork setup option "auto-override non-CE sets" for
675 automatic artwork override that is only used for level sets without
676 custom element artwork (as it does not make much sense to override
677 any artwork that redefines custom element artwork for sets using CEs)
678 * fixed default artwork for "special" R'n'D versions always using the
679 "classic" artwork as the base if base artwork is not explicitly
680 defined in "levelinfo.conf", regardless of different default artwork
681 used by the special R'n'D version -- this is needed because any such
682 custom artwork is designed using the "classic" artwork definitions as
683 the base (including menu definitions and screen positions etc., which
684 would otherwise be taken from the different special default artwork)
687 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
688 for both EMC and R'n'D graphics engine (heavy workarounds needed due
689 to massively broken handling of quicksand in R'n'D game engine)
690 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
691 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
694 * fixed small bug in toon drawing (introduced when fixing the crash bug)
697 * added graphics definition "game.panel.highscore" to display the
698 current levels current high score in the game panel
701 * version number set to 3.2.5
704 * version 3.2.4 released
707 * fixed crash bug in toon drawing functions for large step offset values
710 * fixed some problems with displaying game panel when quick-loading tape
713 * fixed (experimental only) redrawing of every tile per frame (even if
714 unneeded) for the extended (R'n'D based) EMC graphics engine
715 * added optimization to only calculate element count for panel display
716 if really needed (that is, if element count values defined on panel)
717 * fixed problem with special editor door redraw when entering main menu
720 * fixed bug with displaying background for title messages on info screen
721 * some code cleanup for the extended (R'n'D based) EMC graphics engine
724 * fixed bug with CE action "move player" always resulting in player 4
725 if there was a CE action with no trigger player (because the player
726 element was calculated by using log_2() from trigger player bits with
727 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
728 triggering player bit mask and handling all players in "move player"
729 * fixed bug when defined artwork cannot be found for artwork that has
730 default artwork cloned from other artwork (without default filename)
731 * added several fixes to the extended (R'n'D based) EMC graphics engine
734 * fixed broken editor copy and paste for custom elements between levels
737 * title messages are now also searched in graphics artwork directory;
738 those found in graphics directory have precendence over those found
739 in level directory -- this handles title messages stored in graphics
740 directories as part of the artwork set, just like title images; this
741 makes sense, as corresponding special font definitions for messages
742 are usually defined in the same graphics artwork directory, and also
743 because title images and title messages that are combined in a level
744 set introduction should usually not be separated when the level set
745 is used with a different artwork set (e.g. using "override graphics")
746 * fixed problem with door borders on main screen by first drawing doors
747 and then the corresponding border masks, but not vice versa
748 * fixed problem with artwork config entries using the value "[DEFAULT]";
749 this does not what one might expect, but sets the value to an invalid
750 value -- solution: simply ignore such entries, which results in this
751 value keeping its previous (real) default value (in general, entries
752 that should use their default value should just not be defined here)
753 * fixed problem with wrong fading area size from main menu to setup menu
756 * fixed problem with broken crumbled graphics after level set changes
757 when using R'n'D custom artwork with level sets using the EMC engine
760 * fixed invisible "joysticks deactivated ..." text on setup input screen
763 * added use of hashes created from static lists (element tokens, image
764 config, font tokens) to speed up lookup of configuration parameters
765 * fixed bug where element and graphic config token lookup was mixed up
768 * added "busy" animation when initializing program and loading artwork
769 * added initialization profiling for program startup (debugging only)
772 * fixed(?) very strange bug apparently triggered by memset() when code
773 was cross-compiled with MinGW cross-compiler for Windows XP platform
774 (this only happened when using SDL.dll also self-compiled with MinGW)
777 * added graphics engine directive "border.draw_masked_when_fading" that
778 enables/disables drawing of border mask over screen that is just faded
781 * fixed small problem with separate fading definition for game screen
784 * added additional configuration directives for setup screen draw offset
785 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
786 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
787 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
788 used to define draw offset on custom artwork selection screens and
789 "CHOOSE_OTHER" is used on all other list style selection screens, like
790 choosing game speed or screen mode for fullscreen mode)
791 * added additional configuration directives to define main menu buttons:
792 - menu.button_name and menu.button_name.active
793 - menu.button_levels and menu.button_levels.active
794 - menu.button_scores and menu.button_scores.active
795 - menu.button_editor and menu.button_editor.active
796 - menu.button_info and menu.button_info.active
797 - menu.button_game and menu.button_game.active
798 - menu.button_setup and menu.button_setup.active
799 - menu.button_quit and menu.button_quit.active
800 * added eight pure decoration graphic definitions for the game panel
803 * added support for accessing native Diamond Caves II level packages
804 * fixed displaying of game panel values for Emerald Mine game engine
805 * fixed displaying end-of-level time and score values on new game panel
808 * added game panel control to display arbitrary elements on game panel
809 * added game panel control to display custom element score (globally
810 unique for identical custom elements) either as value or as element
811 * added ".draw_masked" and ".draw_order" to game panel control drawing
814 * fixed some general bugs with handling of ".active" elements and fonts
817 * cleanup of game panel elements (some elements were not really needed)
818 * added displaying of gravity state (on/off) as new game panel control
819 * added animation for game panel elements (similar to game elements)
822 * added new pseudo game mode "PANEL" to define panel fonts and graphics
823 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
824 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
825 (else graphics would have to use ".PLAYING", which would be confusing)
826 * fixed bug when fading out to game screen with border mask defined
829 * added attribute ".tile_size" for element style game panel controls
832 * added <space> key as additional valid key to use for confirm requester
835 * improved menu fading, adding separate fading definitions for entering
836 and leaving a "content" screen (in general), and optional definitions
837 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
840 * added (currently invisible) setup option to define scroll delay value
841 * fixed small bug in priority handling when auto-detecting level start
842 position in levels without player element (but player from CE etc.)
843 * added option "game.forced_scroll_delay_value" to override user choice
844 of scroll delay value for certain level sets with "graphicsinfo.conf"
845 * replaced setup option "scroll delay: on/off" by new setup option that
846 directly allows selecting the desired scroll delay value from 0 to 8
849 * added displaying of most game panel control elements (not animated)
852 * added new configuration directives to display additional game engine
853 values on the game control panel, like the following examples:
854 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
855 - game.panel.penguins - number of penguins to rescue
856 - game.panel.level_name - level name of current level
859 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
862 * added new player option "no centering when relocating" for "invisible"
863 teleportations to level areas that look exactly the same, giving the
864 illusion that the player did not relocate at all (this was the default
865 since 3.2.3, but caused visual problems with room creation in "Zelda")
866 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
869 * improved menu fading, adding separate fading definitions for entering
870 and leaving a menu and for fading between menu and "content" screens
871 * fixed small bug with recognizing also ".font_xyz" style definitions
874 * improved menu fading, adding separate fading definitions for fading
875 between menu screens and fading between menu and "destination" screens
878 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
879 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
880 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
881 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
883 * improved title fading, allowing fading animation types "none", "fade"
884 and "crossfade" (including cross-fading of last title to main menu)
887 * added configurability of graphics, sounds and music for title screens,
888 which are separated into initial title screens (only shown once at
889 program startup) and title screens shown for a given level set; these
890 title screens can be composed of up to five title images and up to
891 five title text messages (each drawn using an optional background
892 image), also using background music and/or sounds; aspects like
893 background images, sounds and music of title screens can either be
894 defined generally (valid for all title screens) or specifically (and
895 therefore differently for each title screen) using these directives:
897 to define a background image, sound or music file for all screens:
898 - background.TITLE_INITIAL (for all title screens for game startup)
899 - background.TITLE (for all title screens for level sets)
901 to define a background image, sound or music file for a single screen:
902 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
903 - background.titlescreen_x (with x in 1,2,3,4,5)
904 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
905 - background.titlemessage_x (with x in 1,2,3,4,5)
907 to define the title screen images:
908 - titlescreen_initial_x (with x in 1,2,3,4,5)
909 - titlescreen_x (with x in 1,2,3,4,5)
911 to define the title text messages, place text files into the level set
912 directory that have the following file names:
913 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
914 - titlemessage_x.txt (with x in 1,2,3,4,5)
916 to define the properties of the text messages, either use directives
917 that affect all text messages:
918 - [titlemessage_initial].<suffix>
919 - [titlemessage].<suffix>
920 or use directives that affect single text messages:
921 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
922 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
924 valid values for <suffix> are the same as for readme.<suffix> below;
925 use ".sort_priority" (default: 0) to define an arbitrary order for
926 title images and title messages (which can therefore be mixed)
929 * added full configurability of "readme.txt" screen appearance:
930 - readme.x: <left position used with alignment>
931 - readme.y: <top position>
932 - readme.width: <maximim text width in pixels>
933 - readme.height: <maximum text height in pixels>
934 - readme.chars: <maximum number of chars per line>
935 - readme.lines: <maximum number of lines displayed>
936 - readme.align: left,center,right (default: center)
937 - readme.top: top,middle,bottom (default: top)
938 - readme.font: font name
939 - readme.autowrap: true,false (default: true)
940 - readme.centered: true,false (default: false)
941 - readme.parse_comments: true,false (default: true)
942 - readme.sort_priority: (not used here, but only for title screens)
943 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
944 default), they are automatically determined from "readme.width" and
945 "readme.height" accordingly; when they are not "-1", they have
946 precedence over "readme.width" and "readme.height"
947 * added internal ad-hoc config settings for displaying text files like
948 title messages or "readme.txt" style level set info files:
949 - .font: font name (default: readme.font)
950 - .autowrap: true,false (default: readme.autowrap)
951 - .centered: true,false (default: readme.centered)
952 - .parse_comments: true,false (default: readme.parse_comments)
953 (the leading '.' and the separating ':' are mandatory here); to use
954 these ad-hoc settings, they have to be written inside a comment, like
955 "# .autowrap: false" or "# .centered: true"; these settings then
956 override the above global settings (they can even be used more than
957 once, like "# .centered: true", then some text that should be drawn
958 centered, then "# .centered: false" to go back to non-centered text;
959 important note: after using "# .parse_comments: false", or when using
960 "readme.parse_comments: false", detecting and parsing comments inside
961 the file is disabled and comments are just printed like normal text;
962 also be aware that all automatic text size calculations are done with
963 the font defined in "readme.font", while using different fonts using
964 "# .font: <font>" inside the text file may cause unexpected results
967 * changed some numerical limits in the level editor from 255 to 999
970 * added option "system.sdl_videodriver" to select SDL video driver
971 * added output of SDL video and audio driver to "version info" page
974 * added group element drawing to IntelliDraw drawing functions
975 * fixed animation resetting problem again (last try broke Snake Bite)
976 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
979 * added new (special) "include: <filename>" directive that works in all
980 configuration files (like "graphicsinfo.conf") and that has the same
981 effect as if that directive would be replaced with the content of the
982 specified file (this can be useful to split large configuration files
983 into several smaller ones and include them from one main file, or to
984 store configuration settings that always stay the same into a separate
985 file, while including it and only add those parts that really change)
988 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
991 * fixed bug in "InitMovingField()" where treating an integer array as
992 boolean caused wrong resetting of animations while elements are moving
993 * fixed problem with resetting animations when starting element change
996 * added sort priority for order of title screens and title messages
999 * changed end of game again: do not wait for the user to press a key
1000 anymore, but directly ask/confirm tape saving and go to hall of fame
1001 * re-enabled quitting of lost game by pressing space or return again
1002 * added blanking of mouse pointer when displaying title screens
1003 * added remaining menu draw offset definitions for info sub-screens
1006 * added setup option to select game speed (from very slow to very fast)
1007 * improved handling of title text messages (initial and for level set)
1010 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1013 * fixed displaying and typing of player name when it is centered
1014 * added special characters to be allowed for player name (not only A-Z)
1017 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1018 (newer versions of the SDL library seem to not like this anymore)
1021 * added code for configuration directives for control of game panel
1024 * fixed small cosmetical bug with underlining property tabs in editor
1027 * fixed small drawing bug in X11FadeRectangle
1028 * added new elements for newly supported Diamond Caves II levels:
1029 - EM/DC style exits that disappear after passing
1030 - white key and gate (one white key needed for each white gate)
1031 - fake gate (there is no key to open/pass this kind of gate!)
1032 - extended magic wall which also handles pearls and crystals
1036 * changed maximum value for endless loop detection to a higher value
1037 (some levels really used very deep recursion without being endless)
1040 * added new elements for newly supported Diamond Caves II levels:
1041 - growing steel walls
1042 - snappable land mine
1045 * added new elements for newly supported Diamond Caves II levels:
1046 - steel text elements
1049 * added level file loader for native Diamond Caves II levels
1052 * version number set to 3.2.4
1055 * version 3.2.3 released
1058 * fixed malloc/free bug when updating EMC artwork entries in level list
1059 * added workaround (warning and request to quit the current game) when
1060 changing elements cause endless recursion loop (which would otherwise
1061 freeze the game, causing a crash-like program exit on some systems)
1064 * fixed nasty string overflow bug when entering too long envelope text
1067 * added feedback sounds for menu navigation "menu.item.activating" and
1068 "menu.item.selecting" (for highlighting and executing menu entries)
1071 * improved "no scrolling when relocating" to also consider scroll delay
1072 (meaning that the player is not automatically centered in this case;
1073 this makes it possible to "invisibly" relocate the player to a region
1074 of the level playfield which looks the same as the old level region)
1075 * fixed bug with not recognizing "main.input.name.align" when active
1078 * fixed bug with displaying masked borders over title screens when
1079 screen fading is disabled
1082 * fixed infinite loop / crash bug when killing the player while having
1083 a CE with the setting "kill player X when explosion of <player X>"
1084 * added special editor graphic for "char_space" to distinguish it from
1085 "empty_space" when editing a level (in-game graphics still the same)
1088 * fixed nasty bug with initialization only done for the first player
1091 * small change to handle loading empty element/content list micro chunks
1094 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1097 * some optimizations on startup speed by reducing initial text output
1100 * added caching of custom artwork information for faster startup times
1103 * fixed graphical bug when using fewer menu entries on level selection
1104 screen than usual (with "menu.list_size.LEVELS" directive)
1105 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1106 the backbuffer to the backbuffer by error (with identical rectangle)
1109 * fixed bug when displaying titlescreen with size less than element tile
1110 * fixed bug that caused elements with "change when digging <e>" event
1111 to change for _every_ digged element, not only those specified in <e>
1112 * fixed bug that caused impact style collision when dropping element one
1113 tile over the player that can both fall down and smash players
1114 * fixed bug that caused impact style collision when element changed to
1115 falling/smashing element over the player immediately after movement
1118 * fixed bug that allowed making engine snapshots from the level editor
1121 * fixed bugs with player name and current level positions on main screen
1124 * added configuration directives for control of title screens:
1125 - "title.fade_delay" for fading time
1126 - "title.post_delay" for pause between screens (when not crossfading)
1127 - "title.auto_delay" to automatically continue after some time
1128 these settings can each be overridden by specifying them with titles:
1129 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1130 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1131 fading mode can also be specified:
1132 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1133 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1134 default is using normal fading for menues and initial title screens,
1135 while using cross-fading for level set title screens
1136 * fixed bug with background not drawn in Hall of Fame after game was won
1139 * added configuration directives for the remaining main menu items
1142 * added additional configuration directives for info screen draw offset:
1143 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1144 * added additional configuration directives for preview info text
1145 * limited mouse wheel sensitive screen area to scrollable screen area
1148 * added highlighted menu text entries to menu navigation when selected
1151 * fixed bug that prevented player from correctly being created in the
1152 top left corner by a custom element change in a level without player
1153 * fixed bug that prevented player from being killed when indestructible,
1154 non-walkable element is placed on player position by extended change
1155 * added configurable menu button, text and input positions to main menu
1158 * added page fading effects for remaining info sub-screens
1159 * fixed small bug that caused some delays when answering door request
1162 * added directives "border.draw_masked.*" for menu/playfield area and
1163 door areas to display overlapping/masked borders from "global.border"
1166 * fixed bug with CE with move speed "not moving" not being animated
1167 * when changing player artwork by CE action, reset animation frame
1170 * fixed bug with not unmapping main menu screen gadgets on other screens
1171 * fixed bug with un-pausing a paused game by releasing still pressed key
1172 * fixed bug with not redrawing screen when toggling to/from fullscreen
1173 mode while fast reloading tape (without redrawing playfield contents)
1174 * fixed bug with quick-saving tape snapshot despite answering with "no"
1177 * version number set to 3.2.3
1180 * version 3.2.2 released
1183 * fixed bug with redrawing screen in fullscreen mode after quick tape
1184 reloading when using the EMC game engine
1185 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1188 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1191 * added engine snapshot functionality for instant tape reloading (this
1192 only works for the last tape saved using "quick save", and does not
1193 work across program restarts, because it completely works in memory)
1196 * version number set to 3.2.2
1199 * version 3.2.1 released
1202 * fixed nasty bugs with handling error message file on Mac OS X systems
1205 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1208 * fixed bug that caused broken tapes when manually appending to tapes
1209 using the "pause before death" functionality, followed by recording
1210 * added setup option to disable fading of screens for faster testing
1213 * code cleanup of new fading functions
1216 * changed behaviour after solved game -- do not immediately stop engine
1217 * added some more smooth screen fadings (game start, hall of fame etc.)
1220 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1223 * added configurable level preview position, tile size and dimensions
1224 * added configurable game panel value positions (gems, time, score etc.)
1227 * fixed small bug with time displayed incorrectly when collecting CEs
1230 * fixed bug with bumpy scrolling with EM engine in double player mode
1233 * added compatibility code to fix "Snake Bite" style levels that were
1234 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1237 * fixed bug with scrollbars inside editor when using the Windows mouse
1238 enhancement tool "True X-Mouse" (which injects key events to the event
1239 queue to insert selected stuff into the Windows clipboard, which gets
1240 confused with the "Insert" key for jumping to the last editor cascade
1241 block in the element list)
1242 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1243 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1246 * added selection of preferred fullscreen mode to setup / graphics menu
1247 (useful if default mode 800 x 600 does not match screen aspect ratio)
1250 * improved down-scaling of images for better editor and preview graphics
1251 * changed user data directory for Mac OS X from Unix style to new place
1254 * improved level number selection in main menu and player selection in
1255 setup menu (input devices section) by using standard button gadgets
1256 * added support for mouse scroll wheel (caused buggy behaviour before)
1257 * added support for scrolling horizontal scrollbars with mouse wheel by
1258 holding "Shift" key pressed while scrolling the wheel
1259 * added support for single step mouse wheel scrolling by holding "Alt"
1260 key pressed while scrolling the wheel (can be combined with "Shift")
1261 * changed output file "stderr.txt" on Windows platform now always to be
1262 created in the R'n'D sub-directory of the personal documents directory
1263 * added Windows message box to direct to "stderr.txt" after error aborts
1266 * improved general scrollbar handling (when jump-scrolling scrollbars)
1269 * changed scrollbars to always show last line as first after scrolling
1270 (that means jumping n - 1 screen lines instead of n screen lines)
1273 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1274 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1275 * fixed special handling of vertically stacked acid becoming fake acid
1278 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1279 affect multiple instances of the same CE, although this kind of
1280 change condition usually only affects one single custom element
1283 * version number set to 3.2.1
1286 * version 3.2.0 released
1289 * reorganized level editor element list a bit to match engines better
1292 * fixed newly introduced bug with wrongly initializing clipboard element
1295 * fixed bug with displaying visible/invisible level border in editor
1298 * reorganized some elements in the level editor element list
1301 * fixed bug with displaying any player as "yellow" when moving into acid
1302 * fixed bug with displaying running player when player stopped at border
1305 * fixed bug with player exploding when moving into acid
1306 * fixed bug with level settings being reset in editor and when playing
1307 (some compatibility settings being set not only after level loading)
1308 * fixed crash bug when number of custom graphic frames was set to zero
1309 * fixed bug with teleporting player on walkable tile not working anymore
1310 * added partial compatibility support for pre-release-only "CONF" chunk
1311 (to make Alan Bond's "color cycle" demo work again :-) )
1314 * fixed some bugs when displaying title screens from info screen menu
1315 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1318 * changed file major version to 3 to reflect level file format changes
1319 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1322 * added new chunk "NAME" to level file format for level name settings
1323 * added new chunk "NOTE" to level file format for envelope settings
1324 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1325 * updated magic(5) file to recognize changed and new level file chunks
1326 * removed change events "change when CE value/score changes" as unneeded
1329 * changed gravity (which only affects the player) from level property
1330 to player property (only makes a difference in multi-player levels)
1331 * added change events "change when CE value/score changes"
1332 * added change events "change when CE value/score changes of <element>"
1335 * added new chunk "INFO" to level file format for global level settings
1336 * added all element settings from "HEAD" chunk to "CONF" chunk
1337 * added all global level settings from "HEAD" chunk to "INFO" chunk
1340 * changed level file format by adding two new chunks "CUSX" (for custom
1341 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1342 elements, replacing the previous "GRP1" chunk); these new IFF style
1343 chunks use the new and flexible "micro chunks inside chunks" technique
1344 already used with the new "CONF" chunk (for normal element properties)
1345 which makes it possible to easily extend the existing level format
1346 (instead of using fixed-length chunks like before, which are either
1347 too big due to reserved bytes for future use, or too small when those
1348 reserved bytes have all been used and even more data should be stored,
1349 requiring the replacement by new and larger chunks just like it went
1350 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1353 * added credits pages to the "credits" section that were really missing
1354 * added some missing element descriptions to the level editor
1355 * added down position of switchgate switch to the level editor
1356 and allowed the use of both switch positions at the same time
1357 * changed use of "Insert" and "Delete" keys to navigate element list in
1358 level editor to start of previous or next cascading block of elements
1361 * added the possibility to view the title screen to the info screen menu
1362 * fixed some minor bugs with viewing title screens
1365 * fixed bug with title (cross)fading in/out when using fullscreen mode
1368 * fixed bug that forced re-defining of menu settings in local graphics
1369 config file which are already defined in existing base config file
1370 * fixed small bug that caused door sounds playing when music is enabled
1373 * added the possibility to define up to five title screens for each
1374 level set that are displayed after loading using (cross)fading in/out
1375 (this was added to display the various start images of the EMC sets)
1378 * added "CE score gets zero [of]" to custom element trigger conditions
1379 * added setup option to display element token name in level editor
1382 * added compatibility code for Juergen Bonhagen's menu artwork settings
1385 * fixed bug with displaying wrong animation frame 0 after CE changes
1386 * fixed bug with creating invisible elements when light switch is on
1389 * added selection between ECS and AGA graphics for EMC levels to setup
1392 * adjusted font handling for various narrow EMC style fonts
1395 * changed EM engine behaviour back to re-allow initial rolling springs
1398 * fixed handling of over-large selectboxes (less error-prone now)
1399 * fixed bug when creating GE with walkable element under the player
1402 * added use of "Insert" and "Delete" keys to navigate element list in
1403 level editor to start of custom elements or start of group elements
1404 * added virtual elements to access CE value and CE score of elements:
1405 - "CE value of triggering element"
1406 - "CE score of triggering element"
1407 - "CE value of current element"
1408 - "CE score of current element"
1411 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1414 * changed behaviour of network games with internal errors (because of
1415 different client frame counters) from immediately terminating R'n'D
1416 to displaying an error message requester and stopping only the game
1417 (also to prevent impression of crashes under non command-line runs)
1418 * fixed playing network games with the EMC engine (did not work before)
1419 * fixed bug with not scrolling the screen in multi-player mode with the
1420 focus on player 1 when all players are moving in different directions
1421 * fixed bug with keeping pointer to gadget even after its deallocation
1422 * fixed bug with allowing "focus on all players" in network games
1423 * fixed bug with player focus when playing tapes from network games
1426 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1429 * code cleanup for game action control for R'n'D and EMC game engine
1432 * fixed bug in multi-player movement with focus on both players
1433 * added option to control only the focussed player with all input
1436 * added player focus switching to level tape recording and re-playing
1439 * fixed some bugs in player focus switching in EMC and RND game engine
1442 * added special Supaplex animations for Murphy digging and snapping
1443 * added special Supaplex animations for Murphy being bored and sleeping
1446 * added four new yam yams with explicit start direction for EMC engine
1447 * fixed bug in src/libgame/text.c with printing text outside the window
1450 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1453 * added delayed ignition of EM style dynamite when used in R'n'D engine
1454 * added limited movement range to EMC engine when focus on all players
1457 * fixed bug with missing (zero) score values for native Supaplex levels
1460 * added "continuous snapping" (snapping many elements while holding the
1461 snap key pressed, without releasing the snap key after each element)
1462 as a new player setting for more compatibility with the classic games
1465 * finished scrolling for "focus on all players" in EMC graphics engine
1468 * level sets with "levels: 0" are ignored for levels, but not artwork
1469 * fixed bug when scanning empty level group directories (endless loop)
1472 * fixed bug with explosion graphic for player using "Murphy" graphic
1473 * fixed bug with explosion graphic if player leaves explosion in time
1474 * changed some descriptive text in setup menu to use medium-width font
1475 * added key shortcut settings for switching player focus to setup menu
1478 * fixed bug with random value initialization when recording tapes
1479 * fixed bug with playing single player tapes when team mode activated
1482 * fixed little bug when trying to switch to player that does not exist
1485 * added player switching (visual and quick) to R'n'D and EM game engine
1486 * added setup option to select visual or quick in-game player switching
1489 * added use of "Home" and "End" keys to handle element list in editor
1492 * fixed bug with adding score when playing tape with EMC game engine
1493 * added steel wall border for levels using EMC engine without border
1494 * finally fixed delayed scrolling in EMC engine also for small levels
1497 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1500 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1501 * fixed bug when displaying info element without action, but direction
1504 * fixed minor graphical problems with springs smashing and slurping
1505 (when using R'n'D style graphics instead of EMC style graphics)
1508 * added scroll delay (as configured in setup) to EMC graphics engine
1511 * improved screen redraw for EMC graphics engine (faster and smoother)
1512 * when not scrolling, do not redraw the whole playfield if not needed
1515 * added multi-player mode for EMC game engine (with up to four players)
1518 * added android (can clone elements) from EMC engine to R'n'D engine
1521 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1524 * added selectbox for initial player speed to player settings in editor
1527 * version 3.1.2 created that is basically version 3.1.1, but with a
1528 major bug fixed that prevented editing your own private levels
1529 * version 3.1.2 released
1532 * added magic ball (creates elements) from EMC engine to R'n'D engine
1535 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1538 * fixed bug when using "CE can leave behind <trigger element>"
1539 * added new change condition "(after/when) creation of <element>"
1540 * added new change condition "(after/when) digging <element>"
1541 * fixed bug accessing invalid gadget that caused crashes under Windows
1542 * deactivated new possibility for multiple CE changes per frame
1545 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1548 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1549 * fixed bug with not keeping CE value for moving CEs with only action
1550 * changed CE action selectboxes in editor to be only reset when needed
1553 * added option "use artwork from element" for custom player artwork
1554 * added option "use explosion from element" for player explosions
1557 * added cascaded element lists in the level editor
1558 * added persistence for cascaded element lists by "editorcascade.conf"
1559 * added dynamic element list with all elements used in current level
1560 * added possibility for multiple CE changes per frame (experimental)
1563 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1566 * changed "score for each 10 seconds/steps left" to "1 second/step"
1567 * added own score for collecting "extra time" instead of sharing it
1568 * added change events "switched by player" and "player switches <e>"
1569 * added change events "snapped by player" and "player snaps <e>"
1570 * added "set player artwork: <element choice>" to CE action options
1571 * added change event "move of <element>"
1574 * added "set player shield: off / normal / deadly" to CE action options
1575 * added new player option "use level start element" in level editor
1576 to set the correct focus at level start to elements from which the
1577 player is created later (this did not work before for cascaded CE
1578 changes resulting in creation of the player; it is now also possible
1579 to create the player from a yam yam which is smashed at level start)
1582 * added "set player speed: frozen (not moving)" to CE action options
1583 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1586 * added new player option "block snap field" (enabled by default) to
1587 make it possible to show a snapping animation like in Emerald Mine
1590 * added dynamic selectboxes to custom element action settings in editor
1591 * added "CE value" counter for custom elements (instead of "CE count")
1592 * added option to use the last "CE value" after custom element change
1593 * added option to use the "CE value" of other elements in CE actions
1594 * fixed odd behaviour when pressing time orb in levels w/o time limit
1595 * added checkbox "use time orb bug" for older levels that use this bug
1598 * added missing configuration settings for the following elements:
1599 - EL_TIMEGATE_SWITCH (time of open time gate)
1600 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1601 - EL_SHIELD_NORMAL (time of shield duration)
1602 - EL_SHIELD_DEADLY (time of shield duration)
1603 - EL_EXTRA_TIME (time added to level time)
1604 - EL_TIME_ORB_FULL (time added to level time)
1607 * added "wind direction" as a movement pattern for custom elements
1608 * added initial wind direction for balloon / custom elements to editor
1609 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1612 * added parameters for "game of life" and "biomaze" elements to editor
1615 * added level file chunk "CONF" for generic level and element settings
1618 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1621 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1622 * added sound action ".page[1]" to ".page[32]" for each CE change page
1625 * added image config suffix ".clone_from" to copy whole image settings
1626 * fixed bug with invalid ("undefined") CE settings in old level files
1629 * fixed graphical bug with smashing elements falling faster than player
1632 * fixed major bug which prevented private levels from being edited
1633 * fixed bug with precedence of general and special font definitions
1636 * fixed graphical bug with player animation when player moves slowly
1639 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1642 * fixed bug which prevented "global.num_toons: 0" from working
1645 * major code cleanup (removed all these annoying "#if 0" blocks)
1648 * added custom element actions for CE change page in level editor
1651 * fixed music initialization bug in init.c (thanks to David Binderman)
1652 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1653 (this bug must probably be fixed at other places, too)
1656 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1657 (should be '#include <SDL.h>' instead)
1660 * fixed bug which prevented "walkable from no direction" from working
1661 (due to compatibility code overwriting this setting after loading)
1664 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1667 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1668 * version 3.1.1 released
1671 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1672 on 64-bit architecture systems with LP64 data model
1675 * fixed bug with bombs not exploding when hitting the last level line
1676 (introduced after the release of 3.1.0)
1679 * added support for dumping small-sized level sketches from editor
1682 * added recognition of "trigger element" for "change digged element to"
1683 (this is not really what the "trigger element" was made for, but its
1684 use may seem obvious for leaving back digged elements unchanged)
1687 * fixed multiple warnings about failed joystick device initialization
1690 * fixed bug with dynamite dropped on top of just dropped custom element
1691 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1692 dynamite can still be dropped, but drop key must be released before
1695 * fixed bug with wrong start directory when started from file browser
1696 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1699 * fixed bug causing "change when impact" on player not working
1700 * fixed wrong priority of "hitting something" over "hitting <element>"
1701 * fixed wrong priority of "hit by something" over "hit by <element>"
1704 * fixed graphical bug which caused the player (being Murphy) to show
1705 collecting animations although the element was collected by penguin
1708 * fixed two bugs causing wrong door background graphics in system.c
1709 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1712 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1713 * added "no direction" to "walkable/passable from" selectbox options
1716 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1717 * in tape autoplay, not only report broken, but also missing tapes
1720 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1723 * fixed small bug with "linear" animation not working for active lamp
1726 * fixed bug with moving up despite gravity due to "block last field"
1727 * fixed small bug with wrong draw offset when typing name in main menu
1728 * when reading user names from "passwd", ignore data after first comma
1729 * when creating new "levelinfo.conf", only write some selected entries
1732 * fixed displaying "imported from/by" on preview with empty string
1733 * fixed ignoring draw offset for fonts used for level preview texts
1736 * fixed a delay problem with SDL and too many mouse motion events
1737 * added setup option "skip levels" and level skipping functionality
1740 * added move speed "not moving" for non-moving CEs, but with direction
1743 * fixed mapping of obsolete element token names in "editorsetup.conf"
1744 * fixed bug with sound "acid.splashing" treated as a loop sound
1745 * fixed some little sound bugs in native EM engine
1748 * fixed small bug when dragging scrollbars to end positions
1751 * added editor element descriptions written by Aaron Davidson
1754 * improved fallback handling when configured artwork is not available
1755 (now using default artwork instead of exiting when files not found)
1758 * fixed bug on level selection screen when dragging scrollbar
1761 * fixed bug which caused broken tapes when appending to EM engine tapes
1764 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1767 * added code to replace changed artwork config tokens with other tokens
1768 (needed for backwards compatibility, so that older tokens still work)
1771 * added native R'n'D graphics for some new EMC elements in EM engine
1774 * fixed some bugs in the EM engine integration code
1775 * changed EM engine code to allow diagonal movement
1776 * changed EM engine code to allow use of separate snap and drop keys
1779 * fixed some redraw bugs when using EM engine
1782 * fixed bug with not converting RND levels which are set to use native
1783 engine to native level structure when loading
1786 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1789 * version number set to 3.2.0
1792 * level data now reset to defaults after attempt to load invalid file
1795 * added use of "editorsetup.conf" for different level sets
1798 * added auto-detection for various types of Emerald Mine level files
1801 * fixed bug with scrollbars getting too small when list is very large
1804 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1807 * added most level editor configuration gadgets for new EMC elements
1810 * added more element and graphic definitions for new EMC elements
1813 * modified native EM engine to use integrated R'n'D sound system
1816 * added SDL support to graphics functions in native EM engine
1817 (by always using generic libgame interface functions)
1820 * fixed bug in frame synchronization in native EM engine
1823 * added code to convert levels between R'n'D and native EM engine
1826 * new Emerald Mine engine can now play levels selected in main menu
1829 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1830 (which creates scaled down graphics for level editor and preview);
1831 there's still a memory leak somewhere in the artwork handling code
1832 * added "scale image up" functionality to X11 version of zoom function
1835 * first attempts to integrate new, native Emerald Mine Club engine
1838 * fixed bug in gadget code which caused reset of CEs in level editor
1839 (example: pressing 'b' [grab brush] on CE config page erased values)
1840 (solution: check if gadgets in ClickOnGadget() are really mapped)
1841 * improved level change detection in editor (settings now also checked)
1842 * fixed bug with "can move into acid" and "don't collide with" state
1845 * fixed maze runner style CEs to use the configured move delay value
1848 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1851 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1852 * fixed the above fix because it broke level set "machine" (*sigh*)
1853 * fixed random element placement in level editor to work as expected
1854 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1857 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1860 * fixed bug (missing array boundary check) which caused broken tapes
1861 * fixed bug (when loading level template) which caused broken levels
1862 * fixed bug with new block last field code when using non-yellow player
1865 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1866 * internal change of how the player blocks the last field when moving
1867 * fixed blocking delay of last field for EM and SP style block delay
1868 * fixed bug where the player had to wait for the usual move delay after
1869 unsuccessfully trying to move, when he directly could move after that
1870 * the last two changes should make original Supaplex level 93 solvable
1871 * improved use of random number generator to make it less predictable
1872 * fixed behaviour of slippery SP elements to let slip left, then right
1875 * fixed bug with wrong door state after trying to quickload empty tape
1876 * fixed waste of static memory usage of the binary, making it smaller
1877 * fixed very little graphical bug in Supaplex explosion
1880 * version number set to 3.1.1
1883 * version 3.1.0 released
1886 * fixed bug with crash when writing user levelinfo.conf the first time
1889 * added option "convert LEVELDIR [NR]" to command line batch commands
1890 * re-converted Supaplex levels to apply latest engine fixes
1891 * changed "use graphic/sound of element" to "use graphic of element"
1892 due to compatibility problems with some levels ("bug machine" etc.)
1895 * fixed bug with CE change replacing player with same or other player
1898 * fixed bug with opaque font in envelope with background graphic when
1899 background graphic is not transparent itself
1902 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1903 * corrected original Supaplex level loading code to use these new ports
1904 * also corrected Supaplex loader to auto-count infotrons if set to zero
1907 * fixed bug with missing initialization of "modified" flag for GEs
1910 * fixed bug that caused endless recursion loop when relocating player
1911 * fixed tape recorder bug in "step mode" when using "pause before end"
1912 * fixed tape recorder bug when changing from "warp forward" mode
1915 * fixed bug with "when touching" for pushed elements at last position
1918 * fixed bug that caused two activated toolbox buttons in level editor
1919 * fixed bug with exploding dynabomb under player due to other explosion
1922 * fixed bug with creating walkable custom element under player (again)
1923 * fixed bug with not copying explosion type when copying CEs in editor
1924 * fixed graphical bug when drawing player in setup menu (input devices)
1925 * fixed graphical bug when the player is pushing an accessible element
1926 * fixed bug with classic switchable elements triggering CE changes
1927 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1928 * fixed crash bug when CE leaves behind the trigger player element
1931 * fixed bug with broken tubes after placing/exploding dynamite in them
1932 * fixed bug with exploding dynamite under player due to other explosion
1933 * fixed bug with not resetting push delay under certain circumstances
1936 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1937 * added network multiplayer code for Windows (thanks to Niko Böhm)
1940 * added option "reachable despite gravity" for gravity movement
1941 * changed gravity movement of most classic walkable and passable
1942 elements back to "not reachable" (for compatibility reasons)
1945 * fixed (removed) "indestructible" / "can explode" dependency in editor
1946 * fixed (removed) "accessible inside" / "protected" dependency
1947 * fixed (removed) "step mode" / "shield time" dependency
1950 * fixed dynabombs exploding now into anything diggable
1951 * fixed Supaplex style gravity movement into buggy base now impossible
1952 * added pressing key "space" as valid action to select menu options
1955 * added "replace when walkable" to relocate player to walkable element
1956 * added "enter"/"leave" event for elements affected by relocation
1957 * fixed "direct"/"indirect" change order also for "when change" event
1958 * fixed graphical bug when pushing things from elements walkable inside
1961 * fixed graphic bug when player is snapping while moving in old levels
1962 * fixed bug when a moving custom element leaves a player element behind
1963 * fixed bug with mole not disappearing when moving into acid pool
1964 * fixed bug with incomplete path setting when using "--basepath" option
1965 * moving CE can now leave walkable elements behind under the player
1966 * when relocating, player can be set on walkable element now
1967 * fixed another gravity movement bug
1970 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1973 * added "collectible" and "removable" to extended replacement types
1974 (where "removable" replaces "diggable" and "collectible" elements)
1975 * added "collectible & throwable" (to throw element to the next field)
1976 * fixed bug with CEs digging elements that are just about to explode
1977 * changed mouse cursor now always being visible when game is paused
1980 * added possibility to push/press accessible elements from a side that
1982 * fixed bug with not setting actual date when appending to tape
1985 * fixed bug with incorrectly initialized custom element editor graphics
1988 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1989 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1992 * fixed bug with destroyed robot wheel still attracting robots forever
1993 * fixed bug with time gate switch deactivating after robot wheel time
1994 (while the time gate itself is not affected by this misbehaviour)
1995 * changed behaviour of BD style amoeba to always get blocked by player
1996 (before it was different when there were non-BD elements in level)
1997 * fixed bug with player destroying indestructable elements with shield
2000 * added option to make growing elements grow into anything diggable
2001 (for the various amoeba types, biomaze and "game of life")
2004 * fixed bug with movable elements not moving after left behind by CEs
2005 * changed gravity movement to anything diggable, not only sand/base
2006 * optionally allowing passing to walkable element, not only empty space
2007 * added option "can pass to walkable element" for players
2008 * finally fixed gravity movement (hopefully)
2011 * fixed bug with movable elements not moving anymore after falling down
2014 * fixed another bug with custom elements digging and leaving elements
2015 * fixed bug with "along left/right side" and automatic start direction
2016 * trigger elements now also displayed when "more custom" deactivated
2017 * fixed bug with clipboard element initialized when loading new level
2018 * added option "drop delay" to set delay before dropping next element
2021 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2024 * added copy and paste functions for custom change pages
2025 * enhanced graphical display and functionality of tape recorder
2026 * fixed bug with custom elements digging and leaving elements
2029 * added move speed faster than "very fast" for custom elements
2030 * fixed bug with 3+3 style explosions and missing border content
2031 * fixed little bug when copying custom elements in the editor
2032 * enhanced custom element changes by more side trigger actions
2035 * added option "no scrolling when relocating" for instant teleporting
2036 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2039 * added trigger element and trigger player to use as target elements
2040 * added copy and paste functions for custom and group elements
2043 * fixed graphical bug when displaying explosion animations
2044 * fixed bug when appending to tapes, resulting in broken tapes
2045 * re-recorded a few tapes broken by fixing gravity checking bug
2048 * "can move into acid" property now for all elements independently
2049 * "can fall into acid" property for player stored in same bitfield now
2050 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2051 * version number set to 3.1.0 (finally!)
2054 * changed tape recording to only record input, not programmed actions
2057 * fixed totally broken (every 8th frame skipped) step-by-step recording
2058 * fixed bug with requester not displayed when quick-loading interrupted
2059 * added option "can fall into acid (with gravity)" for players
2060 * fixed bug with player not falling when snapping down with gravity
2063 * fixed bug which messed up key config when using keypad number keys
2066 * fixed bug which allowed moving upwards even when gravity was active
2067 * fixed bug with missing error handling when dumping levels or tapes
2070 * added different colored editor graphics for Supaplex gravity tubes
2073 * fixed bug that allowed solvable tapes for unsolvable levels
2076 * use unlimited number of droppable elements when "count" set to zero
2077 * added option to use step limit instead of time limit for level
2080 * added player and change page as trigger for custom element change
2083 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2086 * fixed bug with dark yamyam changing to acid when moving over acid
2087 * fixed handling of levels with more than 999 seconds level time
2088 (example: level 76 of "Denmine")
2091 * "spring push bug" reintroduced as configurable element property
2092 * fixed bug with missing properties for "mole"
2093 * fixed bug that showed up when fixing the above "mole" properties bug
2094 * added option "can move into acid" for all movable elements
2095 * fixed graphical bug for elements moving into acid
2096 * changed event handling to handle all pending events before going on
2099 * fixed bug which caused all CE change pages to be ignored which had
2100 the same change event, but used a different element side
2101 (reported by Simon Forsberg)
2103 * fixed bug which caused elements that can move and fall and that are
2104 transported by a conveyor belt to continue moving into that direction
2105 after leaving the conveyor belt, regardless of their own movement
2106 type; only elements which can not move are transported now
2107 (reported by Simon Forsberg)
2109 * fixed bug which could cause an array overflow in RelocatePlayer()
2110 (reported by Niko Böhm)
2112 * changed Emerald Mine style "passable / over" elements to "protected"
2113 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2115 * added new option to select from which side a "walkable/passable"
2116 element can be entered
2119 * added explosion and ignition delay for elements that can explode
2122 * fixed bug which caused player not being protected against enemies
2123 when a CE was "walkable / inside" and was not "indestructible"
2124 * added "walkable/passable" fields to be "protected/unprotected"
2125 against enemies, even if not accessible "inside" but "over/under"
2128 * corrected move pattern to 32 bit and initial move direction to 8 bit
2131 * added second custom element base configuration page
2134 * added some special EMC mappings to Emerald Mine level loader
2135 (also covering previously unknown element in level 0 of "Bondmine 8")
2138 * added option to block last field when player is moving (for Supaplex)
2139 * adjusted push delay of Supaplex elements
2140 * removed delays for envelopes etc. when replaying with maximum speed
2141 * fixed bug when dropping element on a field that just changed to empty
2144 * fixed bug: infotrons can now smash yellow disks
2145 * fixed bug: when gravity active, port above player can now be entered
2146 * removed "one white dot" mouse pointer which irritated some people
2149 * added "choice type" for group element selection
2152 * fixed bug with initial invulnerability of non-yellow player
2155 * added level loader for loading native Supaplex packed levels
2156 (including multi-part levels like the "splvls99" levels)
2159 * fixed bug which allowed creating emeralds by escaping explosions
2162 * custom elements can change (limited) or leave (unlimited) elements
2163 * finally added multiple matches using group elements
2164 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2167 * added new start movement type "previous" for continued CE movement
2168 * added new start movement type "random" for random CE movement start
2171 * added new element "sokoban_field_player" needed for Sokoban levels
2172 (thanks to Ed Booker for pointing this out!)
2175 * added elements that can be digged or left behind by custom elements
2178 * added group elements for multiple matches and random element creation
2181 * fixed some graphical errors displayed in old levels
2184 * fixed wrong double speed movement after passing closing gates
2187 * added level loader for loading native Emerald Mine levels
2190 * changes for "shooting" style CE movement
2193 * Happy New Year! ;-)
2196 * changed default snap/drop keys from left/right Shift to Control keys
2199 * fixed bug with dead player getting reanimated from custom element
2202 * fixed bug with wrong penguin graphics (when entering exit)
2205 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2208 * version number set to 3.0.9
2211 * version 3.0.8 released
2214 * added function checked_free()
2217 * fixed bug with double nut cracking sound
2218 (by eliminating "default element action sound" assignment in init.c)
2221 * fixed crash when no music info files are available
2224 * fixed boring and sleeping sounds
2227 * added "maze runner" and "maze hunter" movement types
2228 * added extended collision conditions for custom elements
2231 * added warnings for undefined token values in artwork config files
2234 * added menu entry for level set information to the info screen
2237 * fixed bug with wrong default impact sound for colored emeralds
2240 * added several sub-screens for the info screen
2241 * menu text now also clickable (not only blue/red sphere left of it)
2244 * added configurable "bored" and "sleeping" animations for the player
2245 * added "awakening" sound for player when waking up after sleeping
2248 * added "copy" and "exchange" functions for custom elements to editor
2251 * added configurable element animations for info screen
2254 * added configurable music credits for info screen
2257 * finally fixed tape recording when player is created from CE change
2260 * added "editorsetup.conf" for editor element list configuration
2263 * added "musicinfo.conf" for menu and level music configuration
2266 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2267 (that only showed up on Linux, but not on Windows systems)
2270 * fixed turning movement of butterflies and fireflies (no frame reset)
2271 * enhanced sniksnak turning movement (two steps instead of only one)
2274 * version number set to 3.0.8
2277 * version 3.0.7 released
2280 * fixed reset of player animation frame when, for example,
2281 walking, digging or collecting share the same animation
2282 * fixed CE with "deadly when touching" exploding when touching amoeba
2285 * fixed tape recording when player is created from CE element change
2288 * introduced "turning..." action graphic for elements with move delay
2289 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2290 * added turning animations for bug, spaceship and sniksnak
2293 * prevent "extended" changed elements from delay change in same frame
2296 * fixed bug when pushing element that can move away to the side
2297 (like pushing falling elements, but now with moving elements)
2300 * finally fixed serious bug in code for delayed element pushing (again)
2303 * unavailable setup options now marked as "n/a" instead of "off"
2304 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2305 to "true", levels are always played with the latest game engine,
2306 which is desired for levels that are imported from other games; all
2307 other levels are played with the engine version stored in level file
2308 (which is normally the engine version the level was created with)
2311 * fixed serious bug in code for delayed element pushing
2312 * fixed little bug in animation frame selection for pushed elements
2313 * speed-up of reading config file for verbose output
2316 * added configuration option for opening and closing Supaplex exit
2317 * added configuration option for moving up/down animation for Murphy
2318 * fixed incorrectly displayed animation for attacking dragon
2319 * fixed bug with not setting initial gravity for each new game
2320 * fixed bug with teleportation of player by custom element change
2321 * fixed bug with player not getting smashed by rock sometimes
2324 * version number set to 3.0.7
2327 * version 3.0.6 released
2330 * added support for MP3 music for SDL version through SMPEG library
2333 * fixed bug when initializing font graphic structure
2334 * fixed bug with animation mode "pingpong" when using only 1 frame
2335 * fixed bug with extended change target introduced in 3.0.5
2336 * fixed bug where passing over moving element doubles player speed
2337 * fixed bug with elements continuing to move into push direction
2338 * fixed bug with duplicated player when dropping bomb with shield on
2339 * added "switching" event for custom elements ("pressing" only once)
2340 * fixed switching bug (resetting flag when not switching but not idle)
2343 * fixed element tokens for certain file elements with ".active" etc.
2346 * version number set to 3.0.6
2349 * version 3.0.5 released
2352 * now four envelope elements available
2353 * font, background, animation and sound for envelope now configurable
2354 * main menu doors opening/closing animation type now configurable
2357 * active/inactive sides configurable for custom element changes
2358 * new movement type "move when pushed" available for custom elements
2361 * fixed bug in multiple config pages loader code that caused crashes
2364 * enhanced (remaining low-resolution) Supaplex graphics
2367 * version number set to 3.0.5
2370 * version 3.0.4 released
2372 2003-09-12 src/tools.c
2373 * fixed bug in custom definition of crumbled element graphics
2375 2003-09-11 src/files.c
2376 * fixed bug in multiple config pages code that caused crashes
2379 * version number set to 3.0.4
2382 * version 3.0.3 released
2385 * added music to Supaplex classic level set
2387 2003-09-07 src/libgame/misc.c
2388 * added support for loading various music formats through SDL_mixer
2390 2003-09-06 (various source files)
2391 * fixed several nasty bugs that may have caused crashes on some systems
2392 * added envelope content which gets displayed when collecting envelope
2393 * added multiple change event pages for custom elements
2395 2003-08-24 src/game.c
2396 * fixed problem with player animation when snapping and moving
2398 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2399 * fixed problem with flickering when drawing toon animations
2401 2003-08-23 src/libgame/sdl.c
2402 * fixed problem with setting mouse cursor in SDL version in fullscreen
2404 2003-08-23 src/game.c
2405 * fixed bug (missing array boundary check) which could crash the game
2408 * version number set to 3.0.3
2411 * version 3.0.2 released
2413 2003-08-21 src/game.c
2414 * fixed bug with creating inaccessible elements at player position
2416 2003-08-20 src/init.c
2417 * fixed bug with not finding current level artwork directory
2419 2003-08-20 src/files.c
2420 * fixed bug with choosing wrong engine version when playing tapes
2421 * fixed bug with messing up custom element properties in 3.0.0 levels
2424 * version number set to 3.0.2
2427 * version 3.0.1 released
2429 2003-08-17 (no source files affected)
2430 * changed all "classic" PCX image files with 16 colors or less to
2431 256 color (8 bit) storage format, because the Allegro game library
2432 cannot handle PCX files with less than 256 colors (contributed
2433 graphics are not affected and might look wrong in the DOS version)
2435 2003-08-16 src/init.c
2436 * fixed bug which (for example) crashed the level editor when defining
2437 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2438 (only set to default) -- invalid graphics now set to default graphic
2440 2003-08-16 src/init.c
2441 * fixed graphical bug of player digging/collecting/snapping element
2442 when no corresponding graphic/animation is defined for this action,
2443 resulting in player being drawn as EL_EMPTY (which should only be
2444 done to elements being collected, but not to the player)
2446 2003-08-16 src/game.c
2447 * fixed small graphical bug of player not totally moving into exit
2449 2003-08-16 src/libgame/setup.c
2450 * fixed bug with wrong MS-DOS 8.3 filename conversion
2452 2003-08-16 src/tools.c
2453 * fixed bug with invisible mouse cursor when pressing ESC while playing
2455 2003-08-16 (various source files)
2456 * added another 128 custom elements (disabled in editor by default)
2458 2003-08-16 src/editor.c
2459 * fixed NULL string bug causing Solaris to crash in sprintf()
2461 2003-08-16 src/screen.c
2462 * fixed drawing over scrollbar on level selection with custom fonts
2464 2003-08-15 src/game.c
2465 * cleanup of simple sounds / loop sounds / music settings
2467 2003-08-08 (various source files)
2468 * added custom element property for dropping collected elements
2470 2003-08-08 src/conf_gfx.c
2471 * fixed bug with missing graphic for active red disk bomb
2473 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2474 * extended variable "level.gravity" to "level.initial_gravity" and
2475 "game.current_gravity" to prevent level setting from being changed
2476 by playing the level (keeping the runtime value after playing)
2478 * fixed graphics bug when digging element that has 'crumbled' graphic
2479 definition, but not 'diggable' graphic definition
2482 * version number set to 3.0.1
2485 * version 3.0.0 released
2488 * various bug fixes; among others:
2489 - fixed bug with pushing spring over empty space
2490 - fixed bug with leaving tube while placing dynamite
2491 - fixed bug with explosion of smashed penguins
2492 - allow Murphy player graphic in levels with non-Supaplex elements
2496 * I have forgotten to document changes for some time
2499 * pre-release version 2.2.0rc1 released
2501 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2502 * Level series artwork now configurable via level series config file.
2503 "levelinfo.conf" may now contain directives "graphics_set",
2504 "sounds_set" and "music_set" to select artwork sets which are
2505 globally defined or which are included into other level series.
2508 * version number set to 2.1.2
2511 * version 2.1.1 released
2513 2002-08-10 src/libgame/system.h
2514 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2515 and keypad enter key -- Macs seem not to distinguish between left
2516 and right modifier keys (both generate scan code for left key). :-(
2518 2002-08-10 src/libgame/sound.c
2519 * Fixed small NetBSD compilation bug.
2520 Thanks to Adam Ciarcinski for the bug report.
2522 2002-08-10 src/libgame/sound.c
2523 * Added support for audio device "/dev/sound/dsp" (devfs).
2524 Thanks to Christoph Bauer for the corresponding report.
2526 2002-08-10 src/libgame/sound.c
2527 * Bug fixed that caused regular crashes under SDL/Windows version.
2528 Mixer_InsertSound(): Always stop music before playing new music,
2529 else "mixer_active_channels" can get fucked up.
2530 Thanks to Keith Peterston for the bug report.
2533 * version number set to 2.1.1
2536 * version 2.1.0 released
2538 2002-05-31 src/libgame/image.c
2539 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2540 and "image" after converting loaded PCX image file to X11 Pixmap.
2541 This really showed up when reloading custom artwork several times.
2543 2002-05-20 src/libgame/sound.c
2544 * added support for 16 bit WAV sound files
2547 * version number set to 2.1.0
2549 2002-04-03 to 2002-05-19 (various source files)
2550 * graphics, sounds and music now fully configurable
2551 * bug fixed that prevented walking through tubes when gravity on
2552 * added support for TrueColor PCX graphics files
2553 * enhanced sound system (especially regarding stereo and loop sounds)
2555 2002-04-02 src/events.c, src/editor.c
2556 * Make Escape key less aggressive when playing or when editing level.
2557 This can be configured as an option in the setup menu. (Default is
2558 "less aggressive" which means "ask user if something can be lost"
2559 when pressing the Escape key.)
2561 2002-04-02 src/screen.c
2562 * Added "graphics setup" screen.
2564 2002-04-01 src/screen.c
2565 * Changed "choose level" setup screen stuff to be more generic (to
2566 make it easier to add more "choose from generic tree" setup screens).
2568 2002-04-01 src/config.c, src/timestamp.h
2569 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2570 automatically gets created by "src/Makefile" and contains an actual
2571 compile-time timestamp to identify development versions of the game).
2573 2002-04-01 src/libgame/misc.c
2574 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2575 for orthogonality. When really needed, this function must be
2576 extended accordingly (analog to "getKeyFromX11KeyName()").
2578 2002-04-01 src/libgame/setup.c
2579 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2580 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2581 (This was needed for custom key setup handling in "src/screens.c".)
2583 2002-03-31 src/tape.c, src/events.c
2584 * Added quick game/tape save/load functions to tape stuff which can be
2585 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2586 loads previously recorded tape and directly goes into recording mode
2587 from the end of the tape (therefore appending to the tape).
2589 2002-03-31 src/tape.c
2590 * Added "index mark" function to tape recorder. When playing or
2591 recording, "eject" button changes to "index" button. Setting index
2592 mark is not yet implemented, but pressing index button when playing
2593 allows very quick advancing to end of tape (when normal playing),
2594 very fast forward mode (when playing with normal fast forward) or
2595 very fast reaching of "pause before end of tape" (when playing with
2596 "pause before end" playing mode).
2598 2002-03-30 src/cartoons.c
2599 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2601 2002-03-30 src/libgame/toons.c
2602 * New libgame source file "toons.c" for the program independant part
2605 2002-03-29 src/screen.c
2606 * Changed setup screen stuff to be more generic (to make it easier
2607 to add more setup screens).
2609 2002-03-29 src/libgame/setup.c
2610 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2611 with level sub-directories are recognized, but also directories
2612 that directly contain level files.
2614 2002-03-29 src/libgame/sound.c
2615 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2616 (This was a bug that showed up only when in mono audio mode.)
2618 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2619 * Changed image loading code to not exit on error, but set error by
2620 using "SetError()" accordingly. Image loading errors must now be
2621 catched by above layers (src/init.c for example).
2623 2002-03-24 src/libgame/misc.c
2624 * New functions "SetError()" and "GetError()" to provide more
2625 flexible error handling.
2627 2002-03-23 src/main.c, src/main.h
2628 * Various changes due to the introduction of the new libgame files
2629 "setup.c" and "joystick.c".
2631 2002-03-23 src/files.c
2632 * Generic parts of "src/files.c" (mainly setup and level directory
2633 stuff) moved to new libgame file "src/libgame/setup.c".
2635 2002-03-23 src/joystick.c
2636 * File "src/joystick.c" moved to libgame source tree, with
2637 correspondig changes.
2639 2002-03-23 src/libgame/system.c, src/libgame/system.h
2640 * Various changes due to the introduction of the new files "setup.c"
2643 2002-03-23 src/libgame/setup.c
2644 * New libgame source file "setup.c" that contains now most setup and
2645 level directory stuff previously handled in "src/files.c".
2647 2002-03-23 src/libgame/joystick.c
2648 * New libgame source file "joystick.c" that contains now all joystick
2649 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2651 2002-03-22 src/screens.c
2652 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2653 (Wrong level series information displayed when entering main group.)
2655 2002-03-22 src/editor.c
2656 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2658 2002-03-22 src/editor.c
2659 * Changed behaviour of "Escape" key in level editor to be more
2660 intuitive: When in "Element Properties" or "Level Info" mode,
2661 return to "Drawing Mode" instead of leaving the level editor.
2663 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2664 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2665 to specify alternative sound and music directories. (The former
2666 shortcut "-s" for "--serveronly" has changed accordingly.)
2668 2002-03-22 src/libgame/gadgets.c
2669 * Added new gadget events for displaying gadget info texts:
2670 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2671 the info text callback function was only called when entering
2672 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2673 was never erased. This can now be done by checking the event type
2674 in the info callback function.
2676 2002-03-21 src/game.c, src/editor.c, src/files.c
2677 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2678 gems (emeralds, diamonds, ...) slipping down from normal wall,
2679 steel wall and growing wall (as in E.M.C. style levels). Although
2680 the behaviour of contributed and private levels wasn't changed (due
2681 to the use of "level.game_version"; see previous entry), editing
2682 those levels will (of course) change the behaviour accordingly.
2684 This change seems a bit too hard after thinking about it, because
2685 the EM style behaviour is not the "expected" behaviour (gems would
2686 normally only slip down from "rounded" walls). Therefore this was
2687 now changed to an element property for gem style elements, with the
2688 default setting "off" (which means: no special EM style behaviour).
2689 To fix older converted levels, this flag is set to "on" for pre-2.0
2690 levels that are neither contributed nor private levels.
2692 2002-03-20 src/files.h
2693 * Corrected settings for "level.game_version" depending of level type.
2694 (Contributed and private levels always get played with game engine
2695 version they were created with, while converted levels always get
2696 played with the most recent version of the game engine, to let new
2697 corrections of the emulation behaviour take effect.)
2699 2002-03-20 src/main.h
2700 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2701 compiling the SDL version on some systems.
2702 Thanks to the several people who pointed this out.
2704 2002-03-20 src/libgame/gadgets.c
2705 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2706 this caused problems especially on PowerPC architecture (although
2707 it is wrong on i386 and other architectures, too)
2709 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2710 * Added support for loading and displaying true-color PCX files.
2712 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2713 * Added command line option "-g" / "--graphics" to specify an
2714 alternative graphics directory.
2717 * Version number set to 2.0.2.
2720 * Version 2.0.1 released.
2722 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2723 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2724 to libgame source files; needed for SDL fullscreen bug workaround
2727 2002-03-18 src/screens.c
2728 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2730 2002-03-18 src/files.c [src/libgame/misc.c]
2731 * Moved some common functions from src/files.c to src/libgame/misc.c.
2733 2002-03-18 src/files.c [src/libgame/misc.c]
2734 * Changed permissions for new directories and saved files (especially
2735 score files) according to suggestions of Debian users and mantainers.
2736 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2738 2002-03-18 src/libgame/misc.c [src/files.c]
2739 * Moved some common functions from src/files.c to src/libgame/misc.c.
2741 2002-03-18 src/libgame/misc.c [src/files.c]
2742 * Changed permissions for new directories and saved files (especially
2743 score files) according to suggestions of Debian users and mantainers.
2744 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2746 2002-03-17 src/files.c
2747 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2748 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2749 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2750 for levels and "TAPE" for tapes). Old "cookie" style format is
2751 still supported for reading. New level and tape files are written
2754 * New IFF chunk "VERS" contains version numbers for file and game
2755 (where "game version" is the version of the program that wrote the
2756 file, and "file version" is a version number to distinguish files
2757 with different format, for example after adding new features).
2759 2002-03-17 src/libgame/sound.c
2760 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2761 even when sound not available.
2762 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2764 2002-03-15 src/screen.c
2765 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2766 (Before, you heard a mixture of the in-game music and the
2767 hall-of-fame music.)
2769 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2770 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2771 /dev/audio (ulaw) based Unix audio interface).
2772 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2774 2002-03-15 src/libgame/sdl.c
2775 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2776 in the currently actual version 1.2.3) by using "standard" screen
2777 resolutions like 800x600 and mapping all input (mouse events) and
2778 output (screen drawing) accordingly.
2780 2002-03-14 src/events.c
2781 * Function "DumpTape()" (files.c) now available by pressing 't' from
2782 main menu (when in DEBUG mode).
2784 2002-03-14 src/game.c
2785 * "GameWon()": When game was won playing a tape, now there is no delay
2786 raising the score and no corresponding sound is played.
2788 2002-03-14 src/files.c
2789 * Changed "LoadTape()" for real chunk support and also adjusted
2790 "SaveTape()" accordingly.
2792 2002-03-14 src/game.c, src/tape.c, src/files.c
2793 * Important changes to tape format: The old tape format stored all
2794 actions with a real effect with a corresponding delay between the
2795 stored actions. This had some major disadvantages (for example,
2796 push delays had to be ignored, pressing a button for some seconds
2797 mutated to several single button presses because of the non-action
2798 delays between two action frames etc.). The new tape format just
2799 stupidly records all device actions and replays them later. I really
2800 don't know why I haven't solved it that way before?! Old-style tapes
2801 (with tape file version less than 2.0) get converted to the new
2802 format on-the-fly when loading and can therefore still be played;
2803 only some minor parts of the old-style tape handling code was needed.
2804 (A perfect conversion is not possible, because there is information
2805 missing about the device actions between two action frames.)
2807 2002-03-14 src/files.c
2808 * New function "DumpTape()" to dump the contents of the current tape
2809 in a human readable format.
2811 2002-03-14 src/game.c
2812 * Small tape bug fixed: When automatically advancing to next level
2813 after a game was won, the tape from the previous level still was
2814 loaded as a tape for the new level.
2816 2002-03-14 src/tape.c
2817 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2818 tape, cartoons did not get completely removed because
2819 StopAnimation() was not called.
2821 2002-03-13 src/files.c
2822 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2823 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2824 size even when using 16-bit elements). Added new chunk "CNT2" for
2825 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2826 chunk even when content was 16-bit element). "CNT2" should now be
2827 able to store content for arbitrary elements (up to eight blocks of
2828 3 x 3 element arrays). All "CNT2" elements will always be stored as
2829 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2831 2002-03-13 src/files.c
2832 * Changed "LoadLevel()" for real chunk support.
2834 2002-03-12 src/game.c
2835 * Fixed problem (introduced after 2.0.0 release) with penguins
2836 not getting killed by enemies
2838 2002-02-28 src/libgame/sound.c
2839 * Fixed small problem with new SDL_Mixer 1.2.1:
2840 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
2841 or it has no effect.
2843 2002-02-24 src/game.c, src/main.h
2844 * Added "player->is_moving"; now "player->last_move_dir" does
2845 not contain any information if the player is just moving at
2847 Before, "player->last_move_dir" was misused for this purpose
2848 for the robot stuff (robots don't kill players when they are
2849 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2850 broke tapes when walking through pipes!
2851 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2852 in a continuous movement. This fact is ignored for friends and